Author Topic: Phantasmal Hak Packs...?  (Read 545 times)

Legacy_Kalindor

  • Newbie
  • *
  • Posts: 43
  • Karma: +0/-0
Phantasmal Hak Packs...?
« on: February 10, 2011, 09:41:27 pm »


                 The module I've been making has suddenly started complaining that four
ProjectQ haks and my own top hack are not present to open the module
even though they are clearly there in the hak directory and can be
opened with Nwhak. Other modules I add these haks to behave similarly.
I noticed that the toolset also does not build automatically anymore
when changing the custom content installed on a mod. It just started
today after I swapped NwNCQ for the modular NwNCQ hak system (although
I obviously do not blame these haks for the issue).
  If this
behavior is typical of some problem that someone has encountered before,
I'd love to know the solution you used. I can post system specs if its
relevant, but it was working just fine on this computer for many months
so I doubt it is a hardware incompatibility. I am running Win7.

(Copied from tech support forum at HipMaestro's suggestion.)
               
               

               
            

Legacy_cyberglum

  • Jr. Member
  • **
  • Posts: 61
  • Karma: +0/-0
Phantasmal Hak Packs...?
« Reply #1 on: February 10, 2011, 11:04:18 pm »


               Did you edit the mod and add the modular NwNCQ haks to the module before removing the original haks from your hak folder?



Sounds to me like this may be the problem. To start with I would add the original haks back into your hak folder then see if the module will open again in the toolset.



If that works the next step would be to add the Modular haks to the module above the original haks, run a build, then remove the originals, run a build again.



saying that, I'm not even sure that will work, don't know if the modular tilesets carry the same naming conventions as the original.



               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Phantasmal Hak Packs...?
« Reply #2 on: February 11, 2011, 12:28:35 am »


               This sounds like you have too many haks. I think the hak limit is around 50
               
               

               
            

Legacy_Calvinthesneak

  • Hero Member
  • *****
  • Posts: 1159
  • Karma: +0/-0
Phantasmal Hak Packs...?
« Reply #3 on: February 11, 2011, 01:06:11 am »


               Also be careful if you have the hak open with an editor, if you open toolset at the same time, it will often complain the hak is not present.
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Phantasmal Hak Packs...?
« Reply #4 on: February 11, 2011, 12:17:25 pm »


               I only ran into this problem once and noticed that I hadn't closed the NWN-hak program and had one of the haks opened with it.
               
               

               
            

Legacy_Calvinthesneak

  • Hero Member
  • *****
  • Posts: 1159
  • Karma: +0/-0
Phantasmal Hak Packs...?
« Reply #5 on: February 11, 2011, 04:26:00 pm »


               Heh, it gets worse when you're editing haks with two programs.  I like tlkEdit a lot, but always forget to shut all the previous tabs in it sometimes and it gives me grief.
               
               

               
            

Legacy_Kalindor

  • Newbie
  • *
  • Posts: 43
  • Karma: +0/-0
Phantasmal Hak Packs...?
« Reply #6 on: February 11, 2011, 06:30:13 pm »


               Yeah, it would appear that I have no less than 61 (!!) hacks associated with the module. Is there a way to remove some of them so that it will open? I obviously am unable to do it in the toolset...
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Phantasmal Hak Packs...?
« Reply #7 on: February 11, 2011, 07:03:31 pm »


               Kalindor, I ran into the same problem, and was unable to remove the hak packs. Hopefully someone else knows how to edit the mod file. It must be something simple to edit with a text editor if you know where to find it.



My solution was to extract the resources I needed and put them in the temp0 folder of my most recent backup. Its actually not very difficult if you have a recent backup. However YOU CAN NOT DO THIS with area resources. If you've done a lot of work building areas since your most recent backup, you'll need to import the areas as erfs.