Author Topic: A triad of questions.  (Read 848 times)

Legacy_MannyJabrielle

  • Sr. Member
  • ****
  • Posts: 275
  • Karma: +0/-0
A triad of questions.
« Reply #15 on: June 17, 2014, 06:28:58 am »


               

Well, I might be wrong on the order, but I do believe that contents of your override folder override both base game assets and hakpatched assets.


Essentially, the load order is (where applicable) 1st, base game assets, the unmodified game (or the game with the community patch), then hakpatch assets, then attached haks, then override folder assets...



The loading order varies slightly with script files (nss and ncs), but I forget exactly how they figure in with the load order.  But essentially.... yeah, it's hak-patching is just like using the override folder, but is somewhat "cleaner" in that assets are all neatly packed into haks.  The biggest of the cons comes when you go into the toolset as I don't think override contents are loaded with the toolset.... but as mentioned, it's easy as could be to just rename the nwnpatch.ini file when you go to build to ensure you don't use any extra, non-replacing Q assets in your module.



               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
A triad of questions.
« Reply #16 on: June 17, 2014, 07:44:47 am »


               


Well, I might be wrong on the order, but I do believe that contents of your override folder override both base game assets and hakpatched assets.

 




Haks have a higher priority than the override folder. If this wasn't the case everybody could change walkmeshes etc client side and do what they want in PWs.


 


Edit: Sorry, you said hakpatched, not hakpacks, so you are right. If you have a patch-hak the override folder contents will overwrite stuff in the patch-hak.


               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
A triad of questions.
« Reply #17 on: June 17, 2014, 10:00:45 am »


               


Haks have a higher priority than the override folder. If this wasn't the case everybody could change walkmeshes etc client side and do what they want in PWs.




fortunately this stuff is sent to client in multiplayer and is not loaded from client files otherwise client would only have to modify his hak files to exploit that


               
               

               
            

Legacy_Bannor Bloodfist

  • Hero Member
  • *****
  • Posts: 1578
  • Karma: +0/-0
A triad of questions.
« Reply #18 on: June 17, 2014, 05:15:52 pm »


               

Actually, the last 3 posts are all actually only partially correct.


 


file override order is handled differently by file type for one thing and is overwritten by ANY hak in the load order.


 


anyway this statement is wrong:  "Essentially, the load order is (where applicable) 1st, base game assets, the unmodified game (or the game with the community patch), then hakpatch assets, then attached haks, then override folder assets..."  As the HAK overrides the override except in one instance, which is graphic file related, where a dds no matter where in the load order, will override a tga, of course two dds or two tga of the same name do follow the corrected load order which is:


 


Base game assets, the unmodified game (or the game with the community patch), then hakpatch assets, then override folder assets, followed by attached haks, ...  IE, hak packs ALWAYS override the override folder, this was done to protect Servers. 


 


As to what content the server sends, it only checks for the existance of a hak, then assumes the content matches.  The only file(s) it actually sends to the client are .wok and scripts.  So, a client can modify anything in the attached haks, and those will display but no wok meshes are loaded client side, nor are they generated client side as is the normal case, meaning the client never loads a .wok at all, UNLESS it is sent by the server, otherwise, it re-builds the .wok on load of the tile mdl or placeable mdl, it does not read the actual .wok or .pwk file.  Try it, you will see what I mean, delete all .wok files from your haks, the tilesets will all still work as designed, using the built-in wok data of each tile .mdl file.  UNLESS you are loading it via server, then whatever the server sends the client for the wok will be what is used.  Graphics wise, the server mdl will still get overwritten by the client mdl, but the WOK will be protected.  Meaning, you can change the local look of any tile that you want, the server doesn't care, but you can't add new doorways etc as the server side WOK file takes priority.


 


A dds file anywhere it is listed in load order will ALWAYS override a .tga file.  Sorry, this is just the way the engine works.  So, if your computer can display a .DDS texture, and there is a dds named the same as ANY tga, the DDS will always take priority.


 


Basically, there is not a simple override order.  It all got jumbled up and mixed up when server admins complained about end users/players creating modified local files... The files they truly needed to protect were wok/walkmeshes and any/all scripts which are run directly from the server, NOT the client.  Otherwise, client can override the LOOKS of anything, regardless of server side content.  So, if a server admin decides that their server will NOT allow adult content, they can do so, yet the clients can use any adult overrides they wish and the display will work for the client.  (adult just mentioned to show the limitations and to be more easily understood), so the play can have nude folks running around, yet OTHER players and the server are NOT affected.


 


as to hak vs override, well the 'override' folder doesn't override anything except local bif content.  IE the override will take control of any base/update content but override will NOT take over for ANY hak content that is loaded.  IE the hak always wins, again except in dds vs tga relationship.


 


Also the toolset WILL use 'override' at load time, UNLESS the module also has a .hak with content that is named the same, then the HAK again overrides the override.



               
               

               
            

Legacy_Jedijax

  • Hero Member
  • *****
  • Posts: 692
  • Karma: +0/-0
A triad of questions.
« Reply #19 on: June 18, 2014, 06:48:42 am »


               

Yup exactly what he said! And that's why I haven't gone the patch way yet. Too much to take into consideration, and I don't even do multiplayer or pw's at all. I do believe override to patch is a great idea though! Only issue with that is I am constantly changing override files, which would be some steps longer!



               
               

               
            

Legacy_Proleric

  • Hero Member
  • *****
  • Posts: 1750
  • Karma: +0/-0
A triad of questions.
« Reply #20 on: June 18, 2014, 07:40:50 am »


               Can someone explain the term "hakpatch"? Google was not much help.
               
               

               
            

Legacy_MannyJabrielle

  • Sr. Member
  • ****
  • Posts: 275
  • Karma: +0/-0
A triad of questions.
« Reply #21 on: June 18, 2014, 07:33:44 pm »


               


Can someone explain the term "hakpatch"? Google was not much help.




Not sure if that's what it's officially called or what not, that's just what I call it.  It's where you can place haks into the "patch" folder in your NWN root directory (or modify your nwn.ini to use the hak folder instead of the patch folder), and then modify the nwnpatch.ini file to use those haks.  They're loaded after base game assets but before everything else, so it's very much like using the override folder.


It's the same method used in Zwerkle's NWN Facelift Haks @ http://neverwinterva...s-facelift-haks


               
               

               
            

Legacy_Jedijax

  • Hero Member
  • *****
  • Posts: 692
  • Karma: +0/-0
A triad of questions.
« Reply #22 on: June 28, 2014, 01:17:48 am »


               

One more question, guys! Does anyone know if there are high quality pelvis models other than Xaltar's? I've been trying to find some with more polygons to use as standard for all normal pelvises, but I only found two packs and they're both incompatible with other body parts. Also, if anyone has the demo for OldTimeRadio's robes as base models, please re-upload it, cause the link to the original one is kaput!



               
               

               
            

Legacy_Jedijax

  • Hero Member
  • *****
  • Posts: 692
  • Karma: +0/-0
A triad of questions.
« Reply #23 on: July 09, 2014, 03:37:35 am »


               

Guys, is there a way to use the HOTU and SOU henchmen system in the original campaign? Has anyone already tackled it? Been searching for a mod or info on how to do so to no avail. I would also like to have more than just one of the original henchmen. Hope someone can help!



               
               

               
            

Legacy_Michael DarkAngel

  • Hero Member
  • *****
  • Posts: 627
  • Karma: +0/-0
A triad of questions.
« Reply #24 on: July 09, 2014, 04:17:24 am »


               

Have you tried/looked at this -->> OHS Henchman System


 


icon_zdevil.gif


 MDA



               
               

               
            

Legacy_Jedijax

  • Hero Member
  • *****
  • Posts: 692
  • Karma: +0/-0
A triad of questions.
« Reply #25 on: July 09, 2014, 04:55:53 am »


               

Hi, Michael! Indeed, I have the OHS system installed, but that is a completely independent set of scripts that works with henchmen other than those already included in modules, I believe. What I was looking for was a mod or info on how to use the HOTU/SOU henchmen system on the original campaign henchmen (Linu, Shawrwyn, Tommi, etc.) as well as a way to have more than one joining at a time.