Author Topic: Using Project Q Heads to override original heads  (Read 783 times)

Legacy_JediMindTrix

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Using Project Q Heads to override original heads
« on: November 21, 2013, 04:42:31 am »


               I've been attempting to extract a head from the project q races hak, specifically:
pfh0_head149
and using it to replace the standard phf0_head002 model, but I've been getting rather ugly results.
I know that the mdl and ptl files will function properly without the rest of the hak as I've tested them separately from the override file in toolset, however, when I rename the files within to pfh0_head002, it has rather ugly, though humorous results, which I will post below:

'Posted

As opposed to:

'Posted[

Anyone have an idea on how to help me?

Cheers!

-NineCoronas

EDIT: The file dependancy is 'unknown' in the .mdl, I'm not sure if that has anything to do with it (especially since it works as is in the original file.
               
               

               


                     Modifié par NineCoronas2021, 21 novembre 2013 - 04:46 .
                     
                  


            

Legacy_TheBarbarian

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Using Project Q Heads to override original heads
« Reply #1 on: November 21, 2013, 05:25:17 am »


               It's pretty hard to tell from this angle, what with the texture being stretched the way it is, but I think this may be the old Bioware texturepack overriding your replacement .plt. Are your new pfh0_head002.mdl and pfh0_head002.plt in the Override folder, or are you preloading them in a hak file via the nwnpatch.ini (or attaching them to a module, again via a hak)? The texturepack is loaded after the contents of the Override folder, so the plain old "plop 'em in the Override folder"-installation method doesn't work for textures that were updated in the pack.

Fingers crossed! :-) This would be the first time I've actually been able to help somebody else with their problems here... that would be way neat.
               
               

               
            

Legacy_JediMindTrix

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Using Project Q Heads to override original heads
« Reply #2 on: November 21, 2013, 05:35:09 am »


               I'm doing the ol pop it into the override method, so this seems to be the logical next course of action in diagnosing the problem. How would I circumvent this?
               
               

               
            

Legacy_TheBarbarian

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Using Project Q Heads to override original heads
« Reply #3 on: November 21, 2013, 06:16:27 am »


               I know of two working ways... either erasing the .plts for the heads from the .erfs of the texturepack, or preloading replacement heads via the nwnpatch.ini. ^^

Start the nwhak.exe located in your NWN/utils/ folder.
Click Resource - Add.
Select and "open" the .plt files of the desired head(s).
Click File - Save and save your .hak with a short, descriptive name. Let's call it "Heads".
Find your newly-created Heads.hak in your NWN/hak/ folder.
Place Heads.hak in the NWN/patch/ folder.
Find and open nwnpatch.ini in your main installation folder NWN/.
Add an entry for the .hak file you created, without the .hak extension. It should look like this:
[Patch]
PatchFile000=Heads
Save the nwnpatch.ini - and done you are, next startup of NWN should have the texture appearing properly.
               
               

               
            

Legacy_JediMindTrix

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Using Project Q Heads to override original heads
« Reply #4 on: November 21, 2013, 07:00:52 am »


               Is there a specific order I should place that line in Patch.ini?
               
               

               
            

Legacy_TheBarbarian

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Using Project Q Heads to override original heads
« Reply #5 on: November 21, 2013, 07:09:08 am »


               Not that I know of. '<img'> If you are preloading multiple haks containing the same file, I'd assume they'll override eachother again and only the most recently loaded (whatever) will show up.

These are the contents of my own nwnpatch.ini:
[Patch]
PatchFile000=EnglishSounds
PatchFile001=MyHeads
               
               

               
            

Legacy_JediMindTrix

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Using Project Q Heads to override original heads
« Reply #6 on: November 21, 2013, 08:20:03 am »


               I just looked around for a patch.ini and I can't seem to find it. O.o
               
               

               


                     Modifié par NineCoronas2021, 21 novembre 2013 - 08:23 .
                     
                  


            

Legacy_TheBarbarian

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Using Project Q Heads to override original heads
« Reply #7 on: November 21, 2013, 08:31:20 am »


               ... are you, literally, looking for a file called "patch.ini"? ^^ Because... because the file in question is called "nwnpatch.ini", not "patch.ini". It ought to be in your NWN/ folder, where the nwmain.exe and nwtoolset.exe etc are, right alongside nwconfig.ini, nwn.ini, nwncdkey.ini, nwnplayer.ini and nwtoolset.ini.

If it's not there, I'm fairly sure you can safely create it yourself, though.
               
               

               
            

Legacy_JediMindTrix

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Using Project Q Heads to override original heads
« Reply #8 on: November 21, 2013, 08:38:12 am »


               I did some digging;

As far as I can tell, load order for resources follows this priority:



1. Core *.bif files

2. Patch *.bif files

3. patch.ini

4. Override folder

5. Module Haks


If this is true, using patch.ini to load it in will not work, as the texturepack will still be loaded afterwards. I will test it anyway.

EDIT: Link, if you interested:
http://social.biowar...index/4725070/1

DOUBLE EDIT: Aye, I just created my own ^.^
               
               

               


                     Modifié par NineCoronas2021, 21 novembre 2013 - 08:40 .
                     
                  


            

Legacy_TheBarbarian

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Using Project Q Heads to override original heads
« Reply #9 on: November 21, 2013, 09:10:01 am »


               aw, I don't think that load order is correct. '<img'> I ran into the same problem myself a while back, including the funny yet horrifying results of different .mdls using the .plts of the texturepack. The preloading method definitely works for me this exact way around, and as noted, if that load order was right it shouldn't.

Godspeed! ^^ If all else fails, there's still the option of erasing the .plts from the texturepack so they are no longer present to override the Override folder.
               
               

               
            

Legacy_JediMindTrix

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Using Project Q Heads to override original heads
« Reply #10 on: November 21, 2013, 09:23:39 am »


               It worked '<img'> Misinformation in that thread perhaps. Thank you for all of your help!!
               
               

               


                     Modifié par NineCoronas2021, 21 novembre 2013 - 09:24 .
                     
                  


            

Legacy_TheBarbarian

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Using Project Q Heads to override original heads
« Reply #11 on: November 21, 2013, 09:25:52 am »


               Yessssss I have successfully been helpful at last!! '<img'> You are most welcome. Enjoy the heads-y goodness.