MagneticDawn wrote...
Ok, Im a little confused on installing all these old skool mods:pinched:
First off,
What the hell is a CEP?! Because I have a whole list of like 100+ heads sitting in my override folder that wont show up in the character creation with the title "CEP"
Second,
How do I make a .hak work? I heard of something screwy like your supposed to do some funky stuff with it like installing it through the toolset, but It sounds a little confusing, so if you were to explain this, explain it bluntly with important details, I can't take too much "elves dancing around the tree" talk.<>
I just want the heads and some armor mods to work... I don't like having a ponytail and short hair for options,
Like these ones:
http://nwvault.ign.c...ks.Detail&id=13
http://nwvault.ign.c...s.Detail&id=138
http://nwvault.ign.c...s.Detail&id=183
http://nwvault.ign.c...s.Detail&id=434
especially this one: http://nwvault.ign.c...s.Detail&id=202
And none really have instructions on how to install them for us complete newbies... "drop into the override and thats it" rigghhht.. then how come none show up in the customize character screen..?
So can someone help me, please?'>
I've had SOME experience with nwn2 stuff but it looks like nwn is a little more... cluncky
First of all, if you wish to have some help, I'd suggest not hastely jumping to conclusions
followed by an annoying attitude. The fact that you don't know or understand how custom
content work with Neverwinter Nights does not make it "... a little more... clunkiy"
For starters, I'l tell you this:
Hakpacks are custom content packages that are added to modules created by people
like you and me via the toolset, the content of hakpacks do not magicaly appear in the
game for any and all modules you will play.
Overrides on the other hand, can be made to be present for any and all modules as long
as they "Override" original content of the game. Just dropping some custom content in the
override folder does not mean it is overriding original game resources...
For instance, if in the game there exist a texture for a head called "head_001.tga", in this case
you could use an alternate correctly done texture for that head model which would also need to be
a TGA file and also called "head_001.tga" that you would then drop in the override folder and then
would that modification be available automaticaly in any module you would play... again as long
as that module does not use a hakpack or hakpacks.
The game looks scans first for hakpacks then override... if none are present, it just uses it's own
resources.
But, in the case of TGA textures replacements, the game also uses in precidence DDS textures
so if you're trying to replace a texture of the games resources by adding an alternate TGA texture
in the override folder AND there is a both a TGA and DDS texture in the games resources of that
texture, the game will take the DDS in the games resources over the alternate one you put in the
override.
Hope that helps understand a little better.
'>
Modifié par Lord Sullivan, 29 octobre 2010 - 02:07 .