Jenna WSI wrote...
Removing the extra 2da door files did fix the issue though, so thanks for the answer.
This will cause issues. You need to MERGE the different doortypes.2da files. Look for differences in them, and merge the lines together. Otherwise, your features/groups that have tileset specific doors, will no longer have any doors at all. Likely, with single doors, this can be overcome by the builder by placing generic doors when you build the area, but any specially shaped / double wide, etc doors, will be missing and no longer available at all.
Curious... are there going to be problems with the other 2das that individual haks have, such as portraits, loadscreens, etc?
There is a possibility that the loadscreens would have to be merged as well.
Files you have to check for differences:
areag.ini - This one is less critical, but it SHOULD be checked regardless. It can affect how the tilesets paint etc...
loadscreens.2da - Only if the individual tilesets you are adding have a package of loadscreens setup. Lots of folks generate their own for their own PW/Module anyway, but many of the better tileset authors generate some generic loadscreens for their sets.
doortypes.2da - Likely differences in every tileset. Not always, but most times there are.
genericdoors.2da (only if you are merging different content packages, IE CEP and any one else's generic doors would have to be merged)
From CTP standpoint, there is only ONE tileset that is an override, it is the CTP_Dusty Dungeon, all the rest that we have released will NOT affect ANY area previously created or override anything from Bioware, including textures. IE, completely safe to add/remove etc. The only things to check are the 4 files mentioned above, which CTP places into the CTP_Common.hak and CTP_Loadscreens.hak files respectively.
Since CEP has added all the C.R.A.P. tilesets to their releases, you will likely have major edits to merge those 4 files mentioned above though. Very little work was done by CEP to protect anyone elses works. Likely you will need to create NEW files and place them into a hak that has highest priority of all haks in the module.