Author Topic: More Tileset Issues.. yep.  (Read 499 times)

Legacy_Jenna WSI

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More Tileset Issues.. yep.
« Reply #15 on: March 14, 2011, 12:40:00 am »


               Thank you, I'll go through everything.

"Search your varaious haks for a doortypes.2da file, likely you will find several and they all have to be merged correctly to allow them to work.  This will also mean that you may have to edit the individual tilesets in use to match whatever new numbers you may be forced to use when you adjust the top/overriding/NEW doortypes.2da"

Am I correct in thinking that if I make a master 2da for all of these (loadscreen, doors, etc) and place it as my top hak, that I don't have to remove or edit those same files from every hak in order for it to work right? I'd like to keep the original haks unedited, to save downloads and space for the players.

And does genericdoors.2da need to be merged?
               
               

               


                     Modifié par Jenna WSI, 14 mars 2011 - 12:45 .
                     
                  


            

Legacy_Bannor Bloodfist

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More Tileset Issues.. yep.
« Reply #16 on: March 14, 2011, 01:20:35 am »


               Yes, if you add NEW versions of the doortypes, loadscreens etc 2da files and place them in top hak, you won't have to edit the originals... you only need to view the originals while merging them into that top hak.

Generic doors 2da file would only need to be checked/modified if you are using haks that have them included.  As I mentioned, CTP kept ours separate.  The generic doors are only used when you add the ctp_genericdoors.hak (name not correct) to your mod.  Other tileset folks MAY have edited those files though, so it is always best to check each hak you are adding, sort the hak by type (nwhak.exe will quickly do this when you open the hak, just click the type column and it should raise all the 2da entries right to the top for you so you can see what is included in each hak.).

Basically, anytime you add a hak to a mod, you need to check what 2da files are inside that hak, if they exist, you need to compare against any OTHER haks that have 2da's as well.  Then merge into a new one when you find differences and place that new 2da into your top hak.

It is not all that hard, but after reading how many haks you have in this mod etc, it will take you some time to check each one and compare for differences in all the 2da's that you find.

Anytime you have TWO or more different versions of a 2da file, you need to compare/merge them into a new one or you will likely break something somewhere.
               
               

               
            

Legacy_Jenna WSI

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« Reply #17 on: March 14, 2011, 06:31:56 am »


               Okay, in the process of doing that and I've got a bit of help now. Is there a doortypes.2da for cep? I looked through some of the haks without success in finding it.
               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #18 on: March 14, 2011, 09:05:51 am »


               I would hope that their doortypes.2da would be in the haks associated with their tilesets.  No clue honestly, I don't use CEP.  Too much old stuff weighing it all down, slowing things down, for no gain in game, since that content is seldom if ever used.  They claim that they left it in to maintain backwards compatibility but they are not compatible with their own older files so that is not really a good excuse.  You can't take a module created with 1.x and replace the 1.x haks with 2.x haks, the mod won't run.  So, they should have taken the effort to clean out the trash.  

Anyway, looks like the cep2_add_doors, cep2_add_loads, cep2_top_v1 and cep_top_v21 haks all have files you will have to check, if you are using those haks.  There are at least two versions of a loadscreens.2da between those files.  If you are running older versions of CEP, you will have to check them on your own.  I also make no guarantee that I found all the files either.