<thoughtfully combing through his beard...>
Where to get the 2DA?
+ Are you using an otherwise vanilla set of content? Get it from the most current location (HotU, SoU, whatever the last update was that included an appearance.2da.)
+ Are you using custom content (haks) already? Look in the top-most hak of the module properties -> custom content. Extract that appearance.2da
Where to put it? I *strongly* recommend starting to begin to think about considering getting in the habit of creating a top-level hak for each module you create. Try to *never* use the override folder except for quick tests (and *immediate* deletes!).
The way I do it is to create a folder in the hak directory with the module name. I store all the custom bits & bytes in there to play with (sub-directories in the hak folder are ignored by NwN). I often divide *those* folders into separate "project" folders, like my "
Gaian Avatar" project.
When you have a set (mdl, tga, 2da, etc.) of stuff you want to test in the toolset, compile the .hak file using nwhak.exe (in the nwn->utils folder).
In the toolset, load your module and add your hak to the top of the custom content list.
Pro: Your hak doesn't interfere with other custom content, it's all in one place and easy to update as you add more content.
Cons: Your hak only applies to modules you add it to. (A pro, IMO, but some people want to change everything :-)
Caveat: I have three haks I add to all my modules. The third is rk_amethyst.hak and contains content that applies to any Gemworld of Amethyst modules. The second is rk_"
module-name".hak that contains module specific content. The first is rk_"
module-name"_p#.hak; an empty (except for readme.txt) patch hak that will make updating or fixing modules a lot easier.
<...for a snack>
Modifié par Rolo Kipp, 17 septembre 2011 - 05:34 .