I asked because i saw a patch171.hak file. I don't need to add it to my module?
You can but I wouldn't recommended it. The main functionality of this hak is to make sure that everyone logging into your module/server will have CPP 1.71 installed. Since however it works regardless of client version this is not needed and its only up to builders' decision. Of course it contains few more extra features (that werent possible to do without hak) but all are really optional.
Only need that me and other player have 1.71 installed on pc?
Only you need it, if you are hosting a module via LAN then its your computer and your NWN files what determines the version of the module (basically in this case you are acting like a server). So patch will take effect for everyone even for those who doesnt have it installed. //Of course this is affecting only certain patch content, patch also contains a graphic corrections/improvements which are only visible to those who will install it. Anyway, you dont have to care about this. Thats each player's decision.
How could i find the script of 1.71 to merge? if is not too difficult of course '>
First of all. If you are not an experienced builder or the module author you shouldn't attempting this. Try rather contact the original module author - most of the modules arent updated to 1.69 anyway and ask him if he can do this, or find a volunteer with enough experiences. But there is a procedure how to do this:
When installing patch from the executable isntaller choose Builder resources in the component list. If you installed manually, you need to download this package separately in the CP project vault page
Then you get a folder 1.71 builders resources where are:
- all 2da files source
- 1.71 exculusive 2da files (mean only those that were modified by CPP)
- hak only 2da files (2da you can find in the patch171.hak which are slightly difference as they add extra functionality)
- auto 2DA merger (external tool to automatically merge 2da files)
- spellscripts (divided into specific folders spells, creature abilities, includes etc...)
so you want to look into spellscripts. Also you can view the CPP script version by the standard way in toolset by opening it from core resources. This is however not a case of an already present (outdated) script - in this case you would need to delete it first (which is nonsense because you need it for comparing).
Basically, you use a comparing tool such as Beyond Compare 2 on modules/temp0 folder and each folder inside the 1.71 builders resources/1.71 spellscripts and view the differences.