Jenna WSI wrote...
I'm looking at moving loot items and such into a hak in order to preserve module space, but still having the scripts access them in the pallet with it pointing to the items stored in the hak instead of inside the module. How is the hak created for this to work correctly? I know with CEP if you try to edit certain items that are stored in the hak while in the module it tells you that it won't work. I understand why, but not how to do that myself for our server's haks. Thankee.
Simple answer:
Just load them into the hak and remove them from the module so fee up you space in the module. That all there is to it.
Extemded answer:
Within the NWN engine there is a critter called the Resource Manager It is the job of the resource manager to keep track of all of the Content that the Game has access to. It does this by making a list of the files and where they are located.
The way the list is built is what determins what file is used when there are two files of the same name and type. The manager first builds the list from all of the fils located is the
Key/Bif files (The base content for the game)
Once the Key/Bif files are loaded It then adds the content from the
override folder. If any of the files where of the same name and type, They are simply overritten with the new information.
The Files in the
module are then added to the list. Once again overriting any that already exsisted with there new location to load from.
Then the files in the
Haks are loaded into the list. They are loaded in order from the
Bottom of the list to the
Top. The reason the toolset gives you the warning about the file being in a hak, is because the version that is saves into the module will have its file location information overritten, in the resource manager when the hak resources are added to the Resource List.
Modifié par Lightfoot8, 16 septembre 2012 - 08:02 .