Author Topic: NWNPatch.ini question  (Read 541 times)

Legacy_MannyJabrielle

  • Sr. Member
  • ****
  • Posts: 275
  • Karma: +0/-0
NWNPatch.ini question
« on: June 05, 2014, 05:15:35 am »


               

I have a question about preloading with the patch folder/nwnpatch.ini.  I did a search in the omnibus, but didn't find the answer I need.



I am trying to see if I can get NWNCQ and Project Q to work through this preloading method.  I can't seem to get it to work right though.  I tried having my order in the ini go from CQ in slot 000 and 001 (for the mail hak and the cq patch hak), then the Q haks in the same top down order as seen when attaching directly to a module.


However, not all the resources work.  I get the custom heads, the reforged weapons out of Q work, and CQ works.  However, the "extras" of project Q which are tied to 2da's aren't working.  I can't get any of the extra cloaks or armor parts to show up.  I tried reversing the order of the hak's in the ini (last in the 000 slot, the CQ hacks down at the bottom.... same result.


Am I missing something?  Is there any other info on the patch folder/nwnpatch.ini preloading method besides what's in the omnius?



               
               

               
            

Legacy_Gruftlord

  • Sr. Member
  • ****
  • Posts: 490
  • Karma: +0/-0
NWNPatch.ini question
« Reply #1 on: June 05, 2014, 08:52:34 am »


               

which module do you try to load? if it uses haks, those might override your cloakmodels.2da and armor parts. the projectq shield system is also dependent on propper forwarding of 2das


NWNCQ is working though, right? it's just a mesh and texture replacer. if anything looks wonky, it might be because you either need tga or DDS. there is some odd behaviour with overriding textures, where you need one file type for it to work in the override folder and the other to make it work within a hak file.



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
NWNPatch.ini question
« Reply #2 on: June 05, 2014, 10:32:08 am »


               


I have a question about preloading with the patch folder/nwnpatch.ini.  I did a search in the omnibus, but didn't find the answer I need.


I am trying to see if I can get NWNCQ and Project Q to work through this preloading method.  I can't seem to get it to work right though.  I tried having my order in the ini go from CQ in slot 000 and 001 (for the mail hak and the cq patch hak), then the Q haks in the same top down order as seen when attaching directly to a module.


However, not all the resources work.  I get the custom heads, the reforged weapons out of Q work, and CQ works.  However, the "extras" of project Q which are tied to 2da's aren't working.  I can't get any of the extra cloaks or armor parts to show up.  I tried reversing the order of the hak's in the ini (last in the 000 slot, the CQ hacks down at the bottom.... same result.


Am I missing something?  Is there any other info on the patch folder/nwnpatch.ini preloading method besides what's in the omnius?




 


Haks defined through patch.ini need to be in reverse order to how they would load in a module. So for Q, the patch.ini list would look like so:


 


PatchFile000=q_vfxgui

PatchFile001=q_tilesets

PatchFile002=q_sounds

PatchFile003=q_robe

PatchFile004=q_race

PatchFile005=q_portraits

PatchFile006=q_placeables

PatchFile007=q_items

PatchFile008=q_creatures

PatchFile009=q_2da

PatchFile010=q_!tilesets

PatchFile011=q_!tilereskins

PatchFile012=q_!fightingsfx

PatchFile013=q_!armoury

 

I would attach q_!vd_build directly to the module since it gets removed after you are done building areas with the Versatile Dungeon tileset.

 



               
               

               
            

Legacy_MannyJabrielle

  • Sr. Member
  • ****
  • Posts: 275
  • Karma: +0/-0
NWNPatch.ini question
« Reply #3 on: June 05, 2014, 03:10:11 pm »


               


 


Haks defined through patch.ini need to be in reverse order to how they would load in a module. So for Q, the patch.ini list would look like so:


 


PatchFile000=q_vfxgui

PatchFile001=q_tilesets

PatchFile002=q_sounds

PatchFile003=q_robe

PatchFile004=q_race

PatchFile005=q_portraits

PatchFile006=q_placeables

PatchFile007=q_items

PatchFile008=q_creatures

PatchFile009=q_2da

PatchFile010=q_!tilesets

PatchFile011=q_!tilereskins

PatchFile012=q_!fightingsfx

PatchFile013=q_!armoury

 

I would attach q_!vd_build directly to the module since it gets removed after you are done building areas with the Versatile Dungeon tileset.

 


 




Thank you! That was exactly what I was looking for, load order in the ini.


The note about scripts also answers the other part of my question as to why I would only get default number ranges when trying to change armor/cloak appearances... the module in question had kamiryn's crafting customizer built in, while the haks in the patch folder had my own (not fully functional) scripts in a top-hak of my own making in the list.


Thank you again '<img'>