Can't get custom hak files to work ( or even override for that matter )

as the title says, I downloaded some hak files and over ride files for some character improvement models and I put them in their right folders ( the beam dog one and the "my documents" one ) and they still won't work, anyone know what I am doing wrong here?
0
Comments
Haks must be placed in the Hak folder and added to the module. Overrides will work with everything without adding them (but they will be overlaped if the same model/texture is inside a Hak)
So if you want to, for ex, override the head n°1 of a slim human male you have to place the correct model inside the override folder.
As for the haks - did you get them for a module that needs them or are you building a module? If the answer is no to both and you are not trying to create a patch hak then I am afraid that hak files will be of no use to you. They are primarily for builders to add things to the modules they are creating. That is why you will often see modules that require you to download them.
TR
im just using these haks for the normal NWN campaigns, never had issues with this before
Files in the override folder will override base game resources without needing to fuss around with the toolset.
There is also using the Patch hak method which is described elsewhere where you tell the game to load hak files as if they were an official patch and that overrides base game resources.
This worked the exact same way in 1.69.
You also need the following line in the [Alias] section of nwn.ini:
PATCH=[User]\Documents\Neverwinter Nights\hak
where [User] is the full path to your User folder.
If it is supplied as a hak, dropping it into override won't work. To make the content appear in the official campaign, you need to install it as a patch hak, as previously explained.
The only way just dropping a hak into the hak folder does anything is if you have a custom module that is expecting it - that has no effect on the official campaign.
None of this has changed in EE (apart from the folder path and patch ini file name).
P.S. Using the override folder is a really bad idea if you're using a lot of custom content and/or fan-made modules. Files in override affect every module, so they can break things, and uninstalling a mod is a mare because it involves removing umpteen randomly-named files manually from a much larger set. A much easier approach is to put the override files for each mod into a patch hak. Then you can turn individual mods off temporarily by commenting them out in the userpatch.ini.