Do I need a hak file to have custom 2da in my module?
sandronejm
Member Posts: 70
I have a module for nwn:EE with no haks and I only would like to add a couple of 2da but don't want two things:
1. Don't want to use a hak.
2. Don't want to use the server override folder, because if I give the module to a friend he may forget the 2da. I want to make it obligatory but with no haks because haks are not downloadable at least without synchronization I dont have website for synchronization nor pw.
I am thinking of forget these 2da but I dont want to
1. Don't want to use a hak.
2. Don't want to use the server override folder, because if I give the module to a friend he may forget the 2da. I want to make it obligatory but with no haks because haks are not downloadable at least without synchronization I dont have website for synchronization nor pw.
I am thinking of forget these 2da but I dont want to
0
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Without sync, you need to bundle the module and hak in 7zip or whatever. Have your friend install manually or via NIT.
If you need a place to host your hak files I believe you can use the neverwintervault for all platforms, and the steam workshop for steam users.
I'm trying this approach because I have a crapload of placeables I want to create on the first use of a specific area. They all need to be at specific coordinates, particularly at unusual values of Z, and creating and placing the by hand, and then even touching them accidentally in the toolset, gets them reset to what the toolset thinks is a rational Z location. I tried defining their attributes in variables on an invisible object, for one-time first-entry creation, but that's a royal PITA. (Let's face it; manipulating a crapload of variables in the toolset sucks like an EF4 tornado. )
So the attraction of using a 2da is two-fold: I can use my favourite editor to manage the placeables, and I get to learn how to use 2da files.
But I've put the .2da file in the ...\NWN\overrides\ directory, and in the ...\NWN\modules\temp0\ when building the module (I see now why that doesn't work), and I've instrumented the crap out a test script trying to access the 2da info -- and it appears the file isn't being found no matter where I put it.
I'm pretty sure I have the format correct (interesting that the BioWare docco says "don't use tabs" but the ones I've unpacked do). Is there a 2dalint sort of program with which I can verify that?
Also, a couple of additional questions:
1. Are the contents of .2da files cached? So that processing the file once keeps the matrix in memory so subsequent calls to Get2DAString() don't result in additional file accesses?
2. Is there any other way of storing data in an editable file for access from scripts?
Thanks!
FWIW custom 2da files are perfectly useable. See my script system AllTalk, which makes extensive use of a number of them.
Hope this helps.
TR
Thanks!
Well at least you found the problem.
TR