I'm working on a single-player module that uses content from the CEP (mostly tilesets, placeables, and clothing/armor/robes), but I also want to use some of the amazing-looking monsters from Project Q. I've seen it mentioned that the two aren't compatible "out of the box," but that some builders have put together workable combinations. I suppose I could try to track down and use one of those combinations, but this is something I'd like to get a better understanding of -- how HAK, 2DA & TLK files work together.
The Q monsters that I want to use (mostly the goblins, ogres, and undead) usually override the standard assets, so it seems like they shouldn't come into conflict with CEP monsters. Is there a good tutorial on what exactly I need to do to make this happen, and/or someone willing to help me learn the basics? As I understand it, here's what I need to do...
1. Export the assets that I want to use, creating ERF files. (Or can I just use the standard Q HAK files? Is there an accepted "best practice" here, standard vs. custom HAKs?)
2. Bundle those ERF files into a new top HAK, using NWHAK.EXE. (Or is there a better community resource for doing this?)
3. Edit the CEP 2DA and/or TLK files to make use of the new assets ... and this is where I am totally lost. Which files do I need to edit? Where are they located? What do I need to add, so they make use of the Project Q assets? Where do I put them when they're finished? Do I actually have to edit the TLK file, or can I get away with changing the creatures 2DA?
So, am I on the right track? Have I missed a critical resource that would help me make sense of this? Or is anyone willing to help me muddle through the learning curve?