08-07-2004, 03:48 PM | #1 |
20th Level Warrior
Join Date: November 16, 2001
Location: Estonia
Age: 35
Posts: 2,775
|
I found a pretty interesting Hak Pack. The .zip file contains 2 files - a .hak file and a .erf file. Feeling that it would be the most obvious thing to do, I put the .hak file into the /hak folder and the .erf file into the /erf folder. But in the official campaign, neither the Greatsword nor Katana are different than before.
Does this Hak Pack not work in the official campaigns or do I have to do anything further to install it into them? Thank you. |
08-07-2004, 04:25 PM | #2 |
Jack Burton
Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 39
Posts: 5,459
|
The reason it doesn't work in the OC, is that it was never installed there. Unlike the Override forlder, the Erf folder is more for easy storage than anything else. The Hak folder is where the game searches for a Hak whenever it is asked to look for one.
To install the Greatsword and Katana, you would need to open the OC modules in the toolset, go to the Edit -> Module Properties -> Custom Content tab, select the right hak from the drop-down menu and save the module (under a different name). You would then have a module which allows you to use these Katana and Greatsword models. However, they wouldn't be available anywhere yet. I'm assuming the .erf file has some sample specimens, however. Erf files are meant to be imported into a module. So you'd go to File -> Import and select the right erf file. Overwrite things if you have to. You would then have a number of these weapons available on the pallete. However, having them on the pallette doesn't mean your character can get at them. So you'd have to open an area you know the character will soon visit (View Area), open the items list (Paint Items, to the right), and since the items you want to add are non-standard, select Custom. Then they'll most likely be found under Weapons -> Bladed -> Greatsword and Weapons -> Bladed -> Other. Click one of those and drop it on the ground (or give to a merchant, more complicated though), then save the module (under that different name). After those steps, you should be able to use the new weapons in one single chapter of the OC. Once your character has the weapon, though, you'll no longer need to do anything other than add the Hak to the Custom Content list for the other chapters. Then again, if I remember right, a chapter is only unlocked for editing after you finish it once already... So what it comes down to is it's likely not worth it for the OC, though you can consider doing this for other standalone modules, and can definately add these kinds of sword to modules you make yourself. |
08-07-2004, 05:42 PM | #3 |
20th Level Warrior
Join Date: November 16, 2001
Location: Estonia
Age: 35
Posts: 2,775
|
Will the new Katana/Greatsword be a completely new weapon type or will it replace the others? If it's a new weapon type, then it seems to be not worth the trouble, since there wouldn't be any specific magical types of it, right?
Thanks. [img]smile.gif[/img] |
08-07-2004, 05:48 PM | #4 |
Jack Burton
Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 39
Posts: 5,459
|
I can't say without trying. A hak could do either.
|
08-07-2004, 05:53 PM | #5 |
Ironworks Moderator
Join Date: June 27, 2001
Location: Montreal, Quebec, Canada
Age: 43
Posts: 6,763
|
If you edit the main mudule, the patcher won't let you update your game anymore, because it's been modified. It happened to me and I had to reinstall.
Thre is another way you could use your mod, but it involve changing some of NWN's files and using the override folder. What you need to do is extract all the files from the hak pack and the .erf into a folder, then make sure the files are named so that they will replace the original textures, instead of adding to the list. Then use NWN Viewer's paking utility to open Textures_Tpa.erf. Put all the .plt files that were in the old erf in this one and save. Now put all the other files from the old .hak into your override folder except .2da files, if there were any, since you want to replace the old textures, not add to them. You could add to them instead of replacing them. You do the same things as above, but you make sure the textures are named so that they don't overwrite the old ones, make sure you have all the according d2a files to tell the game you added new textures and models and put them in the override folder, then create a new module, create your swords and put them on the ground, save the module, take your character to that module and pick up the swords, Export your character, and import him in the official campain, with his new weapons. Do a backup of the textures_tpa.erf and override folder before trying any of this. [ 08-07-2004, 05:55 PM: Message edited by: Luvian ]
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