Difference between revisions of "HAKS - Updating"

From ALFA
Jump to: navigation, search
(Created page with "Category:HAKS - Adding New Content Category:HAKS UPDATING Category:Technical Manuals '''ADDING NEW CONTENT TO THE ALFA NWN2 HAKS...")
 
 
Line 1: Line 1:
[[Category:HAKS - Adding New Content]]
 
 
[[Category:HAKS UPDATING]]
 
[[Category:HAKS UPDATING]]
[[Category:Technical Manuals]]
+
[[Category: HAKS - Updating]]
 +
[[Category: Technical Manuals]]
  
                  '''ADDING NEW CONTENT TO THE ALFA NWN2 HAKS
+
                             
                              9/2020 by ARRI'''
+
                            '''NWN2 HAK BUILDING AND UPLOAD PROCESS 
 +
                                          (2021\Arri)'''
  
 +
GENERAL NOTE -  ALL ABR BUILD/ GZIPING /CHECKSUMS / HASHES MUST BE DONE ON THE SAME COMPUTER OR THERE WILL BE MISMATCHES AND MUCH LAMENTING.
  
'''STEP 1''' - '''YOU WILL NEED THE FOLLOWING TOOLS:'''
+
'''STEP 1''' - USING MS VISUAL COMMAND PROMPT - BUILD THE  ABR FOLDER TO TURN ALL HAK FOLDERS INTO BUILT HAKS IN A RELEASE FOLDER [make sure there is no current release folder in the  abr]USING THE  bld OR bcz COMMAND.  YOU CANNOT JUST USE  A HAK PACKER TO CREATE THE HAKS, IT MUST BE DONE VIA MS VISUAL COMMAND PROMPT.  THE RELEASE FOLDER WILL APPEAR IN THE ABR FOLDER.
  
A COPY OF ''GIT EXTENSIONS'' http://gitextensions.github.io/   FOR MANAGING UPLOADS/DOWNLOADS TO THE MASTER ABR ON GITHUB.   
+
'''STEP 2''' - USING 7ZIP . .GZIP ALL NEW HAKS WITH A    'n_ ' APPENDED AT THE FRONT OF THE HAK NAME THEN UPLOAD TO AZURE  alfa-nwn2-acr-updater >ACR_ContentPatches>Global>1.9201.    USING THE  "n_ " INFRONT OF THE HAK NAME LETS US PUT THEM ON AZURE WITHOUT OVERWRITING THE OLD ONE.
 +
 +
'''STEP 3''' - CREATE A DOCUMENT FOR THE PROCESS THAT WILL INCLUDE  BOTH NEW AND OLD CHECKSUMS AND HASHES FOR EACH UPDATED HAK.  RUN THE UPDATED HAKS[NOT THE GZIP] THROUGH A CHECKSUM TOOL LIKE WinMD5 OR SOMETHING SIMILAR TO GET THE NEW CHECKSUM. RECORD THIS ON YOUR DOC.  ON MYSQL YOU WILL FIND THE OLD CHECKSUMS  IN THE content_patch_files  AND THE OLD HASHES IN THE content_download_config.  TAKE A COPY OF THESE AND ADD TO YOUR DOC INCASE OF HAK FAILURE. IT WILL SAVE YOU HOURS OF TIME IF YOU HAVE TO REPEAL THE UPDATE FOR ANY REASON.
 +
 
 +
'''STEP 4''' -  CLEAR OUT THE STAGING CLIENT OF ALL PREVIOUS HAKS and TLK UPDATES [ PUT THEM IN A FILE FOLDER IN CASE YOU NEED THEM YET].  TAKE THE  TLK FILE FROM THE RELEASE FOLDER AND PUT IT IN YOUR TLK FOLDERS IN BOTH  NWN FOLDERS ,  ALSO  PUT YOUR OLD HAKS FROM THE HAK FOLDERS THAT ARE CHANGING INTO A SEPERATE FOLDER AND COPY OVER ALL UPDATED HAKS FROM THE RELEASE FOLDER INTO THE HAK FOLDERS OF THE INSTALL AND DOCUMENTS GAME FILES.  OPEN AND STAGE ONE OF YOUR MODULES,  ONLY  CHECKING THE SKIP MUSIC BOX [IDEALY ALL MODULE UPDATES HAVE BEEN PREVIOUSLY PUSHED UP BEFORE UPDATING HAKS /TLK]. ONCE IT IS DONE SAVE THE MODULE TO DIRECTORY. REPEAT FOR EACH SERVER THAT NEEDS TO BE UPDATED.  TO DOUBLE CHECK YOURSELF  STAGE TWO DIFFERENT MODS  TO MAKE SURE THE HASHS MATCH  IF THEY DO NOT YOU NEED TO FIGURE OUT WHY.
 +
 
 +
'''STEP 5'''- OPEN YOUR  GITHUB TO THE SERVERS GIT FILES. YOU SHOULD NOW FIND YOUR ''moduledownloadresource'' FILE, CLICK ON THAT AND YOU WILL GET YOUR NEW HASHES FROM THE GREEN LINE FOR EACH HAK FILE.
  
A COPY OF ''WinSCP'' https://winscp.net/eng/download.php FOR MANAGING THE HAK LZMAS.
+
  [[File:Hak Info1.png]]
 
IF YOU ARE THE TA  YOU WILL ALSO NEED A COPY OF ''MYSQL WORKBENCH'' https://www.mysql.com/products/workbench/
 
 
AND
 
 
AZURE STORAGE EXPLORER  https://azure.microsoft.com/en-us/features/storage-explorer/. 
 
 
 
YOU WILL ALSO NEED  '''MICROSOFT  VISUAL'''  https://visualstudio.microsoft.com/downloads/
 
  
''NWN2packer'' FOR OPENING HAKS /ERFS  https://neverwintervault.org/project/nwn2/other/tool/nwn2packer-v19
+
''ALTERNATELY'' YOU CAN ALSO GO OPEN THE ''moduledownloadresource'' FILE INSIDE EACH MODULE FILE, WITH SOMETHING LIKE NOTEPADE OR SUBLIME TEXT,  AND  COPY/PASTE FROM YOUR FIRST STAGED MDR TO EACH OF THE OTHER SERVER MDRS.  JUST BE CAREFUL THAT YOU COPY/PASTE CORRECTLY. DO NOT OPEN AND SAVE THE MOD AGAIN UNTIL AFTER YOU HAVE COMMITED AND PUSHED TO THE SERVER.
 +
ADD THESE TO YOUR  DOC.  THESE WILL BE USED ON MYSqL TO UPDATE THE content_download_config WHEN THE TIME COMES. DO NOT PUSH THE SERVER FILES UP UNTIL YOUR FULLY READY TO START THE UPDATES.
  
''TlkEdit2'' FOR EDITING THE TLK AND 2DA FILES https://neverwintervault.org/project/nwn1/other/tool/tlkedit2-2datlkgfferf-editor
+
'''STEP 6''' - ONCE THE MODULE IS STAGED AND SAVED YOU WILL OPEN YOUR WinSCP AND NAVIGATE TO THE  ADL SITE, TA SHOULD HAVE THE KEYS FOR THIS.  RENAME THE NEW HAK LZMAS WITH THAT n_ AS WELL AND THEN TRANSFER THEM TO THE ADL.  DEPENDING ON YOUR CONNECTION AND UPLOAD SPEEDS,  THIS COULD TAKE A FEW MINUTES TO A FEW HOURS.  '''DO NOT TRANSFER THE HAKS TO THE SERVER SITES,  ONLY THE  TLK WILL BE MOVED TO EACH SERVER SITE.''' THEY HAVE THEIR OWN SITE.  YOU ONLY NEED TO DO THIS ONCE for the LZMA's  . . . NOT FOR EACH SERVER UPDATED. DO NOT UPLOAD HAKS THAT HAVE NOT CHANGED.
  
I RECOMMEND ''SUBLIME TEXT'' FOR BASIC 2DA EDITING  https://www.sublimetext.com/3    YOU CAN ALSO GET A PLUG IN FOR IT THAT ALLOWS YOU TO COMPILE SCRIPTS FOR NWN2  https://neverwintervault.org/project/nwn2/other/tool/sublimetext-neverwinterscript THIS WORKS WELL IN CONJUNCTION WITH THE TlkEditor2 WHICH I USE TO DOUBLE CHECK THE INTEGRITY OF MY 2DA.
+
'''STEP 7''' -  ONCE ALL LZMA's ARE UPLOADED ON THE ADL SITE .... RDP INTO THE SERVERS AND  DL THE LZMA'S ONTO THE SERVER FROM THE  SITE  INTO A SEPERATE FOLDER FOR NEW HAKS IN THE HAK FOLDER. FOR WHAT EVER REASON WHILE THE SERVER SEEMS TO ACCESS AND DL THE  ACR AND 2DA HAKS ON THEIR OWN. OTHER HAKS DO NOT APPEAR IN ANY SORT OF TIMELY MATTER ITS FASTER TO JUST DIRECTLY DL THEM FROM THE SITE.  YOU THEN NEED TO UPACK EACH LZMA AND DISCARD THE LZMA ITSELFRENAME THE  HAK  TO REMOVE THE n_ prefix.
  
'''OPTIONAL TOOLS DEPENDING ON YOUR TECH LEVEL AND ABILITY TO MODIFY THINGS:'''
+
'''STEP 8''' -  ONCE ALL LZMA's ARE DL'd TO EACH SERVER AND UNPACKED (ON BG/MS), TSM AND READIED AS POSSIBLE ON WHL.  YOU WILL LOG INTO MYSQL AND CHANGE OVER THE HASHES  AND CHECKSUMS TO THE NEW ONES.  THE HASHES ARE FOUND ON THE  ''moduledownloaderresources.xml''  THE GREEN HIGHLIGHTED PORTIONS ARE THE NEW HASHES AND DL SIZES FOR THE HAK NOTED. THE RED ONES ARE THE OLD HASHES.  THE GREEN PORTIONS WILL BE TRANSFERED TO TO YOUR  DOCUMENT IN CASE YOU NEED IT LATER AND TO  APPROPRIATE PLACES IN THE  content_download_configOF THE ALFA MySql  [SEE MySql SET UP DIRECTIONS TO GET THERE ].  THE CHECKSUMS WILL BE TRANSFERED [MAKE SURE YOU COPIED THE ORIGINAL TO YOUR DOCUMENT] TO THE content_patch_files.
  
https://neverwintervault.org/project/nwn2/other/tool/mdb-cloner  FOR RENAMING MODELS WITH THEIR ATTACHED TEXTURES WHEN IT WOULD OTHERWISE OVERRIDE AN EXISTING MODELVERY IMPORTANT IF YOU ARE ADDING CLOTHING/ARMOR BECAUSE RARELY DO THESE COME NUMBERED IN A WAY COMPATIBLE WITH OUR LIST.
+
'''STEP 9''' - ONCE ALL THE CHECKSUMS AND HASHES HAVE BEEN TRANSFERED  AND YOU HAVE  HIT APPLY AT THE BOTTOM OF THE LIST OF EACH TAB, SO THEY TAKE EFFECT YOU ARE DONE ON MySqlYOU WILL THEN OPEN YOUR AZURE AND GO THROUGH AND RENAME AND APPEND TO THE FRONT OF EACH OF THE OLD GZIP - HAKS YOU ARE REPLACING, A o_  THIS WILL SAVE THEM IN CASE THERE IS A PROBLEM WITH THE HAKS.  ONCE ALL THE OLD HAKS THAT HAVE A n_ COUNTERPART HAVE BEEN RENAMED WITH A  o_ IN FRONT, YOU WILL THEN RENAME ALL THE NEW UPLOADS TO REMOVE THE n_ so they effectively replace the old ones.
  
https://neverwintervault.org/project/nwn2/other/tool/mdb-model-viewer THIS ALLOWS YOU TO VIEW A MODEL EASILYESPECIALLY HELPFUL WHEN REVIEWING ITEMS.
+
'''STEP 10''' -  YOU WILL THEN GO TO THE  ADL SITE AND REPEAT THE ABOVE PROCESS WITH THE  HAK  LZMA'sAPPEND A o_ TO THE OLD ONES AND REMOVE THE n_ FROM THE NEW ONES TO REPLACE THEM.
  
https://www.gimp.org/downloads/    GIMP WITH A DDS PLUG IN https://code.google.com/archive/p/gimp-dds/downloads  USEFUL IF YOU WANT TO ADD A TINT FILE TO A MODEL IN CONJUNCTION WITH THE MDB CLONER.
+
'''STEP 11''' - LOG INTO THE SERVER YOU ARE GOING TO TEST THE HAKS ON FIRST. '''DO NOT TRY TO DO ALL SERVERS AT THE SAME TIME!'''  MAKE SURE YOU HAVE ALL THE LZMA'S UNPACKED, IN A SEPERATE FOLDERMAKE A FOLDER  CALLED OLD AND AFTER SHUTTING DOWN THE SERVER CUT/PASTE ALL THE OLD HAKS  EXCEPT THE ACR HAK, BEING CHANGED INTO THAT FOLDER.  AFTER WHICH YOU CAN MOVE THE NEW ONES INTO THE MAIN HAK FOLDER. DO NOT MOVE THE ACR HAK. IT WILL DL ON ITS OWN AND NEEDS TO KNOW TO CHANGE OVER VIA THE MDR.
  
'''STEP 2''' - IF YOU DO NOT ALREADY HAVE ONE, DOWNLOAD THE ABR FOLDER FROM OUR GITHUB RESOURCE PAGE AT https://github.com/ALandFarAway/ALFA-Base-Resources . THIS WILL LIVE IN YOUR NWN2 FOLDER IN THE DOCUMENTS FOLDER IF YOU HAVE THE SPACE KEEP A ZIPPED BACK UP COPY SOMEWHERE IN CASE OF A SCREW UP.   THE ABR FOLDER HAS A FOLDER WITH THE CONTENTS OF EACH HAK  AS WELL AS A NUMBER OF OTHER SCRIPTS AND THINGS USED FOR ALFA MODS.
+
'''STEP 12''' - NOW UPLOAD THAT STAGED SERVER'S ''moduledownloaderresources'' TO GIT AND PULL DOWN TO THAT SERVER.  COMPILE ALL THE SCRIPTS, AND START THE SERVER IT WILL FIND THE NEW MDR AND PULL DOWN THE  NEW ACR HAK AND RECOGNIZE THE NEW CONTENT.  YOU MAY HAVE TO RESTART AND RECOMPILE  IT AFTER ITS DL'd THE NEW ACR HAK.  IT SHOULD THEN COME UP AS NORMAL WATCH THE GB USED AND IT SHOULD RETURN UP TO THE  2-3K MARK IT WAS PREVIOUSLY AT  GIVE OR TAKE  . . . IF IT NEVER GOES ABOVE 200MB THERE IS AN ISSUE. 
  
'''STEP 3'''- DOWN LOAD THE DESIRED CONTENT FROM NWNVAULT OR NEXUS OR WHAT EVER SITE YOU FIND TO GET IT FROM.  I SUGGEST HAVING A SPECIAL FOLDER SOMEWHERE DEDICATED TO YOUR HAK CONTENT DOWNLOADSI ORGANIZED MINE BY TYPE AS WELL.
+
'''STEP 13''' - ASSUMING THE SERVER LOOKED LIKE IT CAME UP CORRECTLY, YOU WILL NOW REMOVE ALL THE NEW HAKS FROM BOTH YOUR HAK FILES AND PUT THEM INTO A SEPARATE FOLDER FOR THE MOMENTTHEN LOG INTO THE UPDATED SERVER AND SEE IF IT CORRECTLY DL's ALL THE NEW HAKS. GO HAVE A DRINK WHILE IT DOWNLOADS FOR MOST PEOPLE IT WILL TAKE A FEW MINUTES TO A FEW HOURS.    IF IT ERRORS TO A RED TEXT THERE IS A PROBLEM.   
  
'''STEP 4''' - UNZIP YOUR SELECTED CONTENT INTO A LABELED WORKING FOLDER.  CONTENT USUALLY COMES IN ONE OF TWO WAYS  EITHER A  HAK OR A OVERRIDE FOLDER.
 
 
 
'''STEP 5'''- CHECK THE CONTENTS OF THE LAST HAK FOR THE TYPE OF CONTENT YOU WANT TO ADD.  FOR INSTANCE YOU WANT TO ADD SOME NEW PLACEABLES . . .  OPEN THE  HIGHEST NUMBERED PLACEABLES HAK AND SELECT ALL, TO FIND OUT THE SIZE OF THE FOLDER CONTENTS.  IF ITS AT OR GREATER THAN 1.5gb OF STUFF  OR HAS MORE THAN 15000 FILES  . . . START A NEW HAK.  IF ITS GOT SPACE  TAKE A COPY OF THE FOLDER AND MOVE IT TO YOUR WORKING FOLDER FOR USE DURING TESTING.  I CANNOT STRESS ENOUGH NOT TO USE THE  ACTUAL ABR FILES UNTIL EVERYTHING IS TESTED.  GRAB COPIES OF ANY 2DAS YOU WILL NEED TO BE ALTERING AS WELL FOR YOUR OVERRIDE FOLDER.
 
  
'''STEP 6'''- EVERYTHING BUT ITEMS, AND MOST FX FILES HAS A 2DA FILE ASSOCIATED WITH IT.  MOST ANY HAK CONTENT YOU DOWNLOAD SHOULD ALSO INCLUDE THE 2DA FOR THOSE OBJECTS.  YOU ARE ONLY ALLOWED A SINGLE 2DA FOR EACH SET, SO YOU WILL HAVE TO COMBINE THE LINES FROM THE NEW CONTENT INTO OUR 2DA FOR THAT CONTENT.  WHEN POSSIBLE FIND THE LINES IN OUR 2DA THAT CORRESPOND TO THE LINES OF THE NEW CONTENT, IF THOSE LINES ARE EMPTY PLACE THE NEW ONES THERE. [THE NWN2 COMMUNITY HAS STANDARDIZED HOW 2DAS ARE LAID OUT WITH PARTICULAR NUMBERS ASSIGNED TO PARTICULAR CREATORS.  BECAUSE ALFA  2DA'S ARE SO OLD THIS DOES NOT ALWAYS WORK OUT FOR US.]  IF THE CORRESPONDING LINES ARE ALREADY FILLED IN OUR 2DA, THEN YOU WILL HAVE TO PASTE THEM TO ANOTHER SET OF LINES AND RENUMBER THEM TO FIT OUR NUMBERS.  IF NUMBERS ARE OUT OF ORDER NOTHING BEYOND THAT POINT WILL WORK.
 
  
'''STEP 7'''-  CLOTHING TYPE ITEMS WILL BE SHOWN AS  SOMETHING LIKE  P_HHM_MP_Body50  THIS SHOWS THAT IT IS FOR  P=PC / HHM= HUMAN MALE / MP = WHAT CATEGORY IT IS LISTED UNDER IN THE armorvisualdata.2DA  / Body50 = WHAT NUMBER -1 THAT IT SHOWS UP IN THE ARMORSET TAB IN THE TOOLSET.  THIS WOULD SHOWS AS OUTFIT 49 IN THE DARARMOR CATEGORY.    IF WE WANT TO ALTER THIS BECAUSE IT CONFLICTS WITH AN ITEM # WE ALREADY HAVE  YOU WILL USE MDB CLONER TO CHANGE THE NUMBER PORTION AND PERHAPS CHANGE THE  MP TO  CL OR THE APPROPRIATE ARMOR CATEGORY.  KEEP IN MIND THAT  EACH CATEGORY TYPE CAN ONLY HOLD  FROM 0-256 ITEMS FOR EACH RACE/GENDER.    ALSO  IF YOU DO NOT HAVE A CORRESPONDING HUMAN MALE ITEM MODEL, FOR ANYTHING THAT IS FEMALE IT WILL NOT SHOW UP IN THE ARMORSET TAB, THOUGH IT CAN BE MANUALLY INSERTED.  THIS CAN EVEN BE A BLANK  ITEM MODEL THAT HAS NOTHING THAT GOES WITH IT.    WHEN CHANGING MODEL NUMBERS  TRY TO FIND A  SPOT IN THE CATEGORY THAT  HAS A BLANK SPOT +1 FOR IT.  IF WE WANTED TO MAKE A SECOND CLOTHING CATEGORY BECAUSE THE FIRST ONE IS FILLED THEN WE WOULD HAVE TO ALSO ALTER THE  armorvisualdata.2DA FILE.  IF YOU DO NOT CHANGE THE BODY#  IT WILL EITHER NOT SHOW UP OR IT WILL OVERRIDE THE PREVIOUS  ITEM OF THAT BODY#.  ALSO ANY CLOTHING THAT COMES FOR THE HUMAN MALE CAN BE CLONED TO HAVE AN EQUIVALENT FOR THE ELVEN MALE, SAME FOR FEMALE ITEMS.
 
 
'''STEP 8'''-  ONCE YOU HAVE  ANY ITEMS AND/OR CREATURES , PLACEABLES ETC  PLACED IN YOUR OVERRIDE FOLDER AND ALTERED ANY 2DA'S FOR THOSE OBJECTS OR FIXED THE BODY#'S FOR CLOTHING, YOU WILL THEN USE THE NWN2PACKER TO MAKE A  NEW  2DA TEST HAK .  OPEN THE PACKER CLICK ON NEW AND THEN DRAG THE ALTERED 2DA FILES FROM YOUR OVERRIDE FILE INTO THE PACKER AND SAVE AS A NEW HAK  IN THE  GOG HAK FILE.  YOU WILL THEN ADD THAT HAK INTO YOUR  TEST MOD AT THE VERY TOP OF THE LISTS FOR THE HAKS SO THAT IT WILL OVERRIDE THE HAK BELOW IT.  SAVE THE MOD AND RELOAD.
 
  
'''STEP 9'''- OPEN YOUR TEST MODULE AND MAKE SEPARATE AREAS TO CHECK EACH AND EVERY OBJECT YOUR PLANNING TO ADD.  IF YOUR USING THE FOOL'S PLUGIN YOU WILL BE ABLE TO GO TO IT AND SCAN THROUGH IT TO FIND YOUR NEW CONTENT.  CREATE EACH ONE  FOR YOUR  TEST MOD. 
 
  ''CLOTHING'' IN YOUR OVERRIDE WILL SHOW UP IN THE ARMORSET TAB, YOU CAN SIMPLY PAINT THE ARTICLE ON THE NPC  OR YOU CAN MAKE AN ITEM AND EQUIP IT ON A NPC TO CHECK.    OCCASIONALLY ITEMS ARE NOT DESIGNED FOR OUR BODY MODELS AND LOOK WONKY.  HERE YOU CAN TEST IF YOU CAN COLOR IT OR NOT, IF NOT YOU MAY WANT TO MAKE A TINT MAP FOR IT TO INCREASE THE VERSATILITY OF THE ITEM.
 
  
  ''CREATURES'' IN YOUR OVERRIDE WILL NEED TO BE CREATED  USE THE BASE NPC AND CHANGE THE APPEARANCE TO THE NEW ONE.  IF YOUR EFFICIENT ,  FIND THE STATS AND OTHER INFO FOR THE CREATURE VIA THE SRD OR MONSTER MANUALS.  GIVING IT APPROPRIATE RESREF AND TAGS  [SEE BUILDING CREATURES].  CHECK TO SEE IF IT HAS ANY ALTERNATE LOOKS ON THE ARMORTAB.  MAKE SURE EVERYTHING LOOKS CORRECT FOR IT AND MAKE A BLUEPRINT.  SEE IF IT HAS THE ABILITY TO BE TINTED.  IF NOT YOU MAY WANT TO MAKE A TINT MAP FOR IT.  SOMETIMES CREATURES  HAVE TAILS OR WINGS THAT NEED TO BE ADDED TO THE APPROPRIATE 2DA SO THEY CAN BE ADDED.
 
  
''PLACEABLES'' IN YOUR OVERRIDE WILL NEED TO BE CREATED AND SORTED.  CHECK TO MAKE SURE THEY LOOK RIGHT. ( I HAVE FOUND A FEW THAT THE TEXTURES WERE ON BACKWARDS)  CAN THEY BE TINTED?  IF NOT SEE IF YOU CAN MAKE A TINT MAP FOR IT.  IF YOUR REALLY EFFICIENT, YOU CAN MAKE A BLUEPRINT AND SORT THEM INTO APPROPRIATE CATEGORIES FOR YOUR OWN BP FOLDER IN YOUR OVERRIDE.
+
'''TROUBLESHOOTING:'''
  
  ''TILESETS'' WILL HAVE SEVERAL 2DAS THAT WILL NEED COPIED OVER TO OURS.    CHECK ALL THESE OUT, OFTEN THEY INCLUDE LINES FOR TILES THEY HAVE NOT YET MADE THESE WILL READ AS A 0 (ZERO).  
+
'''NONE OF MY HAKS WILL BUILD''' - - - - DELETE THE OLD release FILE FROM THE ABR FOLDER
 +
-MAKE SURE EACH HAK HAS A 'bld.cmd' AND A PROPERLY NAMED , 'makefile' INCLUDED IN THE FOLDER .
 +
   
 +
'''SOME OF MY HAKS WON'T BUILD.''' -----  PROBABLY DUE TO NOT ALL OR TOO MANY OF THE FILE TYPES BEING NOTED ON THE makefile AND/OR YOU HAVE TABBED SPACES INSTEAD OF SINGLE SPACES BEWEEN THE FILE NAME AND THE \  [BACKSLASH].  IF YOU ADDED A BRAND NEW HAK  TO THE MIX  MAKE SURE ITS LISTED ON THE  dir FILE IN THE ABR DIRECTORY.
  
''TEXTURES AND GRASSES'' WILL NEED TO BE ADDED TO THEIR CORRESPONDING 2DA.  IN ADDITION THEY SHOULD COME WITH  .BMP FILES THAT WILL NEED TO BE ADDED INTO EVERY BUILDERS, NWN2TOOLSET  FOLDER IN THE MAIN GAME FOR  GRASSES OR TERRAIN.
+
'''I GET A BUNCH OF YELLOW TEXT SAYING UNABLE TO REACH.''' ------ YOU CAN GENERALLY IGNORE THIS  . . . IF YOU WANT TO FIX IT YOU WILL HAVE TO OPEN THE FILES IT POINTS TO AND EXPAND EVERYTHING WITH A + SIGN INFRONT OF IT THIS CAN POINT OUT ERRORS IN THE XML SCRIPTING.
  
''FX'S'' USUALLY JUST NEED TO BE ADDED INTO THE APPROPRIATE FOLDERS , UNLESS THEY ARE PART OF A SPELL OR EFFECT THAT IS DRAWN UPON VIA SCRIPT THEN THEY NEED TO BE ADDED TO THE  VFX_PERSISTENT.2DA.
+
'''THE HAK BUILDS BUT IT GIVES ME A MESSAGE THAT  CERTAIN FILES ARE SKIPPED''' - - - - - THIS WILL HAPPEN IF THE GAME DOES NOT RECOGNIZE PARTICULAR FILE FORMATS.  THOSE FILES WILL NOT BE UPLOADED INTO THE HAK.
  
'''STEP 10'''- ONCE YOU HAVE EVERYTHING YOUR PLANNING ON ADDING FOR THIS ROUND OF UPDATES, VERIFIED, AND ALTERED IF NEEDED, THEN ADD ALL THE FILES INTO THE APPROPRIATE ABR FOLDERS.  THIS ASSUMES YOU HAVE ALREADY CHECKED THEM FOR SPACE. REMEMBER TO MOVE ANY ALTERED 2DA FILES AS WELL.  THEN RUN THE  HAKING PROCESS OUTLINED IN  THE 'UPDATING HAKS' INFORMATION.    IF YOU HAVE HAD TO MAKE A NEW HAK  THIS WILL HAVE TO BE ADDED INTO THE  dirs FILE IN THE ABR FILE FOLDER SO IT KNOWS IT EXISTS.
+
'''MY MODULE WON'T STAGE ALL THE NEW HAKS''' - - - -- - YOU NEED TO CLEAR OUT ALL HAKS OF THE SAME NAME FROM THE STAGING CLIENT  FOR EACH MODULE YOU STAGE.
 +
'''
 +
MY HASHES DO NOT MATCH BETWEEN TWO SERVERS''' -------- DID YOU PUT THE NEW HAKS INTO YOUR HAK FOLDERS IN BOTH THE GOG NWN2  DIRECTORY  and THE  DOCUMENTS NWN2  DIRECTORY hak FOLDERS OR AT LEAST REMOVE THEM FROM ONE HAK FILE?  DID YOU ONLY TRADE OUT THE NEW HAKS?  
  
'''STEP 11'''- ONCE YOU HAVE YOUR NEW SET OF HAKS RENAME THE ONES YOUR GOING TO BE UPDATING RENAME THEM WITH A " n-" OR SOMETHING SIMILAR AT THE BEGINNING OF THE HAK NAME. YOU WILL MOVE ALL THE FOLDERS WITH THE CONTENT YOU WERE WORKING ON FROM YOUR OVERRIDE TO A SECONDARY FOLDER YOU MAKE OVERRIDE2 OR SOME SUCH.  MOVE YOUR RENAMED HAKS INTO THE HAK DIRECTORY OF THE NWN2 INSTALL, NOT THE DOCUMENT FOLDER ENTRY. OPEN YOUR TEST MODULE AND UPDATE THE HAKS WITH THE NEW HAKS LISTED. ANYTHING THAT IS NOT NEW GO AHEAD AND REGRAB IT.  ONCE THAT IS DONE SAVE YOUR MODULE AND RELOAD IT.  THEN RECHECK ALL YOUR CONTENT AREAS .    THIS WAY YOU CAN DOUBLE CHECK THAT YOU GOT ALL THE DESIRED CONTENT INTO THE HAKS BEFORE YOU FINALIZE ITIF EVERYTHING IS ACCOUNTED FOR  AND NOTHING IS MISSING ITS MODELS/TEXTURES ETC THEN YOU CAN MOVE ON TO THE HAK UPDATING PROCESS.
+
'''MY SERVER WILL NOT LOAD MORE THAN A FEW MB OF DATA''' - - - - - - CHECK THE COMPILE DOES IT LOOK LIKE IT COMPILED CORRECTLY? IF NO, ARE THE SCRIPTS JUST NOT COMPILED ? IF SO
 +
THEN TRY STOPPING , RECOMPILING AND RESTARTING THE SERVER AGAIN. 
 +
DOES IT POINT OUT AN ERROR IN ONE OF THE HAKS? IF SO FIRST COMPARE  DL SIZES  BETWEEN WHAT YOU HAVE AND WHERE YOU DL'd IT, MAKE SURE IT MATCHESIF GOOD THEN RECHECK THE  HASHES AND CHECKSUMS ON MySql FOR THAT HAK, AGAINST THAT SERVERS MDR. IF THEY MATCH   YOU MAY HAVE A BAD HAK OF SOME SORT THAT WILL NEED REMOVED.
  
 +
'''THE HAKS WILL NOT DL WHEN I LOG INTO THE SERVER''' - - - - - - - - - - -  IF IT SAYS IT CANNOT DL THEM FROM ANY SOURCE . . .  CHECK THE MDR TO MAKE SURE IT HAS THE <string> SET UP CORRECTLY AFTER EACH  HAK LINE. 
  
 +
''<string>0</string>
 +
  <string>1</string>
 +
  <string>3</string>''
 +
0 - should be set for all module lzma files | 1 & 3  should be set for all hak files.  These indicate where the file will DL from.
  
''AS A NOTE EVERYTHING IN THE PALLETE TAKES UP MODULE DIRECTORY SPACEIN GAME THE DM ONLY NEEDS A SMATTERING OF PLACEABLES TO PULL FOR SET UPS.   IDEALLY THE ONLY PLACEABLES ACTUALLY IN THE PALLETE FOR THE MODULE SHOULD BE ANYTHING THAT IS SPAWNED IN LIKE SECRET DOORS ETC OR THOSE ITEMS DMS NEED TO SET UP ENCOUNTERS LIKE CAMPFIRES, TENTS ETC. ALL ELSE WILL SHOW IN YOUR PALLETE IF ITS IN A BLUE PRINT FOLDER IN YOUR GAME OVERIDE.
+
'''IF IT SAYS IT CANNOT BE VERIFIED''' . . . THEN MAKE SURE THE HASHES /CHECKSUMS MATCH BETWEEN THE MDR AND MySql.
'''''Bold text'''
+
MAKE SURE YOU USED THE  CHECKSUMS FOR THE  UNZIPPED HAK NOT THE ZIPPED ONE.

Latest revision as of 23:15, 6 November 2021


                            NWN2  HAK BUILDING AND UPLOAD PROCESS   
                                         (2021\Arri)

GENERAL NOTE - ALL ABR BUILD/ GZIPING /CHECKSUMS / HASHES MUST BE DONE ON THE SAME COMPUTER OR THERE WILL BE MISMATCHES AND MUCH LAMENTING.

STEP 1 - USING MS VISUAL COMMAND PROMPT - BUILD THE ABR FOLDER TO TURN ALL HAK FOLDERS INTO BUILT HAKS IN A RELEASE FOLDER [make sure there is no current release folder in the abr]USING THE bld OR bcz COMMAND. YOU CANNOT JUST USE A HAK PACKER TO CREATE THE HAKS, IT MUST BE DONE VIA MS VISUAL COMMAND PROMPT. THE RELEASE FOLDER WILL APPEAR IN THE ABR FOLDER.

STEP 2 - USING 7ZIP . .GZIP ALL NEW HAKS WITH A 'n_ ' APPENDED AT THE FRONT OF THE HAK NAME THEN UPLOAD TO AZURE alfa-nwn2-acr-updater >ACR_ContentPatches>Global>1.9201. USING THE "n_ " INFRONT OF THE HAK NAME LETS US PUT THEM ON AZURE WITHOUT OVERWRITING THE OLD ONE.

STEP 3 - CREATE A DOCUMENT FOR THE PROCESS THAT WILL INCLUDE BOTH NEW AND OLD CHECKSUMS AND HASHES FOR EACH UPDATED HAK. RUN THE UPDATED HAKS[NOT THE GZIP] THROUGH A CHECKSUM TOOL LIKE WinMD5 OR SOMETHING SIMILAR TO GET THE NEW CHECKSUM. RECORD THIS ON YOUR DOC. ON MYSQL YOU WILL FIND THE OLD CHECKSUMS IN THE content_patch_files AND THE OLD HASHES IN THE content_download_config. TAKE A COPY OF THESE AND ADD TO YOUR DOC INCASE OF HAK FAILURE. IT WILL SAVE YOU HOURS OF TIME IF YOU HAVE TO REPEAL THE UPDATE FOR ANY REASON.

STEP 4 - CLEAR OUT THE STAGING CLIENT OF ALL PREVIOUS HAKS and TLK UPDATES [ PUT THEM IN A FILE FOLDER IN CASE YOU NEED THEM YET]. TAKE THE TLK FILE FROM THE RELEASE FOLDER AND PUT IT IN YOUR TLK FOLDERS IN BOTH NWN FOLDERS , ALSO PUT YOUR OLD HAKS FROM THE HAK FOLDERS THAT ARE CHANGING INTO A SEPERATE FOLDER AND COPY OVER ALL UPDATED HAKS FROM THE RELEASE FOLDER INTO THE HAK FOLDERS OF THE INSTALL AND DOCUMENTS GAME FILES. OPEN AND STAGE ONE OF YOUR MODULES, ONLY CHECKING THE SKIP MUSIC BOX [IDEALY ALL MODULE UPDATES HAVE BEEN PREVIOUSLY PUSHED UP BEFORE UPDATING HAKS /TLK]. ONCE IT IS DONE SAVE THE MODULE TO DIRECTORY. REPEAT FOR EACH SERVER THAT NEEDS TO BE UPDATED. TO DOUBLE CHECK YOURSELF STAGE TWO DIFFERENT MODS TO MAKE SURE THE HASHS MATCH IF THEY DO NOT YOU NEED TO FIGURE OUT WHY.

STEP 5- OPEN YOUR GITHUB TO THE SERVERS GIT FILES. YOU SHOULD NOW FIND YOUR moduledownloadresource FILE, CLICK ON THAT AND YOU WILL GET YOUR NEW HASHES FROM THE GREEN LINE FOR EACH HAK FILE.

Hak Info1.png

ALTERNATELY YOU CAN ALSO GO OPEN THE moduledownloadresource FILE INSIDE EACH MODULE FILE, WITH SOMETHING LIKE NOTEPADE OR SUBLIME TEXT, AND COPY/PASTE FROM YOUR FIRST STAGED MDR TO EACH OF THE OTHER SERVER MDRS. JUST BE CAREFUL THAT YOU COPY/PASTE CORRECTLY. DO NOT OPEN AND SAVE THE MOD AGAIN UNTIL AFTER YOU HAVE COMMITED AND PUSHED TO THE SERVER. ADD THESE TO YOUR DOC. THESE WILL BE USED ON MYSqL TO UPDATE THE content_download_config WHEN THE TIME COMES. DO NOT PUSH THE SERVER FILES UP UNTIL YOUR FULLY READY TO START THE UPDATES.

STEP 6 - ONCE THE MODULE IS STAGED AND SAVED YOU WILL OPEN YOUR WinSCP AND NAVIGATE TO THE ADL SITE, TA SHOULD HAVE THE KEYS FOR THIS. RENAME THE NEW HAK LZMAS WITH THAT n_ AS WELL AND THEN TRANSFER THEM TO THE ADL. DEPENDING ON YOUR CONNECTION AND UPLOAD SPEEDS, THIS COULD TAKE A FEW MINUTES TO A FEW HOURS. DO NOT TRANSFER THE HAKS TO THE SERVER SITES, ONLY THE TLK WILL BE MOVED TO EACH SERVER SITE. THEY HAVE THEIR OWN SITE. YOU ONLY NEED TO DO THIS ONCE for the LZMA's . . . NOT FOR EACH SERVER UPDATED. DO NOT UPLOAD HAKS THAT HAVE NOT CHANGED.

STEP 7 - ONCE ALL LZMA's ARE UPLOADED ON THE ADL SITE .... RDP INTO THE SERVERS AND DL THE LZMA'S ONTO THE SERVER FROM THE SITE INTO A SEPERATE FOLDER FOR NEW HAKS IN THE HAK FOLDER. FOR WHAT EVER REASON WHILE THE SERVER SEEMS TO ACCESS AND DL THE ACR AND 2DA HAKS ON THEIR OWN. OTHER HAKS DO NOT APPEAR IN ANY SORT OF TIMELY MATTER ITS FASTER TO JUST DIRECTLY DL THEM FROM THE SITE. YOU THEN NEED TO UPACK EACH LZMA AND DISCARD THE LZMA ITSELF. RENAME THE HAK TO REMOVE THE n_ prefix.

STEP 8 - ONCE ALL LZMA's ARE DL'd TO EACH SERVER AND UNPACKED (ON BG/MS), TSM AND READIED AS POSSIBLE ON WHL. YOU WILL LOG INTO MYSQL AND CHANGE OVER THE HASHES AND CHECKSUMS TO THE NEW ONES. THE HASHES ARE FOUND ON THE moduledownloaderresources.xml THE GREEN HIGHLIGHTED PORTIONS ARE THE NEW HASHES AND DL SIZES FOR THE HAK NOTED. THE RED ONES ARE THE OLD HASHES. THE GREEN PORTIONS WILL BE TRANSFERED TO TO YOUR DOCUMENT IN CASE YOU NEED IT LATER AND TO APPROPRIATE PLACES IN THE content_download_configOF THE ALFA MySql [SEE MySql SET UP DIRECTIONS TO GET THERE ]. THE CHECKSUMS WILL BE TRANSFERED [MAKE SURE YOU COPIED THE ORIGINAL TO YOUR DOCUMENT] TO THE content_patch_files.

STEP 9 - ONCE ALL THE CHECKSUMS AND HASHES HAVE BEEN TRANSFERED AND YOU HAVE HIT APPLY AT THE BOTTOM OF THE LIST OF EACH TAB, SO THEY TAKE EFFECT YOU ARE DONE ON MySql. YOU WILL THEN OPEN YOUR AZURE AND GO THROUGH AND RENAME AND APPEND TO THE FRONT OF EACH OF THE OLD GZIP - HAKS YOU ARE REPLACING, A o_ THIS WILL SAVE THEM IN CASE THERE IS A PROBLEM WITH THE HAKS. ONCE ALL THE OLD HAKS THAT HAVE A n_ COUNTERPART HAVE BEEN RENAMED WITH A o_ IN FRONT, YOU WILL THEN RENAME ALL THE NEW UPLOADS TO REMOVE THE n_ so they effectively replace the old ones.

STEP 10 - YOU WILL THEN GO TO THE ADL SITE AND REPEAT THE ABOVE PROCESS WITH THE HAK LZMA's. APPEND A o_ TO THE OLD ONES AND REMOVE THE n_ FROM THE NEW ONES TO REPLACE THEM.

STEP 11 - LOG INTO THE SERVER YOU ARE GOING TO TEST THE HAKS ON FIRST. DO NOT TRY TO DO ALL SERVERS AT THE SAME TIME! MAKE SURE YOU HAVE ALL THE LZMA'S UNPACKED, IN A SEPERATE FOLDER. MAKE A FOLDER CALLED OLD AND AFTER SHUTTING DOWN THE SERVER CUT/PASTE ALL THE OLD HAKS EXCEPT THE ACR HAK, BEING CHANGED INTO THAT FOLDER. AFTER WHICH YOU CAN MOVE THE NEW ONES INTO THE MAIN HAK FOLDER. DO NOT MOVE THE ACR HAK. IT WILL DL ON ITS OWN AND NEEDS TO KNOW TO CHANGE OVER VIA THE MDR.

STEP 12 - NOW UPLOAD THAT STAGED SERVER'S moduledownloaderresources TO GIT AND PULL DOWN TO THAT SERVER. COMPILE ALL THE SCRIPTS, AND START THE SERVER IT WILL FIND THE NEW MDR AND PULL DOWN THE NEW ACR HAK AND RECOGNIZE THE NEW CONTENT. YOU MAY HAVE TO RESTART AND RECOMPILE IT AFTER ITS DL'd THE NEW ACR HAK. IT SHOULD THEN COME UP AS NORMAL WATCH THE GB USED AND IT SHOULD RETURN UP TO THE 2-3K MARK IT WAS PREVIOUSLY AT GIVE OR TAKE . . . IF IT NEVER GOES ABOVE 200MB THERE IS AN ISSUE.

STEP 13 - ASSUMING THE SERVER LOOKED LIKE IT CAME UP CORRECTLY, YOU WILL NOW REMOVE ALL THE NEW HAKS FROM BOTH YOUR HAK FILES AND PUT THEM INTO A SEPARATE FOLDER FOR THE MOMENT. THEN LOG INTO THE UPDATED SERVER AND SEE IF IT CORRECTLY DL's ALL THE NEW HAKS. GO HAVE A DRINK WHILE IT DOWNLOADS FOR MOST PEOPLE IT WILL TAKE A FEW MINUTES TO A FEW HOURS. IF IT ERRORS TO A RED TEXT THERE IS A PROBLEM.




TROUBLESHOOTING:

NONE OF MY HAKS WILL BUILD - - - - DELETE THE OLD release FILE FROM THE ABR FOLDER -MAKE SURE EACH HAK HAS A 'bld.cmd' AND A PROPERLY NAMED , 'makefile' INCLUDED IN THE FOLDER .

SOME OF MY HAKS WON'T BUILD. ----- PROBABLY DUE TO NOT ALL OR TOO MANY OF THE FILE TYPES BEING NOTED ON THE makefile AND/OR YOU HAVE TABBED SPACES INSTEAD OF SINGLE SPACES BEWEEN THE FILE NAME AND THE \ [BACKSLASH]. IF YOU ADDED A BRAND NEW HAK TO THE MIX MAKE SURE ITS LISTED ON THE dir FILE IN THE ABR DIRECTORY.

I GET A BUNCH OF YELLOW TEXT SAYING UNABLE TO REACH. ------ YOU CAN GENERALLY IGNORE THIS . . . IF YOU WANT TO FIX IT YOU WILL HAVE TO OPEN THE FILES IT POINTS TO AND EXPAND EVERYTHING WITH A + SIGN INFRONT OF IT . THIS CAN POINT OUT ERRORS IN THE XML SCRIPTING.

THE HAK BUILDS BUT IT GIVES ME A MESSAGE THAT CERTAIN FILES ARE SKIPPED - - - - - THIS WILL HAPPEN IF THE GAME DOES NOT RECOGNIZE PARTICULAR FILE FORMATS. THOSE FILES WILL NOT BE UPLOADED INTO THE HAK.

MY MODULE WON'T STAGE ALL THE NEW HAKS - - - -- - YOU NEED TO CLEAR OUT ALL HAKS OF THE SAME NAME FROM THE STAGING CLIENT FOR EACH MODULE YOU STAGE. MY HASHES DO NOT MATCH BETWEEN TWO SERVERS -------- DID YOU PUT THE NEW HAKS INTO YOUR HAK FOLDERS IN BOTH THE GOG NWN2 DIRECTORY and THE DOCUMENTS NWN2 DIRECTORY hak FOLDERS OR AT LEAST REMOVE THEM FROM ONE HAK FILE? DID YOU ONLY TRADE OUT THE NEW HAKS?

MY SERVER WILL NOT LOAD MORE THAN A FEW MB OF DATA - - - - - - CHECK THE COMPILE DOES IT LOOK LIKE IT COMPILED CORRECTLY? IF NO, ARE THE SCRIPTS JUST NOT COMPILED ? IF SO THEN TRY STOPPING , RECOMPILING AND RESTARTING THE SERVER AGAIN. DOES IT POINT OUT AN ERROR IN ONE OF THE HAKS? IF SO FIRST COMPARE DL SIZES BETWEEN WHAT YOU HAVE AND WHERE YOU DL'd IT, MAKE SURE IT MATCHES. IF GOOD THEN RECHECK THE HASHES AND CHECKSUMS ON MySql FOR THAT HAK, AGAINST THAT SERVERS MDR. IF THEY MATCH YOU MAY HAVE A BAD HAK OF SOME SORT THAT WILL NEED REMOVED.

THE HAKS WILL NOT DL WHEN I LOG INTO THE SERVER - - - - - - - - - - - IF IT SAYS IT CANNOT DL THEM FROM ANY SOURCE . . . CHECK THE MDR TO MAKE SURE IT HAS THE <string> SET UP CORRECTLY AFTER EACH HAK LINE.

<string>0</string>
  <string>1</string>
  <string>3</string>

0 - should be set for all module lzma files | 1 & 3 should be set for all hak files. These indicate where the file will DL from.

IF IT SAYS IT CANNOT BE VERIFIED . . . . THEN MAKE SURE THE HASHES /CHECKSUMS MATCH BETWEEN THE MDR AND MySql. MAKE SURE YOU USED THE CHECKSUMS FOR THE UNZIPPED HAK NOT THE ZIPPED ONE.