haked scripts vs. module files

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Ronan
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haked scripts vs. module files

Post by Ronan »

This most likely applies to both NWN1 and NWN2. But assuming we give module builders tools to add code where they need to around all of the events and the spellhook (and I've a mind to call these acf_*, or Alfa Configuration Files, which are not overwritten in updates), how does everyone feel on putting the ACR scripts in the haks vs. in the module?

The advantages of the haks are they are more easily distributed via the hakupdater, and are therefore centrally managed and less prone to bugs. The disadvantages are, builders cannot change them, which is also an advantage in some cases.

Also, haked scripts are often dependant on files which must and can only be haked, like 2das. This makes distribution easier, since everything is completed in one transaction as opposed to two (hak update and then erf import). I'm leaning towards the haks myself.

Thoughts?
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ç i p h é r
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Post by ç i p h é r »

I think haks are probably the better choice for global scripts. These probably shouldn't be modified, and if they need to be, then builders can simply override them with a custom script of the same name in their own mods (copy + paste + edit). The original then remains intact and is easily restored w/o having to scratch heads and figure out "who done what", a particularly nasty situation for subsequent DM teams with no prior history. Therefore organizationally, it's best for scripts IN the mod to be limited to custom scripts, sort of like how bioware resources are managed.

However, has there been official word about hak support in NWN2?
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Fionn
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Post by Fionn »

Alternately, we use HAK for the global, then make a local wrapper in the base mod the builder can edit.
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Ronan
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Post by Ronan »

Fionn wrote:Alternately, we use HAK for the global, then make a local wrapper in the base mod the builder can edit.
Hence I mentioned acf_* files, or configuration files not touched by any mod or hak update for all events and spellhook.
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