1.2 haks - Picture included

New models, textures, & integration of 3rd party content.

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AcadiusLost
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1.2 haks - Picture included

Post by AcadiusLost »

Uploaded several updated haks for 1.2, here is a picture of some of the new content.

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Loads of new FX, broken bottle daggers, bar stool maces, shovel clubs, a crafting pick, some new shields (including round ones), geysers, RWS bridges, City Walls, and some reverse daggers.

And lucky for Rick, the person who made City Walls was even more paranoid about 2da positions than we were, so it should be compatible with previous work. Who'd have thought?

These are up for testing/download now- I think I found one screwy shield, but so far otherwise so good.

http://www.alandfaraway.org/downloads/NWN2/HAK/v1.2/
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fluffmonster
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Post by fluffmonster »

so we can just replace the 1.0 haks? except for the new ones, which need to be freshly associated with a mod?
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Post by Rick7475 »

Sweeeeeeeet!
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AcadiusLost
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Post by AcadiusLost »

We're loosely following the NWN1 3.0 hak model, whereby we keep the same names as previous haks, just update the contents. You should be able to update your clients and modules just by replacing the old (smaller) haks of the same name, with the new ones.

If you have a program to open up the hak files, the version number should be at the top of the list, in the form of a text file.

The full hak list is currently:

alfa_2da.hak (updated)
alfa_acr.hak (updated)
alfa_fx.hak (updated)
alfas_gui.hak
alfa_items.hak (updated)
alfa_placeables.hak (updated)
alfa_terrain.hak
alfa_tiles.hak

I'd also qualify the list with a brief word: These are set up for MotB, patched up to the 1.10116 or whatever it's at now, not sure how they work under normal NWN2, patched or unpatched. Also haven't done much testing, and may make a few more additions since I didn't have time to play with some of the other things I wanted to fold into them (additional skills, contextmenu options, loading screen hints, etc). Mostly looking for some builders to play around with them and see if there are problems.

The new placeables, FX, items, etc- don't have blueprints made for them yet. You can get to them by surfing around for Appearance names on the appropriate field of blueprints you create (ex: modify the Model numbers for a dagger, to get the crafting pick or the broken bottle- or the Appearance of a copy of an existing placed effect to get the fountain effects).

We've added:

-all the visual effects from the Magical Fountains pack
-all the visual effects from Camb's upgraded splatter, vines, elemental, and creatures packs
-ATShields (round shields)
-ZSpirit's Shield Pack
-MWM Barstool mace
-MWM shovel club
-MWM broken bottle dagger
-Assasin's Dagger
-RWS Bridges
-City Walls v1.0

I've held off on the musical instruments, as it was a scripted system with game-affecting magical effects- will take some script digging to integrate it properly, as well as a careful eye to the scripted effects- we can probably lose some or all of that part.
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indio
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Post by indio »

Thanks AL. As aways, great work.
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Post by Rick7475 »

Aye, music instruments can wait, no one doing the bard college yet, but can't wait to try out the bridges for the Moonbridge! Thanks!!
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indio
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Post by indio »

Odd. I'd be unable to see MotB content in my ALFA mod (placed in areas...in the palettes I can see their titles), but just assumed I needed updated haks.

Having installed the updated haks, I still can't ee MotB content.
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AcadiusLost
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Post by AcadiusLost »

There may still be oddities at play here- I merged the 2das with ones from my patched version of MotB, though I didn't see much if anything new in terms of 2da rows in tiles, or tilesets - metatiles actually had plenty of entries /removed/ in the MotB 2da I merged with.

If someone wants to do some comparison, perhaps we can work out where the problem lies.

Maybe there were some extra rows in the MotB 2das that I overlooked when merging?
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indio
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Post by indio »

I think all we need is an updated version of the Override 2da's.
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AcadiusLost
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Post by AcadiusLost »

That might just do the trick! I'll put one up presently and someone more familiar with the MotB content can let me know if it solves the issue.
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indio
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Post by indio »

Where can I download it to test AL?
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AcadiusLost
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Post by AcadiusLost »

Haven't had time to try to break them out of the haks- it's a quick job for anyone with a NWN2 hak utility though- tried to get Marklos on it earlier today but haven't heard back from him yet.

I should be able to get it done myself sometime this evening, depending- really all it needs is someone exporting tiles.2da, tilesets.2da, and metatiles.2da to the override folder.

terrainmaterials.2da and placeables.2da couldn't hurt, either.
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indio
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Post by indio »

Ok.

I'm at work so I don't have the tools, but will do it tonight.
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AcadiusLost
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Post by AcadiusLost »

OK, didn't realize MotB added a new and separate set of 2das, stored in a different place- explains why I didn't see much of the new content while merging them originally.

So.. there is a new 2da hak available in place of the last one (10/16 mod date) that you'll want to download.

Also, to use the custom tilesets (dwarven halls, sewers), you'll want to drop these 2da copies into your override folder while toolsetting:

http://www.alandfaraway.org/downloads/N ... rrides.rar

those will replace the old 2das used for toolsetting.
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indio
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Post by indio »

And we have a winner.

Thanks.
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