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Next NWN2 hak update, version ~1.21 [released]
Posted: Tue Nov 06, 2007 8:44 pm
by AcadiusLost
Most all of our haks have gotten at least one or two changes in this last pass- the big change for players and DMs will be incorporation of the DMFI and the updated Heed's PC tools- these add customizable text macros, a scripted language system, the ability of PCs to rename their possessions, and a phenomenal array of GUI-driven DM tools, in many cases far beyond what could be done with the NWN1 interface.
We've also got the RWS "Deep Chasms" tileset, which should be a boon to those wanting to make underground areas with elevation variations, without turning to an exterior and the "cave ceiling" placeables. Deep Chasms is a 3-level tileset, if I remember correctly. It will require overrides and some additional icons to build with, but will show up fine ingame without them.
As requested, we also brought in the "Drow Caves" pack, which ended up being more work than the rest of the custom content combined. Added are a number of underdark-style placeables (sculpted natural stone houses, cave ceilings, giant phosphorescent mushrooms, webs, underdark lampss), as well as a paintable spiderweb texture, and a drow-style door.
I have a few extra placeables in the update as well- some more rural houses from the HTH set, as well as simple rural signposts (by Crystal Violet).
For items, we added the Arsan's Hoods pack, which adds 2 varieties of hood (with and without mask) for all races and genders. Also, MrBritish's backpacks, which use the cloak slot- 4 varieties including one that looks like a shield, bow, and sword across the back (it's not dynamic equipment VFX, but a decent stand-in in the meantime).
I'm still finishing up the builder erfs to go along with these, and content isn't finalized- but when it is, I'll update them on the Worldgate client and post to General Discussion for beta testers and builders to sync up with.
Also going to review the content with GF to see if there is anything else to tack on to this update. If there are any must-haves from the builders, would be good to mention sooner rather than later.
Posted: Tue Nov 06, 2007 8:51 pm
by indio
Perfect timing.
I'm back building as of today and Deep Chasms is an answer to my prayers.
Good show.
Posted: Wed Nov 07, 2007 12:52 am
by Thangorn
are the round towers and such in our haks yet? can they be added and still support Rick's silvy incarnation?
Posted: Wed Nov 07, 2007 12:55 am
by AcadiusLost
Thangorn wrote:are the round towers and such in our haks yet? can they be added and still support Rick's silvy incarnation?
Got those with the last pass, same time we added MotB compatibility. Should be able to use the erf off the vault to bring them into the toolset for that one, since we arranged things to accomodate them without changing the 2da rows.
Posted: Wed Nov 07, 2007 12:58 am
by Thangorn
City Walls doesnt appear to be working for me.. and I'm a njub because I read the 1.2 thread and realised they were already in. City walls not in our override? Do we have to use theirs?
Also if I use their 2da overrides for city walls, it will nullify some of our content will it not?
Not sure whats going on but I've had some weird placeables and stuff in Zhentil Keep since the MOtB & last update. Bear statues taking the place of invisible walkmesh for example. That made things look rather strange.
Posted: Wed Nov 07, 2007 1:06 am
by AcadiusLost
Sounds like you may need to update your builder override files- do you have a placeables.2da in your override folder? If so, delete it and try again. If you've got old 2das there, they will take precedence over the updated ones in acr_2da.hak.
Also, have you run the Worldgate client to update your haks?
Posted: Wed Nov 07, 2007 1:12 am
by Thangorn
no I have never run worldgate client. I didnt get the memo!

Posted: Thu Nov 08, 2007 5:32 am
by AcadiusLost
Some screenshots of the new content:
and...
Note the nifty new backpacks, hoods (with or without mask to cover more of the face), simple signposts, rural houses, multilevel cave tileset, and wacky drowish placeables.
I've put up erfs for builders who want to use these here:
http://www.alandfaraway.org/downloads/N ... houses.erf
http://www.alandfaraway.org/downloads/N ... wcaves.erf
http://www.alandfaraway.org/downloads/N ... nposts.erf
The hoods are under cloth helm model options, the backpacks are cloak apprearance options. I'll post in toolsetting about the builder resources and changes to the overrides needed for toolsetting with Deep Chasms in a bit.
Posted: Thu Nov 08, 2007 5:53 am
by AcadiusLost
Uploading is complete. For anyone who doesn't have it, they should download the worldgate 1.5 client off the nwnvault:
http://nwvault.ign.com/View.php?view=NW ... tail&id=29
You'll want the WorldGateClient.msi file down near the bottom of the list. Create a new PW definition, select "From URL", then type in
www.alandfaraway.org - it should populate all the information. (HTTP transfer, ALFA / ALFA,
www.alandfaraway.org/worldgate - etc).
Set it going, and it should give you:
1. Updated versions of all the ALFA NWN2 haks. (alfa_2da.hak, alfa_acr.hak, alfa_fx.hak, alfa_gui.hak, alfa_items.hak, alfa_placeables.hak, alfa_terrain.hak, alfa_tiles.hak). Only the changed parts of these will be downloaded, so it should go much faster than updating them manually.
2. The DMFI UI will be installed in your /ui/custom folder. As a player, on DMFI-enabled servers, this will let you rename inventory items, use the scripted language system, make ingame skill checks and dice rolls, etc. As a DM, it opens a full suite of GUI-driven tools that make the old NWN1 Omega wand green with envy. Voice throwing, language translation, on-the fly reorientation of placeables, renaming, re-appearancing, re-scaling of creatures, music controls, vfx controls, the list goes on and on.
3. The PWC for the OAS2 server will be downloaded and/or updated. Currently, it's our only hosted NWN2 server, and a good testing bed to get familiar with the DMFI package. We'll add more pwcs as more servers get hosted.
Worldgate should put all of these in their respective places, and leave you ready to go for most building and playing in NWN2-ALFA. You'll still need some extra resources if you want to toolset with custom terrains or the extra tilesets, see the Toolsetting forum for those details.
Posted: Thu Nov 08, 2007 8:54 am
by indio
Holy sping attack...only Bool has matched your mad skills in my entire time here. Very good work, and musch appreciated.
Posted: Thu Nov 08, 2007 9:05 am
by AcadiusLost
Hialmar had the worldgate config set up within an hour or two of the NWN2 Team meeting in which we highlighted the need for such a service, configuring FTP setups with proper permissions and such is above my pay grade. Took me a while longer to actually get my files arranged just so and mirror them up to the server.
I've heard a few reports of FTP errors when running the worldgate, in my experience re-trying always sorted those out. If not, I've also uploaded the latest haks in RAR format in this directory:
http://www.alandfaraway.org/downloads/NWN2/HAK/v1.21/
It'll generally always be faster to use the worldgate when possible, since it only downloads the parts of the haks and pwcs that have changed.
Posted: Thu Nov 08, 2007 9:22 am
by indio
Many thanks Hialmar.
Worlgate has worked perfectly and I've got a complete set of new haks currently loaded.
Builders, don't forget to download the updated Toolset files.
Posted: Thu Nov 08, 2007 9:43 pm
by indio
AL, here's an updated alfa_signposts erf to replace the current version. The current version has the incorrect models assigned.
www.thesilvermarches.net/uploads/alfa_signposts.erf
Posted: Fri Nov 09, 2007 12:22 am
by indio
The Dwarven and Sewer Meta Tiles have the wrong name in dialogue.tlk
"I could tell you how her eyes looked <i>old</i>, how she never quite remembered to brush her hair, and how stories of doomed love would never fail to bring her to tears."
That's the name of the first one, for example.
Posted: Fri Nov 09, 2007 12:45 am
by AcadiusLost
Lurid insights!
Those tiles are community content, and didn't come with any kind of custom tlk (even if those worked consistently in the toolset). So, they aren't going to have custom dialogue.tlk entries in the best of cases. I can look at what RWS's installs of them show, it's possible they found base resource tlk entries that reflected the tiles passable, but usually there isn't anything that's a good fit.
I'd say, unless it interferes with building, go ahead an place the "Her lips parted ever so slightly as she smiled and " metatiles to your heart's content.