Importing files into a mod that are not .erf?

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Ebonith
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Importing files into a mod that are not .erf?

Post by Ebonith »

I have a ton of files that I need to import to a mod, but none of them are .erfs. Is there a way to package .are, .nss, .dlg, etc. files into a format that they can be encapsulated/imported into an existing mod? Is it a utility I need to use? It is essentially a mod that is in a directory format (according to zic). Thoughts?
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Re: Importing files into a mod that are not .erf?

Post by zicada »

Ebonith wrote:I have a ton of files that I need to import to a mod, but none of them are .erfs. Is there a way to package .are, .nss, .dlg, etc. files into a format that they can be encapsulated/imported into an existing mod? Is it a utility I need to use? It is essentially a mod that is in a directory format (according to zic). Thoughts?
You're supposed to work with it in that format. Eg, you can open it as that format in the toolset afaik.

File -> Open Directory
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Re: Importing files into a mod that are not .erf?

Post by Curmudgeon »

As Zic says. Once you open the mod as a directory, you can export the areas, blueprints, scripts, etc., as an erf.
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Ebonith
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Re: Importing files into a mod that are not .erf?

Post by Ebonith »

Wow. That is an awesome improvement over NWN1! I took a look at what indio has done and it is rockin'! I already had Skull Island built and he didn't have it which is ubercool mutualism. Thanks for the help guys. When I get back in town tonight, I will be neck-deep in the toolset and I can't wait!
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Re: Importing files into a mod that are not .erf?

Post by AcadiusLost »

Alternatively (and perhaps in addition), you should download and become familiar with nwn2packer, a utility that allows you to open, edit, and create .erf, .hak, and .mod files. Typically when you export something like an area or a creature, it packages a bunch of extra resources into the .erf file which can clutter up or overwrite things in the "destination" module. Because of this, we tend to transfer content by:

1. Exporting the resources from the toolset as an .erf file or three.

2. Open the .erf with nwn2packer, remove unwanted resources, add any missing resources.

3. Upload/email/send the "cleaned" erf to the person maintaining the mod.

This way the maintainer can just import and overwrite all without getting mod resources overwritten by older versions, etc.

The Vault page for the utility is here:
http://nwvault.ign.com/View.php?view=NW ... etail&id=9

And the actual file to download to install it is here:
http://nwvault.ign.com/fms/Download.php?id=122676
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Ebonith
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Re: Importing files into a mod that are not .erf?

Post by Ebonith »

Way ahead of ya. I have been using NWN2 Packer for some weeks now :P I just wanted to check and see if there was a different way--the open directory is the way to go.
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