fabianscorpio
Game Owner
NWN NWN: SoU NWN: HotU
Beigetreten: 07 Sep 2004 |
Gepostet: Sonntag, 09 Oktober 2005 05:58 |
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when i fix a bug on my module does the PC have to start all over again when i update the module file in the vault? or is there a way to send a patch of some kind? if so, how do i write the patch? |
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Berliad
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC NWN 2 Mass Effect PC
Beigetreten: 09 Jun 2004 Von: Arizona, USA |
Gepostet: Sonntag, 09 Oktober 2005 06:54 |
As far as I understand it, saved games do not access the original .mod file. Therefore, overwriting the old .mod file with an updated version will have no effect unless the player starts over. The only way I know of to get past showstopper-type bugs in a saved game is via the debug console (spawning items, objects, or creatures as needed, that sort of thing). -B |
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Hugie

Beigetreten: 17 Apr 2004 Von: MA |
Gepostet: Sonntag, 09 Oktober 2005 08:33 |
Just for clearness' sake, like Berliad said, the answer to your question is yes, the PC has to start over after you have updated changes to your mod. There's no way to do a patch or anything like that (not that I know of, at least).
Cheers,
Hugie _________________ Writer, Ossian Studios Digital Dore :: Gustav Dore's engravings of Dante Alighieri's Divine Comedy remastered using the NWN2 toolset! |
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fabianscorpio
Game Owner
NWN NWN: SoU NWN: HotU
Beigetreten: 07 Sep 2004 |
Gepostet: Sonntag, 09 Oktober 2005 10:28 |
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Thanks for your help. I presumed this was the case. |
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MalaksBane
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC
Beigetreten: 19 Jul 2004 Von: Nederland |
Gepostet: Montag, 10 Oktober 2005 09:06 |
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If your module uses a hak (of your own design) you can place the fixed resources (scripts, item and creature templates) in this hak. The new resource in the hak will override the one in the module, essentially fixing the bug for games in progress. |
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fabianscorpio
Game Owner
NWN NWN: SoU NWN: HotU
Beigetreten: 07 Sep 2004 |
Gepostet: Dienstag, 11 Oktober 2005 02:07 |
how could i create a hak file to do this?
lets say i just want to place 1 single item in the game. its a quest item needed. |
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Avendesora84
Game Owner
NWN NWN: SoU NWN: HotU NWN 2
Beigetreten: 11 Jul 2004 Von: Essex, England |
Gepostet: Dienstag, 11 Oktober 2005 02:53 |
If it's a required quest item, is it already on the palette?
If so, you could use the DM console command "##dm_spawnitem X" (where X is the blueprint of the item). _________________
Quote: Posted 11/30/05 17:45:00 (GMT) by Stanley Woo Everyone be like Avendesora84.
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MalaksBane
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC
Beigetreten: 19 Jul 2004 Von: Nederland |
Gepostet: Dienstag, 11 Oktober 2005 04:02 |
It would be a hak file like any other, except that it contains compiled scripts and blueprints, and can be created with nwhak.exe
Create, or open, the hak with nwhak.exe, then add the fixed resources, compiled scripts have the extension .ncs and item blueprints have the extension .uti
When you open a module in the toolset, all resources in that module are temporarily extracted to a subfolder in the modules folder, usually named temp0.
Note that for this to work that: (1) the (saved) module must already have the hak in it's hak-list (2) only items that are created in scripts will use the blueprint from the hak, existing instances in the (saved) module are not affected.
If it is a quest item, not yet created in the module, you'll have to modify an existing script to create and add the updated script to the hak as well. |
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fabianscorpio
Game Owner
NWN NWN: SoU NWN: HotU
Beigetreten: 07 Sep 2004 |
Gepostet: Dienstag, 11 Oktober 2005 06:47 |
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how do you bring up the DM console? I've had problems where it caused my com to crash. |
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fabianscorpio
Game Owner
NWN NWN: SoU NWN: HotU
Beigetreten: 07 Sep 2004 |
Gepostet: Dienstag, 11 Oktober 2005 07:05 |
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after using the command it says 'Success' but no item appears. Where would it be spawned? |
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