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Author Building Construction kit 2: SoZ compatibility ?
Adrieann
Game Owner
Profile: AdrieannNWN 2


Joined: 14 Mar 2007
Posted: Sunday, 08 November 2009 12:48AM
Hi

Currently i have not bought & installed NWN2:SOZ yet.
I have read several times that BCK 2 is making trouble with the new Objects that are included with NWN2:SOZ.

My Question:

Are the maps that are done with NWN2 OC+MOTB 1.23 still fine after i will have NWN2:Soz installed or will the placed objects be messed up ?

Need your advice - i'd like to build something with this hak but i am afraid all the work will be useless for SOZ users.

Greetings Adrieann
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BrianMeyer
Game Owner
Profile: BrianMeyerNWN 2
NWN 2: MotB


Joined: 17 Jun 2003
Posted: Sunday, 08 November 2009 01:07AM
There were conflicts with SOZ i imagine with ranges.

Here is a cleaned up, and repackaged version. It says 1.22 but no changes that affect it in 1.23.

Click Here

Includes all of BCK, new blueprints, new placeables.2da, and it includes Cely's fixed floor placeables. It also includes the eberron set as well.

Which files you download is optional, it won't hurt to have it set up for all of them, you just need to download BCK 1 if that is all you want, or you can use them all at the same time.
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Adrieann
Game Owner
Profile: AdrieannNWN 2


Joined: 14 Mar 2007
Posted: Tuesday, 10 November 2009 06:47PM
I downloaded the files - but i was not able to find the new 2da'S. There seems to be only a "change text" 2da for doing it yourself.

I am not familiar with editing files. How can i do that ?
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BrianMeyer
Game Owner
Profile: BrianMeyerNWN 2
NWN 2: MotB


Joined: 17 Jun 2003
Posted: Tuesday, 10 November 2009 08:17PM
Use note pad, it's just plain text. Or use excel. I am pretty sure excel is used internally. Also tools on the vault.

Basically the number starts at row 4 with 0, and increments one by one. The rows provided have to be at the proper spot. Excel is good at this.

If you have an issue, it's generally an issue with the files provided by OEI are off by 1 in various spots.

I am not going to provide a 2da as part of it, which only works for the one package, basically all placeables use the same file which you have to merge eventually or when new patches come out. Anyone using BCK will also be using other content and how i did it actually makes it easier when it is assumed that you have to do some 2da work.

This is my personal 2da- which i've tailored to my own use and has a lot integrated with it. http://dl.dropbox.com/u/1172450/placeables.2da

But it likely does not always match with everything else, and quite likely will have things which are not included. If all you have is BCK and some RWS stuff, you should not have any issues with it.
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Adrieann
Game Owner
Profile: AdrieannNWN 2


Joined: 14 Mar 2007
Posted: Tuesday, 10 November 2009 10:13PM
Hm that is understandable.

I use BCK2 currently to do an interior Map. I have already started and i guess if i change now the 2da rows the placeables will be all messed up, won't they?

But afterall this "problem" i have with the "older" 2da is only relevant to multiplayer. I simply could save the BCK 2 interior as a standalone module. However is this also possible in SOZ multiplayer with the new "servergate function" ? Would this be a good workaround or do you realy need another "Server" running to use that function ?
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BrianMeyer
Game Owner
Profile: BrianMeyerNWN 2
NWN 2: MotB


Joined: 17 Jun 2003
Posted: Wednesday, 11 November 2009 02:12AM
You will just keep having problems with the old rows. If you decide to move everyone else in favor of how you are doing it, that is fine, which is a nice thing about 2da files.

I personally would move it now ( which is what i did with the blueprints ).

Technique is you put BOTH into the 2da, the old and the new. You kind of need to understand how 2da's work.

You get rid of all the names used, so it's "99 MAGIC_HOUSE_PLACEABLE **** ****" for the first 4 fields - the stars are voided out. This forces the toolset to use the label in the toolset. The number in the next columns are for translating which generally you don't need - even if you don't know english you want to be able to look up the right row in the 2da. Besides this only is used for Official rows.

Now if you have a row called MAGIC_HOUSE_PLACEABLE, you rename the label on the old one to MAGIC_HOUSE_PLACEABLE_REMOVED

So you have an old row 99 and a new row 2099 as such
99 MAGIC_HOUSE_PLACEABLE_REMOVED **** **** ... and so forth
2099 MAGIC_HOUSE_PLACEABLE **** **** ... and so forth

Now in the toolset look at your blueprints, look for any and all of them using MAGIC_HOUSE_PLACEABLE_REMOVED in the appearance field and change to MAGIC_HOUSE_PLACEABLE. Note that if you have a lot of changes, the MAGIC_HOUSE_PLACEABLE_REMOVED and MAGIC_HOUSE_PLACEABLE will be right next to each other.

Now open your areas, hopefully you know which ones it's used in. Use the "Area Contents" and review all blue prints, looking at appearance, again find any MAGIC_HOUSE_PLACEABLE_REMOVED in the appearance field and change to MAGIC_HOUSE_PLACEABLE. Note that you have to look in both "Placeables" AND "Environment" sections.

Once you are sure all the items that are placed, and your blueprints no longer have REMOVED in them, i usually wait a week or so of heavy usage prior to moving forward, and even then leaving the REMOVED does not hurt anything. Once you are sure it's not in use anymore, you can replace the entire row with ****'s.

Again until you remove them from the placeables.2da, it will keep working with both old and new.
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Adrieann
Game Owner
Profile: AdrieannNWN 2


Joined: 14 Mar 2007
Posted: Wednesday, 11 November 2009 03:54PM
Does one of the available 2da Editors has a feature to do that what you are suggesting?

There is not a 2da-Editor-Plugin for the toolset itself released is it ?
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BrianMeyer
Game Owner
Profile: BrianMeyerNWN 2
NWN 2: MotB


Joined: 17 Jun 2003
Posted: Wednesday, 11 November 2009 09:59PM
From what i understand the devs use Excel.

No idea on editors, technically it's just a text file arranged in a certain way.
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