Problems with 2DA file and Helm-to-Hair HAK

Asset Information and Discussion for Scripting, Area Design, and More

Moderators: Moderator, Developer, DM

User avatar
Duster47
Retired Staff
Posts: 3727
Joined: Mon Nov 16, 2009 7:57 pm
Location: Florida, USA

Problems with 2DA file and Helm-to-Hair HAK

Unread post by Duster47 »

So, I am playing around with the Helm-to-Hair system Maecius linked to in the Pigtails Hair thread.

I downloaded the various extracted files and created a HAK with the standard, MaeBe's and Barrel of Monkeys hair packs that are used in BG. The notes indicate the 2DA file needs a line added.

So I update "armorvisualdata" 2DA and save it. Now I can see the hair-style helmets when I create a new *.uti template from a helmet. So far so good.

I create two NPCs and put the hair-helm on them and they appear. Better. So I drop a few on the floor then run the module with my test PC.

Image
Drat. Now the NPCs are wearing hats and the hair templates are showing as the same hat on my test PC.

Exit the TS and try again. Now the 2DA reverted. So I put a copy in the hair-hak (contains a bunch of *.mdb files and the one .2da file). Repeat test with similar results (open module, change 2da again, can see hair-hats, in TS but not when running the module).

Any idea what I am doing wrong?

Note - as of now, it appears the hair color only sets by the 3 color attributes IAW the standard color palette. It does not detect the wearers' hair color attributes and copy them to the hair-hat. Unless someone knows how to do this, if it is even possible, then there could be litterally 100's of new *.uti files needed to cover a wide range of hair colors in the 30+ hair styles.
PC1 = Nerys, Emissary and Skald of the Greyfox tribe, last seen roaming north near Secomber
PC2 = Valqis Sanejmeh; far away cartographer, Oracle of Nut at chaltin QulDaq, former navigator of the Sea Seeker, Reader of Candlekeep and sometime performer.
Luna
Retired Admin
Posts: 7945
Joined: Sat May 16, 2009 3:00 pm

Re: Problems with 2DA file and Helm-to-Hair HAK

Unread post by Luna »

Did you go IG and your HAK was over written by the Auto downloader?

If you modify any of the BG haks, then Go IG, you changes will get killed by the ADL.
User avatar
Duster47
Retired Staff
Posts: 3727
Joined: Mon Nov 16, 2009 7:57 pm
Location: Florida, USA

Re: Problems with 2DA file and Helm-to-Hair HAK

Unread post by Duster47 »

Luna wrote:Did you go IG and your HAK was over written by the Auto downloader?

If you modify any of the BG haks, then Go IG, you changes will get killed by the ADL.
No. This testing is completely local. No on-line connection. I created a new HAK with the hair-to-helm models. Ran the module from within the Toolset. Any ideas?
PC1 = Nerys, Emissary and Skald of the Greyfox tribe, last seen roaming north near Secomber
PC2 = Valqis Sanejmeh; far away cartographer, Oracle of Nut at chaltin QulDaq, former navigator of the Sea Seeker, Reader of Candlekeep and sometime performer.
Luna
Retired Admin
Posts: 7945
Joined: Sat May 16, 2009 3:00 pm

Re: Problems with 2DA file and Helm-to-Hair HAK

Unread post by Luna »

The 2DA is in a HAK file?

You can also try putting it in /override and remove it form the HAK file.
It should never get overwritten in /override.
mar3usmc
Retired Staff
Posts: 663
Joined: Wed Feb 10, 2010 10:53 am

Re: Problems with 2DA file and Helm-to-Hair HAK

Unread post by mar3usmc »

You may need to play with the option under appearance for the NPCs properties "Never Draw Helmet". Set that to true and see if that helps.
I'm the guy that kills you by using your own greed and stupidity against you while making you laugh about it.
Enjoy!
User avatar
Duster47
Retired Staff
Posts: 3727
Joined: Mon Nov 16, 2009 7:57 pm
Location: Florida, USA

Re: Problems with 2DA file and Helm-to-Hair HAK

Unread post by Duster47 »

Learned something new. When I edited the 2DA file and saved it, there is a new text-file created in the Override directory. Once I add the helm-to-hair entry to the 2DA, I see the hair-helmets in the Toolset on both NPCs standing in an area and in Item Properties, Armor Preview tab.

Yet when I run the module within the TS with a test-PC, the helmets appear again (style = cloth # 0 ). When I run the module as a player I get the same results. I moved the .2DA from the Override folder into the HAK and get the same results.

Very frustrating. Perhaps I'll ask the original designer about this problem? :oops:
PC1 = Nerys, Emissary and Skald of the Greyfox tribe, last seen roaming north near Secomber
PC2 = Valqis Sanejmeh; far away cartographer, Oracle of Nut at chaltin QulDaq, former navigator of the Sea Seeker, Reader of Candlekeep and sometime performer.
Luna
Retired Admin
Posts: 7945
Joined: Sat May 16, 2009 3:00 pm

Re: Problems with 2DA file and Helm-to-Hair HAK

Unread post by Luna »

What 2DA editor are you using?
Randall
Posts: 363
Joined: Fri May 07, 2010 1:19 pm
Location: Maniwaki

Re: Problems with 2DA file and Helm-to-Hair HAK

Unread post by Randall »

I'm not bringing anything usefull here with my minimal knowlenge of that kind of work, but... *Leaps and hugs*

Thank you to work on this! :) <3
DM Passiflora - Hmm?
Randall Armstrong - Dead.
User avatar
Duster47
Retired Staff
Posts: 3727
Joined: Mon Nov 16, 2009 7:57 pm
Location: Florida, USA

Re: Problems with 2DA file and Helm-to-Hair HAK

Unread post by Duster47 »

Luna wrote:What 2DA editor are you using?
The one in the toolset. Click on View, then select 2DA, then choose "armorappearance" (or whatever) from the huge list.
PC1 = Nerys, Emissary and Skald of the Greyfox tribe, last seen roaming north near Secomber
PC2 = Valqis Sanejmeh; far away cartographer, Oracle of Nut at chaltin QulDaq, former navigator of the Sea Seeker, Reader of Candlekeep and sometime performer.
Luna
Retired Admin
Posts: 7945
Joined: Sat May 16, 2009 3:00 pm

Re: Problems with 2DA file and Helm-to-Hair HAK

Unread post by Luna »

If your open to trying something different, I use this one for complex work.
It's pretty handy and will also check for errors.
It will not open 2DA's that are not properly formatted.
http://nwvault.ign.com/View.php?view=NW ... tail&id=56


If it's just one line I just use notepad.
User avatar
Duster47
Retired Staff
Posts: 3727
Joined: Mon Nov 16, 2009 7:57 pm
Location: Florida, USA

Re: Problems with 2DA file and Helm-to-Hair HAK

Unread post by Duster47 »

So, I thought about why the 2DA is putzing up and decided to go back to the basics. Created an empty module with only Helm-to-Hair HAK in it. Worked great! :)

Then I started adding the BG HAKs to the test module testing after adding 4 at a time. Helm-to-hair continues to function. :D

Took a few screen shoots of the test subject (an exported version of Valqis).
Image
Do you know of any reason why the HAK-order would matter? Is there a prefered order? I can certainly re-sort to how they were before I added the Helm-to-Hair HAK. Advise. :?: :idea:
PC1 = Nerys, Emissary and Skald of the Greyfox tribe, last seen roaming north near Secomber
PC2 = Valqis Sanejmeh; far away cartographer, Oracle of Nut at chaltin QulDaq, former navigator of the Sea Seeker, Reader of Candlekeep and sometime performer.
Hydrocarbonated
Posts: 1870
Joined: Sat May 16, 2009 1:15 pm

Re: Problems with 2DA file and Helm-to-Hair HAK

Unread post by Hydrocarbonated »

HAK order would matter if there's a conflict. It shouldn't, otherwise, though I've been told some HAKs are "touchy" even when not in conflict.
Arivain - A man of guts and bravery, after all.
Ward Williamson - "(expletive) insane."
User avatar
Duster47
Retired Staff
Posts: 3727
Joined: Mon Nov 16, 2009 7:57 pm
Location: Florida, USA

Re: Problems with 2DA file and Helm-to-Hair HAK

Unread post by Duster47 »

I thought I examined all of the HAKs for the "armorappearance.2da" but I missed the one in the BG_SOZ_Tools.HAK. :?

Anyway, I extracted the file, added the Helm-to-Hair data, reimported into a copy of the source HAK, and Success! 8-)

Now I know it works and how it works. Also, it appears the hair-helmets each requires a unique *.uti file with appropriate tint applied. Given there are ~25 different hair styles (not differentiating between male and female), and wide variety of hair tints available, there could easily be 100's of *.uti files. This can all be sorted into its own HAK. While I'm at it, more hair styles could easily be added and the appropriate *.2da file updated.

So, what say the Staff? Do I continue toiling on Helm-to-Hair?

If yes, I suggest creating some polls to determine the more popular hair styles and colors. Some will certainly be easier than others (e.g. Drow = all white styles).

If no, then someone on Staff needs to tell the player base, "Sorry, but no." in this thread.

I am hoping for a yes. This will be very cool once deployed.

Also given I figured this out, the knowledge gained should be useful in creating some BG and Candlekeep banners to replace the boring standard templates. And perhaps add some more deity banners? Another day.

So, what next before I invest any more time in it?
PC1 = Nerys, Emissary and Skald of the Greyfox tribe, last seen roaming north near Secomber
PC2 = Valqis Sanejmeh; far away cartographer, Oracle of Nut at chaltin QulDaq, former navigator of the Sea Seeker, Reader of Candlekeep and sometime performer.
Luna
Retired Admin
Posts: 7945
Joined: Sat May 16, 2009 3:00 pm

Re: Problems with 2DA file and Helm-to-Hair HAK

Unread post by Luna »

Let me check.
I think we talked about this a tiny bit.
There might have been some uncertainty on our end on how/where we would allow you to change hair.

Return to “NWN2 Toolset Development”