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How to Add Files to a Hak (and a Hak to your Module)

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How to Add Files to a Hak (and a Hak to your Module) Empty How to Add Files to a Hak (and a Hak to your Module)

Post by The Amethyst Dragon Sun Jul 03, 2011 4:51 pm

Hak files, for those that aren't really sure yet, are kind of like a "package" or "wrapper" for new content for NWN. Inside can be placed model files for placeables, clothing, creatures, items, and tilesets (and any other "art" resources). Haks are also used for manipulating classes, skills, feats, spells, and other game features by way of .2da ("2 dimensional array") files.

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As far as actually adding content to a hak file, the steps are pretty straight forward.

1. Open nwhak.exe. On a Windows computer, it should be located in your NeverwinterNights/NWN/utils folder.

2. Open the folder where you are keeping the files you want to add to the finished hak. Highlight them and drag them onto the open nwhak screen.

3. Save your new hak file to the NWN/hak folder.

4. Close nwhak. Smile

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To add your new hak file to your module so that you can use the new content...

1. Open the toolset.

2. Open your module.

3. Go to Edit > Module Properties > Custom Content

4. Find your hak file in the drop-down list, select it, and click Add

4a. If you are also adding a custom .tlk file (such as the one needed for CEP or Project Q), you add it here, too.

5. Click OK, then let the module check for conflicts. If this starts to take a loooong time (it certainly does with lots of content like the CEP and Aenea's haks), you can click Cancel as soon as the button becomes available...you won't break anything by doing this.

6. Save your module, then start building more. Smile
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Post by The Amethyst Dragon Sun Jul 03, 2011 4:57 pm

If you are adding content to your hak from other hak files (aka, combining haks), there is a bit more work to be done.

1. Open nwhak.exe.

2. Open one of the haks you want to use content from via the file menu or by simply dragging the hak file onto the nwhak screen.

3. Right-click on the file you want (you can use Shift or Ctrl to select more than one file at a time), and Export... to a folder on your desktop.

4. Close that hak file and repeat for any other haks you might be combining.

5. Once you've gotten all the models, icons, etc. you are working with into that other folder, open your custom hak file and drag/drop the files into it.

Note: Content that relies on 2da files is more complicated, since you will have to manually merge the data in the 2da files, which is a whole other task on its own.
The Amethyst Dragon
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Post by Drgnwlkr Sun Jul 03, 2011 5:12 pm

Thank you for this info, it helps me Very Happy I have made several modules in my process of learning. I believe the reason NWN remains is because of the versatility that people can take advantage of. New tilesets and ways to make the modules more adventurous seems to encourage a growth in playerbase.
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Post by Drgnwlkr Mon Jul 04, 2011 12:25 pm

I was wondering if there is a specific listing to how custom haks are to be added when using CEP in a mod?
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Post by The Amethyst Dragon Mon Jul 04, 2011 2:31 pm

Yes. You'll want your custom haks above the CEP haks in the list.

Haks higher in the list take priority over those lower in the list when multiple hak files contain the same file resources (such as appearance.2da or a specific model).

If using CEP, you'll want to extract CEP's copy of the 2da files you'll be altering and use theirs as a base. That way all of the CEP material can still be used in the game.
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Post by Drgnwlkr Mon Jul 04, 2011 2:35 pm

Thank you. I had been told 2 other ways of adding custom haks so I wanted to be sure.
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