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building:xdata_mapping
authpdo: Statement did not return 'mail' attribute [auth.php:522]
authpdo: Statement did not return 'mail' attribute [auth.php:522]
authpdo: Statement did not return 'mail' attribute [auth.php:522]
authpdo: Statement did not return 'mail' attribute [auth.php:522]
authpdo: Statement did not return 'mail' attribute [auth.php:522]
authpdo: Statement did not return 'mail' attribute [auth.php:522]
authpdo: Statement did not return 'mail' attribute [auth.php:522]
authpdo: Statement did not return 'mail' attribute [auth.php:522]
authpdo: Statement did not return 'mail' attribute [auth.php:522]
authpdo: Statement did not return 'mail' attribute [auth.php:522]
authpdo: Statement did not return 'mail' attribute [auth.php:522]
authpdo: Statement did not return 'mail' attribute [auth.php:522]
authpdo: Statement did not return 'mail' attribute [auth.php:522]
authpdo: Statement did not return 'mail' attribute [auth.php:522]
authpdo: Statement did not return 'mail' attribute [auth.php:522]
authpdo: Statement did not return 'mail' attribute [auth.php:522]

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building:xdata_mapping [2019/04/04 20:11]
LockOn Added Pics and Ready for FInal
building:xdata_mapping [2019/09/01 16:43]
LockOn Added location of main hack file
Line 21: Line 21:
  
 The 2da with the placeables list. In your NWN install under hak files. The 2da with the placeables list. In your NWN install under hak files.
 +
 +<WRAP center round important>​
 +Editors Note:  The 2da with the placables list that's readable is in the "​top"​ hak file for Sinfar. ​ Do not go looking in the placables hak files, as they are too large to edit by hand at this point. ​ You should find this hak file in your hak directory, usually something like: C:\Program Files\GOG Games\NWN Diamond\hak and the current name of the top most hak file is **//​sf_top_v27.hak//​**.
 +
 +v27 refers to the version of Sinfar currently running as of time of this writing.
 +</​WRAP>​
 +
 +
  
 **I. The first step is to figure out the ID of the item you will be editing and the ID of the target texture, to get the resref:** **I. The first step is to figure out the ID of the item you will be editing and the ID of the target texture, to get the resref:**
building/xdata_mapping.txt · Last modified: 2021/11/14 01:54 by Elemuffin

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