Override

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[edit] Overview

A folder or directory that is in your main Neverwinter Nights game directory, i.e. c:\games\nwn\override

It is a way to override Bioware content by dropping a file into the override folder of your game directory. However, you should not do this, as putting a file into the override directory will override it for all modules you play on that computer which may have unintended consequences on other people’s games.

The only valid use of the override directory is for temporarily and quickly testing your content without having to go through the process of updating a hakpak, saving it, etc. Once you have finished testing, use the Hak Pak Editor to move the files into a hakpak and take it out of the override directory.

[edit] /Override Directory

Things to Consider when using the /Override Directory

  • Putting things in the /override directory like new .2da files will break the ability of the automatic installer to update your game to the latest release. To fix this you will need to restore the old version to the /override directory. You can find the old versions of these files in the /source directory of your game.
  • One .2da file per module is all that you are allowed. This means if you want to combine resources from multiple hakpaks it becomes tricky when you put similar content together from multiple sources because some of the model id’s and 2da files may overlap.
    • For example, you will need to re-edit and combine some of the files manually (specifically the .2da file). Also, Because of a very strict naming scheme that you have to fulfill to have the game recognize items and display them properly, there will never be a 'clean' solution. For details on how to combine hakpaks, refer to the Hak Pak Editor utility, also check this tutorial on combine haks: http://nwvault.ign.com/modules/tutorials/CombiningHakPaks.shtml. It is no longer strictly necessary to combine the paks physically because NWN allows multiple haks. However, the section on combining 2da files is still valid and required.
    • To give you an example, assume I create a bastard sword. I create it to fill the number 8 position. Not only do I have to name each file according to a set naming scheme I also have to ensure that the internal references to that object match the name. It is not even as simple as renaming the files. Internally there are references to my number 8 sword that have to be changed in roughly 5 places in at least three files. Nine files if you've include all three parts for all three colors. So roughly 45 to 54 internal references.
    • So say Poly creates a bastard sword. He has no idea I've done so and he picks the next available number which is 8 and builds his as the 8th piece. To use his and mine in one hakpak, one of us has to go back and change those references.

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