![]() ![]() ![]() If the files are the same name upto this string value, only the topmost file is in the hierarchy is loaded.Ĭan Preloading Be Used With The Override Folder? ![]() This would seem to indicate some sort of hardcoded value that the engine limits the number of strings the engine reads from the filenames in patch.ini. For example, when the files "x4_supersets", "x4_males", and "x4_females" were originally named "x4_anatomy1", " "x4_anatomy2", and "x4_anatom圓" respectively it appeared that only "x4_anatom圓" was loading. Furthermore, it would appear that the files MUST have unique names. For example is both "x4_2da" and "x4_placeables" have a "placeables.2da" file, the "placeables.2da" from "x4_2da" will overwrite the version in "x4_placeables".Īlso note that the filenames do NOT need the extension. Any resources in this HAK will overwrite identical resources in HAKs listed earlier in the hierarchy tree. For example (using the NWN Enhanced patch.ini file): Files at the bottom of the patch.ini internal hierarchy tree take precendent over files listed earlier in the tree. The internal hierarchy of patch.ini is the opposite of the hierarchy tree used for loading module HAKs. Finally resources in module specific HAKs will overwrite anything lower in the above hierarchy. Files loaded from the Override folder will overwrite core *bif resources as well as patch.ini preloads. Therefore anything loaded from patch.ini will overwrite core *.bif resources (i.e. #NEVERWINTER NIGHTS ENHANCED EDITION WINDOWED MODE PATCH#Any HAK that is placed in the game's Patch folder (C:\NeverwinterNights\NWN\patch) then listed in patch.ini will be preloaded when the game or toolset starts.Īs far as I can tell, load order for resources follows this priority: Preloading uses both the patch folder and patch.ini - both of which you'll notice are empty files. This fact alone makes preloaded resources much more stable for multiplayer and PW use. The preload version showed a greatly REDUCED load upon my system than when I was running the override version. Lastly, I have run NWN (game and Toolset) using both the override and preload versions of NWN Enhanced in "windowed mode", with a 3rd-party utility running that monitors both CPU and GPU load. Not to mention disk fragmentation from so many small individual files, vs. Same for the localvault for your character files. When you start getting into the 1000's of files, this table can grow pretty large and suck up memory which can hamper performance. Not surprised - every file in your /nwn/override/ folder takes up memory as the game has to build up a resource table of what is in the core game, and then override it. This would seem to support Brian Chung's statement in this thread on the Bioware forums : Furthermore, since both the Toolset and game load rather quickly, it appears that this method uses less memory than placing thousands of files in the override. Second, from the testing I've done, preloading seems to be more stable than using the override. This includes new content as well as content designed to overwrite standard resources. Like the override, any resources that are preloaded will become available in ALL NWN games. As anyone knows who has been following the Development forum for NWN Enhanced, I have been working on putting together a HAK version and setting up NWN to preload the hak files.įirst, preloading HAKs is essentially an alternative method to using the override. ![]()
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