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In case of the personal use, you don't need to repack anything. All you need to do is to recreate the .pack folder/file structure in your game root folder. Any file on the disk will have a higher priority than any packed file.
By recreating the folder/file structure, you mean that after unpacking the mods I'd just have to move the respective unpacked data to their proper locations *within* the Haydee game folder (e.g. Maps, Modding, Outfits, Packs, etc.) as opposed to the workshop folder? Because I've taken a look at some of the sub folders and the closest one to match the structure would be in the Packs folder.
I'll have to take a look by unpacking the original Actors.pack and see what other further files are within them. I may edit my comment again to reflect updated information that I gathered.
Took a lot of trial and error but I finally was able to successfully splice animations from the workshop, even by repacking the files!
Now I can save some space for other game mechanic modifications or maps.
Thank you for the hint on the root folder, antales.
I hope this thread can help others with a similar issue, but I was able to pinpoint my trouble:
1. Do not repack the "unpacked data" folder!
Go one layer deeper and repack the name of that folder.
2. I can also verify now that pack priority doesn't affect the manual modification like in the .pack guide in the Haydee Guides page.
3. I discovered that the idle.motion and walk/run.motion files from one mod can be combined with the different weapon idle/walk/run .motion files to create interesting effects; like Haydee retaining a modified walk gait form "V5" mod but having her pistol in front of her with both hands from the "run anim" mod.
WARNING! - swapping around these .motion files is the most time consuming part, since some animations can conflict with each other causing Haydee to jitter, or perhaps worse.
Be patient when getting to this part.
4. Keeping separate folders for the unmodified .pack files, the mod .pack files of your choosing, and the customized .pack files for implementation (including the unpacked files) will save you time in unpacking, repacking, and replacing the files in case the game doesn't work as you intend it to do.
I hope my discoveries help others with a similar endeavor save time.
However a word of warning. H1 packing is not done well (this was fixed with H2). So there is a limitation of how much packed data could be loaded at the same time. Sometimes when exceeding the limit it could cause a game crash. At the same time there is no such limitation of unpacked data. So sometimes for personal use it could be better to not pack your files.
I've actually just been taking the original packs, backing them up, then editing the copies that I'm implementing with the modded .motion files. So I'm not adding more packs that act as Actors/Items packs or whatever I wish to mod; simply editing what already is there.
Unless there is something else I'm missing?
Ok, I think I get it now.
I just placed the Actors and Items folders I edited one layer up from the Packs folder into the main Haydee folder. Works like a charm.
So the packer.exe program has a limit on additional .motion (or other root data) that I repack after the editing, and/or repacking the data yields a more unstable .pack file for the Haydee game?
1. The game is 32bit. So it has limitations on memory usage.
2. The pack loading logic contains some redundancy, so it results in more extensive memory consumption than separate files on the disc. This problem was found late after the release, so it could not be properly fixed without affecting already existing mods. It was fixed in the next engine iteration for Haydee 2.
Ok, thank you for clarifying.
You've been a great help.
For any one that has other mods subscriptions instead of the raw data in the main Haydee folder
Just recently discovered that having the files unpacked in the main Haydee folder may cause Subcribed Mods to fail to find the packs it needs to modify.
This only happened because one animation that I modified required custom weapon animations, and my theory is that when I kept the Items folder unpacked in the main Haydee folder, the Infinte stack subscription no longer could find the Items.pack to modify.
Once I reverted to using the packs again, the mod started working.
So going forward with this experience, there are two options when modding -
(though maybe for experienced modders this may not be new knowledge...):
1. If you wish to keep the .pack items as folders for greater flexibility in modding, you'll definitely have to do so with any modifications you move from subscriptions into the main Haydee folder to keep their functions, OR keep really good track of what files you put in the main Haydee folder and see if other subscribed mods will be affected by the change.
2. If you want to focus on editing files BUT keep compatibility from other subscriptions, then repacking the modified files is the way to go.
But as @antales mentioned above, you'll have to keep your subscribed packs at a minimum as to avoid memory usage issues; causing crashes.
Hope this info will help others avoid headaches in the future.