Adding .uti files (resources) to a .hak file

Hey there. Long time lurker, first time poster. Am trying to build a module and was having trouble understanding how to add .uti files to a .hak file for NWN:EE. I tried exporting them as .erf files then importing them into a .hak, but that didn’t seem to work. Is this something that’s even do-able? Or am I just barking up the wrong tree (e.g. toolset limits in NWN:EE large enough that one usually shouldn’t need to add item blueprints to a hak in the first place). Thanks!

When the module is opened in the toolset, navigate to the My Documents/Neverwinter Nights/modules/temp0 directory. Find the .uti files you want and copy them out to your desktop or another directory. Then add them to your hak using the nwhak.exe tool that comes with the game.

FP!

Worked like a charm. Thanks!

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Does this work in reverse order too? I can’t seem to be able to make it do so. I want to easily edit some .uti files from a hak pack, but if I add the hak to a test module the toolset won’t let me do it (because the files in the hak take precedence), so I was thinking I could just add the files individually straight into the module. But how?

No. You can copy them into your module I think but as you said the original one in the hak will take precedence. You will need to either remove them from the hak, or add them to your own hak higher in the load order. The latter especially if the other hak is not yours.

True. In that case, don’t add the hak to your module.

Instead, open the hak with nwhak. Export the .uti files.

Then, with the toolset open, copy the .uti files into the \temp0 folder, make any trivial change to the module (e.g. move the start location), then save the module.

P.S. Instead of using the toolset, you can import files to the module with nwhak, though then you may need to save the module with a shorter name temporarily, as nwhak is temperamental about that.

P.P.S. Instead of exporting files from nwhak, you can export them from nwexplorer. This has the advantage that you can examine the files first.

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My assumption was that there were other things in the hak that were wanted too… But yes if the hak is just a bunch of utis, sure.

That was my first thought! But it doesn’t seem to work. The custom creatures don’t turn up in the palette, even after saving and reloading.

Is it possible that the hak is designed for a custom palette?

If you open the .uti with gffedit, you’ll see the category number it’s assigned to. If that category number doesn’t exist in your palette, the .uti won’t appear in the toolset. The remedy is to change the category to a legal value.

Or is that not the issue?

Did you do a full build of the module? Including the creatures?