Hey, great questions!
- NIT automatically downloads all the files you need to play a module ( I know this works already as I’ve used it on asset heavy modules) As a player solely I have no need of this new system?
Correct! If you never open the toolset, you never need to know that NWCCC exists. Just use NIT, or the ingame “Curated Content” tab, or play on PWs as usual.
- NWCC allows builders to select individual files to add to their modules rather than relying on bundled up haks? If I, as a builder want to add something that requires an updated 2da it somehow happens automatically? (I’m thinking that’s unlikely?)
Correct! If you’re a builder, and you’re using CEP, but you really want this one particular statue that is not in CEP, you’d need to download the second hak with the statue, then manually merge placeables.2da
and put them in your third mymod_top.hak
file. With this tool, you’d just double-click on cool_statue.nwc
file and it would automatically integrate it into your module and update your 2DA.
- How does your program avoid the “generic compilation quirks and faults” you talk about?
The idea is that with NWCCC you wouldn’t need to use e.g. CEP/projectQ if all you want is just some placeable and creature models. Adding CEP/pQ to your module has a lot of side effects (IIRC: It adds new player races, it adds more heads/armor parts that might not fit your lore, it replaces some models with different ones); it comes with a lot of bells and whistles which you may not want, but the process to disable them is not always simple.
The main reasons people opted to use these compilations are:
(A) Many players already have it downloaded, so it was simpler for them to play your mod
(B) It was easier to deal with a bit of bloat than to compile your own compilation from scratch
What I’m saying is that with NWCCC, (B) is no longer a factor, because the tool can automate the hard parts for you. All you need to do is browse and pick the bits you want. And most importantly, you can do it iteratively - build with what you have, then when you need a cool statue, add it quickly, then continue building.
- Under NWCC would the creator of a hak still get credit for their work in their number of downloads on the Vault?
No, because the files are not downloaded from the vault as such. Instead, NWCCC produces a credits.txt
file that lists exactly which assets are used in a module, who authored them and under which license they are available. This file would be included in the module download, and the module builder would pick a good way to display this. Some options would be:
- On the project homepage
- Ingame, as the module is finished, in the final cutscene
- Ingame, in a special “credits” menu
- Ingame as loadscreen hints
To be clear, the goal is not to solve the problem of someone stealing credit. The goal is to make it easy for the well-behaved builder that wants to display credits and honor the license term to do it in a simple, straightforward manner.
Now, for the step-by-step workflow: You are building a fresh module, no haks yet. In the first area you are building, you realize a placeable that pstemarie made would fit really well.
- You download and install the NWCCC tools (only do this once, like any other program)
. You configure it to tell it which module to add stuff to, etc; Or you specify this every time.
- You find the
psm_cool_statue.nwc
file somewhere; it will likely be available from several places:
. pstemarie maybe publishes them on his own website
. Someone else might maintain a statues.zip
archive on the vault that includes it
. Some PW might publish all NWC files they use on github
- You open the
.nwc
file in the NWCCC tools. This will:
. Download all the necessary models, textures and other assets for the statue, and write into your HAK
. Update your placeables.2da
to also add the line needed to use the statue
. Update your credits.txt
file with author/license info for the new statue.
You can now immediately use your statue in the toolset. Bit later, you realize you could really use a corpse model someone published in one of the CCCs. You repeat steps (2) and (3) to import it. You might find that TR maintains a project page containing .nwc
files corresponding to every CCC ever, organized by month. You browse that to find the .nwc
file you need, double-click it, and it automatically imports the corpse plc into your module.
The important thing to note is that the .nwc
file simply describes the content, doesn’t actually contain it. It is perfectly okay - even desirable - for others to copy and re-publish the .nwc
files, as ‘curators’. You would then have GUI tools that know about these curated lists, and you would browse individual placeables through those (looking at screenshots), importing the ones you cared about. I know the command line of nwn_ccc.exe
from the proposal looks scary, but it is a protocol and a building block. The actual tool you’d use would be more like File Explorer
browsing a bunch of images, and each image has an “add to hak” button you can click.
Well, this was a wall of text, but I hope it clarified some points. Please ask more directed questions if not