I went to test my module two and discovered that when I was in game, the placeables do NOT match the placeables I have used in the toolset!
According to the placeables.2da, the correct placeable is visible in the toolset, but it has a different placeable visible when I load and enter the game (fresh)!
OK, maybe I just am misunderstanding a hak arrangement here … for I managed to get the placeable to return if I removed it from a hak and placed it back into the campaign folder.
Have I been dumb, and is it a case that placeables do not work properly inside a hak?
EDIT: But that would not explain why they are correct in the toolset, but maybe … that’s the way it is?
I know I have had similar problems in the past. There is also a question of priority of the haks (it seams that the 2da must be load first for example) and I noticed that if I exceeded 695000 ko, the haks had a annoying tendency to present bugs. At least that was my case. These kind of little problems are extremely frustrating and can ruin a “module production day”. Please post your answer when you find the way around. It could help someone who might have a similar problem. Have a nice day !
I also read a while ago that some 2da won’t work from haks (but I’m not sure it’s the case for placeables.2da though), and that the 2da should be in the same hak as the mdb (which may be the same as Raymond’s comment about 2da loaded first).
Yes, the 2da haks must be loaded alone or with the mdb files. The size limit seams to be 695,000 kb (kilobyte) or 695 Mb if you prefer. The haks I use for Baldur’s Gate, Beregost, Friendly Arm Inn, etc. are all between 690 and 693 Mb. When I exceeded this limit, several bugs appeared.
Yes there are definite limits. 4 Gb hak file would be an absolute limit for a 16 bit game. It’s probably more like 3.75 Gb or 2 Gb. The count of items in the hak also matters. I split mine into several haks with different functions. This has the added benefit of being easier to maintain and download when changes are needed.
The largest is 280 Kb at present. But I was careful to only add what I needed, rather than merging in large collections. Plus I intentionally half-sized some of the largest but low priority texture maps.