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Some notable resource limits; watch out for these on large modules.

16K per ERF

You can have 16K resources per ERF file format:

  • .mod is ERF
  • .hak is ERF
  • .erf is of course, ERF

This limit is primarily around the basis of the resman (resource manager) in the toolset and game. The game may load the module but things may not be fully loaded into the game (scripts may not fire, placeables may not appear). The toolset resman may lose resources (meaning things start to break, but it's unknown what rhyme or reason there is to it there).

Notably the toolset does not warn you of this limit when saving or opening!

To find the amount of files in your module open it, and look in the temp0 folder. This is the amount of files packaged up.

Fixing This Limit

Of course you can move resources into the .hak files - they are now uneditable (they take precedence), but for some objects (such as say, placeables) this is an easy way to get around the limit. An automated build process could selectively do this.

Since scripts tend to be 2 items (a .nss and a .ncs file) these can also be optimised with very similar ones being merged. Further EE updates will provide input variables in conversation scripts making conversation script be able to be cut down significantly.

See this discussion: https://forums.beamdog.com/discussion/66993/toolset-resource-limit

Pallet Limits

There was previously in 1.69 and earlier a pallet size limit of 1MB for the DM pallet. It takes a lot to fill this - but funnily enough it's on average 16K entries. This is fixed in NWN:EE and pallet sizes can be a lot bigger so go nuts.

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