One Two Three Five wrote:What attracts me to Arelith is the modifications from base, personally. I have a separate NWN install that I play other servers on (Because Arelith uses overrides instead of haks, which is mildly inconvenient to me.)
We could likely be running "optional" haks
right now instead of overrides to mitigate this. We could put the "overrides" we're already using in a 2da hak, people could download it, and we could make Arelith a "hak" server, tomorrow, after configuring our NWNX to "hide" which haks we're using from the playerbase. Then everyone can play, and if you had the hak, you would use the hak, and your override folder would be empty.
There's a lot of misconceptions floating around in this thread, so, everyone needs to second guess themselves (even me, I might not know that we have some sort of NWNX conflict that prevents us from using the specific NWNX hak plugin I'm referencing), and second guess the commentary of others.
This is a concept that Irongron is approaching carefully, sympathetically, and professionally. Scholar Midnight has stated that executable files would be made available, and that's very easily done, but for whatever reason, seldom used in a number of "horror story" "worst case scenario" hak stigma floating around our no-nonesense server.
If the server had haks, I would very very much doubt they'd be updated more often than 3-4 times a year, with the real number probably being like "once" per year, and probably in the realm of "add-ons" to a core hak package.
CEP is always a terrible example, CEP was a collection of nearly everything in the custom content community at the time specific edited so as not to overwrite itself.
In the beginning, if Bioware made 45 heads, every new head would be called head46.
CEP was a group of renamers, so that all of the content could be used at the same time.
This was something to help mainly with single-player community authored content. Grabbing the CEP and installing it in your module meant you COULD put Pumpkin head scarecrows in your module, and if you didn't, the players would never know it was in your hak, so it made sense to include everything.
Sure, if you don't use it, it seems like an oversized hak, but, not if your downloaders who wanted to play it, already had this hak compilation.
Theoretically, it meant 1 Hak package could be made for a variety of genre of single player modules. This means if you're making a NWN module, instead of writing a fantasy novel, you can focus on the writing, and not on the content searching and hak assembling.
It does not make any sense for us to go anywhere near CEP. This is an established PW. CEP was designed for "quick and dirty". Our staff is very competent.
Meanwhile, while CEP was the first, even the later era compilation projects have become a little out-of-date by this point, not just because they are old, but because new stuff has come out that is better than ever, even in just the last two years.
The worst thing to do regarding this subject, is compare. The purpose of hak systems is to add more resources to the game engine. This, combined with NWNX, allows us a large and not easily explained range of options, far beyond "hi poly heads for everyone!" and kung-fu animations.
If there were problems on another server because of haks, we will have those problems too, IF we have the same devs that they did. We probably don't.
If I needed to guess, and I hate to guess, I'd say an Arelith hak set would be likely between 300 mb and 2 Gigabytes, which is about the same as one hour at 480p on youtube to 1 SD Netflix movie.
If I needed to guess, and I hate to guess, I'd say since a set of haks would need to be relatively set in stone BEFORE building with them could start, the playerbase will probably have MONTHS of advance notice and opportunity to download.