I have just recently updated my module from CEP 2.1c In old NWN to 2.65 Full on NWN:EE. Some things are not working correctly so I'm thinking I did something wrong but don't really know where to start. here is my Custom Content Hak order:
My biggest issue is players can no longer craft shield and helmet appearances and the crafting of armor and weapons is no longer showing the cep options.
One question: Do you have any other haks not shown here?
You have the top hak listed twice. I would remove the bottom one. I would also remove the add_forge hak because that will change weapon appearances. Move cep2_add_sb_v1 to the bottom.
Further, you should attempt to merge the BD 2da changes (there are dozens and dozens) so you can have both CEP content and core NW content. baseitems.2da is one of the big ones.
My mistake, there was only 1 top hak, the one at the bottom. Not sure how it got in there twice when typing. Should I move it up? This is everything I have in my custom content tab on module properties.
Hello, im new to the game! I am building my own module from 0 and added CEP because i was looking for more placeable, creatures, etc. But i'm not sure if it is working properly. I see many "*" in the custom content placeable sheet and no objects to put in place... maybe i did something wrong?
Not sure what you mean by "custom content placeable sheet". Placeables.2da? The appearance dropdown when editing a placeable in the toolset? The custom templates in the right-hand palette?
Many issues are solved by ensuring that the hak order in your modules properties Custom Content tab is exactly as shown in the 2.65 documentation. By design, custom templates don't exist for most appearances - use the appearance dropdown instead. If that's not the issue, please clarify.
Thank you for the answer proleric, when i said sheet i was meaning TABs.. by the way i've solved my issues and was realted (i think?) to hak order, as you said.
@Old_Gith Cool thanks. Maybe somebody could shoot me that file? On a side note I like ambients and was looking and looking for a pack or Hak that has ambients and they’re hard to track down. I used to have a mod that had tons of ambients (I think it was project Q) but I read that project Q is no longer supported on latest NWN:EE. ?
CMP helps builders add music to new and existing modules - it doesn't add anything to the official campaigns. For that reason, the .2da normally goes in the module top hak. If you don't have one, override is fine for testing. If you plan to publish, using override is generally considered bad practice.
Have you tried the Community Music Pack? It's quite large but like the CEP and project Q it too is not currently supported.
TR
To be clear, CEP and CMP work fine in EE modules (not sure about Q). They're only "unsupported" in the sense that the authors are not currently offering bug fixes (and that might change soon). Meanwhile the community offers pretty good support here, and at the Vault.
Comments
cep2_add_doors
cep2_add_loads
cep2_add_phenos1
cep2_add_phenos2
cep2_add_phenos3
cep2_add_phenos4
cep2_add_phenos5
cep2_add_reforge
cep2_add_skies
cep2_ext_tiles
cep2_add_tiles1
cep2_add_tiles2
cep2_build
cep2_custom
cep2_add_races_a
cep2_add_sb_v1
cep2_top_2_65
cep2_core0
cep2_core1
cep2_core2
cep2_core3
cep2_core4
cep2_core5
cep2_core6
cep2_core7
cep2_top_2_65
And my Custom Tlk File:
cep260
My biggest issue is players can no longer craft shield and helmet appearances and the crafting of armor and weapons is no longer showing the cep options.
Also my Femur Club is now a Fish!
You have the top hak listed twice. I would remove the bottom one. I would also remove the add_forge hak because that will change weapon appearances. Move cep2_add_sb_v1 to the bottom.
Further, you should attempt to merge the BD 2da changes (there are dozens and dozens) so you can have both CEP content and core NW content. baseitems.2da is one of the big ones.
cep2_add_doors
cep2_add_loads
cep2_add_phenos1
cep2_add_phenos2
cep2_add_phenos3
cep2_add_phenos4
cep2_add_phenos5
cep2_add_reforge (removed)
cep2_add_skies
cep2_ext_tiles
cep2_add_tiles
cep2_add_tiles1
cep2_add_tiles2
cep2_build
cep2_custom
cep2_add_races_a
cep2_top_2_65
cep2_core0
cep2_core1
cep2_core2
cep2_core3
cep2_core4
cep2_core5
cep2_core6
cep2_core7
cep2_add_sb_v1
And my Custom Tlk File:
cep260
This is what I actually have now.
Also I do not know what you mean by BD 2da changes and how I would get that.
Many issues are solved by ensuring that the hak order in your modules properties Custom Content tab is exactly as shown in the 2.65 documentation. By design, custom templates don't exist for most appearances - use the appearance dropdown instead. If that's not the issue, please clarify.
First, you need a module that uses CEP.
Then, extract the CEP files from the download to the appropriate subfolders of
Android > Data > com.beamdog.nwnandroid > files > user
as detailed here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1309774090
If you've done all that, what exactly is not working?
IIRC, there is only one file for ambient sound and it is by no means crucial or critical. Toss that file. The haks and the tlk is all you really need.
TR
Trying to figure out where to put ambient.2da. Override?
To be clear, CEP and CMP work fine in EE modules (not sure about Q). They're only "unsupported" in the sense that the authors are not currently offering bug fixes (and that might change soon). Meanwhile the community offers pretty good support here, and at the Vault.
TR
https://forums.beamdog.com/discussion/82171/nwn-ee-modding#latest