NwN with CEP content.. Oh my!
Pixel_Mayhem
Member Posts: 61
So a long time ago for personal reasons I went through the OC and both XP's and installed the CEP haks for them. I then started to add all the CEP goodness to the modules as well as adjusting the ambient light levels to how I think they should of been. You know, like making caves actually dark like they should be. Anyway, I pulled out the old .mod files again recently and decided to update them to current iteration of the CEP, this would cause the toolset to build them of course. And oh boy... The errors, oh my the amount of errors in the game. Granted these are the old CD versions but still. Most of them were missing resources and where only place holder scripts such as "Script 1" or "Script 14" etc which had no scripting code in them. I guess Bioware put them in there but forgot to remove them prior to release back in the day. Still was quite the eye opener I have to say.
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Comments
CEP is an omnibus of fan-made content - neither Beamdog nor Bioware are responsible for it.
If you made a version of the OC using CEP, it's your mod.
CEP is designed to be backward compatible, so your modules (prior to any changes) should still work with the latest version.
However, if you decide to rebuild, that's a different matter. You may need to take changes in later releases into account.
If you were using CEP1, use the latest CEP1. Ditto CEP 2. Upgrading from 1 to 2 is not recommended.
Check that you're using the latest hak load order.
Many templates were removed from CEP2 at the request of PW owners. If you need them, they're available on the Vault as a separate download.
In anycase I was rebuilding the old CD copies and renamed them to "CEP Chapter1" etc so I'm not concerened with later versions as they are ".mod" files and are in my modules folder and not the .nwm file in the NWM folder. Mind you it was a task and half finding where all the "StartNewModule" script was hidden so I could direct them to my altered module with the new name. I managed it though