Visit the Ironworks Gaming Website Email the Webmaster Graphics Library Rules and Regulations Help Support Ironworks Forum with a Donation to Keep us Online - We rely totally on Donations from members Donation goal Meter

Ironworks Gaming Radio

Ironworks Gaming Forum

Go Back   Ironworks Gaming Forum > Ironworks Gaming Forums > NWN Mod: Escape from Undermountain
FAQ Calendar Arcade Today's Posts Search

Reply
 
Thread Tools Search this Thread
Old 10-20-2004, 06:16 PM   #1
rattler
Elite Waterdeep Guard
 

Join Date: July 10, 2004
Location: wichita.ks
Age: 52
Posts: 29
the cep 1.50 final is out...just thought i would let you all know
rattler is offline   Reply With Quote
Old 10-21-2004, 08:10 AM   #2
T-D-C
Ironworks Moderator
 

Join Date: October 26, 2003
Location: Sydney, Australia
Age: 44
Posts: 4,416
Thanks Rattler. I was away from my PC today so I didn't see it. Bit more info for people who don't want to search the bioware forums for it.

Version 1.50 of the CEP was released today on NWVault. This version accomplishes three main objectives:

1) It makes the CEP compatible with v1.64 of NWN. This means the bulette and troglodytes introduced by Bioware now work with the CEP as well.

2) It brings the CEP up-to-date with content released to NWVault as of September 1, 2004. New content includes new creatures such as CODI's maugs and osyluth, DLA's treant and gem golems, the werebat, and more. It includes new weapons such as the manriki-gusari, new armor including hauberks and skinmesh cloaks, new placeables, new icons, and new inventory items.

3) It fixes a number of bugs from previous versions of the CEP including shadow-fixes for the CEP heads, the addition of a 4th weapon component for all weapons, new crafting scripts, and more.

Download it now by following the link below.

http://nwvault.ign.com/cep/downloads/

With v1.50 you will still be able to play modules created with previous versions of the CEP. Without it, you will not be able to play new modules or PWs created with version 1.50.

**************
* Changes *
**************

* v1.50 *
- Updated base files to be compatible with version 1.64 of NWN.
- Fixed the corrupt column in Line 73 of baseitems.2da. Shifters should work again.
- Fixed shadow problems with heads - Loki spent countless hours on this thankless task and they should all be immune to this problem now.
- Added a 4th color weapon for every item in the hak. Note that for some weapon components this is the same as color 1. In the future component 4 may change to a darker version of that component (so be forewarned) but we felt it was important to include all models to avoid problems with missing weapon pieces.
- The Brownie stats were a bit off - these have been adjusted. The Brownie .bic files on Bioware's site now work in multiplayer games.
- CEP Crafting Script fixes- this includes the fixes from 1.01 plus the new team-duplication fix. Also should prevent the extraneous message being sent to players.
- Fixed a lot of inventory and shield icons that had been saved as compressed tga files; hopefully this will ward off some of the crashes some players get with certain video cards.
- Added short Wemic robes where possible!
- Brownie robes were updated with Lisa's latest release.
- Created a soundset for house cats so that they no longer sound like lions.
- Updated soundset.2da so that the padded lines do not show as npc voices for chargen.
- Defined APPEARANCE_TYPE_ZEP_ constants for all monster appearance types (for example, for GetAppearanceType comparisons). See zep_inc_monster.nss for details.
- Lisa's Holdables had been updated since the initial release - now includes all changes
- Updated *all* scripts, from crafting to monster scripts to placeables, to make use of TLK file entries for text so CEP can be easily translated in its entirety
- Fixed a couple of portrait files that were either the wrong size or saved with incorrect tga options.
- The staked out man's hair is no longer translucent and his walkmesh better reflects his body.
- Updated the CEP Players Guide, CEP Builders Guide, and CEP FAQ.
- Created a CEP Credits document that is part of the standard package to make it easier to find where credit is due.
- Added proper use nodes to the megalith placeables.
- The Restless Dead should now rise again after being destroyed (25% chance).
- Fixed many problems in the way the demilich scripts were implemented.
- Included some tweaks to the Owlbear as provided by Autonymous. Fixes some minor issues but does not yet address idle animation problems.
- Satyrs and bovines should now have hoof footstep sounds. The mechanical spider and other creatures with custom soundsets now work as well (This was a problem with the engine that was fixed in v1.64 of NWN).
- Fixed the skybox and fog clipping value in the CEP Open Day module.
- Updated the walkmesh for the Cluttered Desk to better fit its shape.
- Backed out the updated beholder from patch v1.01b. Remind me to leave well enough alone next time.
- Took the light emitter off of the "Tree, Big" placeable under “Paint Placeable Objects – Custom – Parks & Nature – Vegetation – Trees – Summer” so it no longer gives off light in the dark.
- Tweaked the CR of the Mariliths to better match canon (although they are still kind of low considering how powerful these babies are).
- Fixed the shadow effects on the placeable 'Alchemist's Albemic'.
- Created hi-res versions of several Release 1 lo-res creature skins (Cooshee, raccoon, etc.)
- Fixed incorrect portraits on 36 placeable blueprints
- Fixed the pfh2_head143 (large human phenotype) so that the veil is texture mapped to material and not to a face)
- Includes the spells.2da fix for the problem introduced in NWN v1.64

- ADDED NEW CONTENT. The CEP is up to date with nwvault as of Sept 1, 2004
- Added DLA's Treants and gem golems
- Added CODI's Osyluth and Maugs
- Added a slew of new inventory icons (books, etc.) and inventory items (e.g., holdable book and torches)
- Added new clothing and armor including hauberks and hides
- Added new weapons (Maug weapons, manriki-kusari)
- Added new shields
- Added new creatures
- Added new placeables
- Added new portraits.


* v1.01b (included in this release) *
- Removed the little square from the custom weapon descriptions
- Fixed the problem with not being able to override the CEP crafting scripts by moving them to an optional ERF file. If you do not load the ERF, the scripts work as per Bioware's originals which means custom content does not work well with them but they are useable. If you do load the ERF you get improved scripts. If you want to write your own, you are free to do so. See release notes below for more details
- Removed topless portraits from the portrait selection screen at chargen
- Fixed a handful of placeables that had animated textures that were not showing properly (includes Lisa's Lady in the Mirror and the placeable forge)
- Fixed all blueprint Tags that were not equal to the standard capitalized blueprint name/TemplateResRef (by making them equal)
- The cluttered desk placeable can now be used as a container and its destruction animations work
- Fixed a handful of placeables that had white or broken portraits (includes the placeable safe and others)
- The small crabs are now useable
- The Shade's no longer carry around humongous weapons
- The mariliths no longer make clumpy footstep sounds. The ghost pirate doesn't either
- The slime now makes its proper sloshy-gurgly sound
- Updated the sound effects for many placeables to be more appropriate. For example, trees and bushes now make more of a brushy noise instead of a clunk
- The new minogon's texture is no longer on back asswards
- Twig blights and other creatures now have the creature weapon proficiency so they can use their special properties and attacks (and will no longer drop creature hides on death)
- The black pudding now shows up at the appropriate spot in the demo module
- Rods are no longer equipable as weapons. This fixes the issue where they broke default Bioware behaviour by having to be equipped before they could be used
- Fixed the 'die', 'dead', 'default' and 'damage' animations on a slew of placeables (is that like a 'murder of crows'?) where they existed but were broken (the list is too long to include here). Note: there are still a lot of placeables that have no animations. We will look at continuing to work on them where it makes sense in future releases.
- Fixed the trident description typo
- Changed the mouse' default attack to be '1d2 - 1' so that mice don't whup cats in a fair fight.
- Slowed down the cat's run animation a tad
- Added Lisa's spider skirts
- Fixed the scarecrow combat scripts. Note: the scarecrow is one deadly creature now. Use with caution
- Fixed the ferret, skunk and weasel descriptions. Ferrets are not rodents, don't you know?
- Fixed the problem that broke the Bioware Shifter Class by limiting its AC bonus to 12. Note: this means the CEP needs an updated baseitems.2da file to be compatible with the PrCC
- Made vegepygmies Hostile by default. Myconids, however, remain Commoner faction because they are typically non-violent
- Reset the bodybag property on all new placeables to be consistent with Bioware's placeables
- Turned off environment mapping on some placeables (including Lisa's mirrors) where it was not appropriate
- Made changes to the default Low-Gore placeable substitutions for some of the more violent placeables
- Cleaned up the beholder model a bit
- Reset the shadowsize parameter in placeables.2da to be consistent with Bioware's
- Fixed the Brownie stats
- Moved all the CEP blueprint names and descriptions to the TLK file to ease translation to other languages
- Fixed the fashion accessories so you do not need a weapon proficiency to equip them
- Added a sky to the outside area of the demo module
- Made some miscellaneous name changes to a few blueprints
- Fixed some of the shield icons that made them non-displayable
- Made the satyrs Male. Female satyrs just didn't seem right
- Updated some placeable blueprints where the default animation state had been set to 'Destroyed'

[ 10-21-2004, 08:31 AM: Message edited by: T-D-C ]
__________________
T-D-C is offline   Reply With Quote
Old 10-21-2004, 08:52 AM   #3
Ziroc
Ironworks Webmaster

     
     Bow to the Meow

 

Join Date: January 4, 2001
Location: Lakeland, Florida
Age: 52
Posts: 11,729
Yep, I saw it and snagged it. Have yet to install it into EfU--gonna test it out first.

FUNNY thing is, that the hak I added already adds CODI's maugs and osyluth, DLA's treant and gem golems!! So they (or I) have good taste in adding things! It'll be NICE to have new placables, icons and armor/weapons too!

I am gonna ask the CEP folks if I can join their team to fix some of the textures on some of the shields in CEP--they suck. Same for some of the carpets--most of the carpets have a white line on one side, where whoever did them didn't crop it correctly. I can fix ALL those mistakes in 1 day. [img]smile.gif[/img]
Ziroc is offline   Reply With Quote
Old 10-21-2004, 12:54 PM   #4
Ziroc
Ironworks Webmaster

     
     Bow to the Meow

 

Join Date: January 4, 2001
Location: Lakeland, Florida
Age: 52
Posts: 11,729
I've gone through the whole patch, and to tell the truth, it didn't impress me much. Only armor added was skin/fur armor, and that looked ugly.

It also totally broke LOADS of the arnaden hak monsters and many other things too. So... for now, I will not be upgrading to CEP v1.50. You can, if you want, and it should still work fine. (If you do upgrade, and it works fine, let me know--or if it doesn't)

I am going to create my own CEP Hak patch, but I will combine the tlk file and the 2da list will need to be edited by hand, so it'll show up, and not overwrite anything. (I may add even MORE stuff while I'm at it--custom stuff by me-- corrected textures, new icons and new chests) I dunno WHY CEP didn't add new chests..

The one thing this patch added LOADS of new icons for (and about the only thing) was BOOK icons, but 80% of the new ones are messed up, and the alpha channel was done incorrectly, so it shows up all white in the background.

Ah well, no big deal. Back to working on the EfU. Even on my birthday I'm working!
Ziroc is offline   Reply With Quote
Old 10-21-2004, 02:30 PM   #5
StigTC
Avatar
 

Join Date: September 15, 2002
Location: Denmark
Age: 44
Posts: 513
No reason to update for me yet then, I only ever play in undermountain anyway. [img]smile.gif[/img]
__________________
One fine day in the middle of the night, two dead boys got up to fight, <br />Back to back they faced each other, drew their swords and shot each other. <br />The deaf policeman heard the noise, and came and shot those two dead boys. <br />If you don\'t believe this joke is true, ask the blind man, he saw it too!
StigTC is offline   Reply With Quote
Old 10-21-2004, 03:56 PM   #6
Larry_OHF
Ironworks Moderator
 

Join Date: March 1, 2001
Location: Midlands, South Carolina
Age: 49
Posts: 14,759
Until given the go-ahead, I ain't touching it.
Larry_OHF is offline   Reply With Quote
Old 10-21-2004, 05:35 PM   #7
lrdmukasa
The Magister
 

Join Date: May 14, 2004
Location: columbus,georgia
Age: 68
Posts: 104
I agree with what Stig and Larry said.I'm not touching this till the Z-man says to. [img]smile.gif[/img]
__________________
<img border=\"0\" alt=\"[warrior1]\" title=\"\" src=\"graemlins/warrior1.gif\" /> <br /><br /><br />Keep your blade sharp and your eyes toward the enemy.
lrdmukasa is offline   Reply With Quote
Old 10-21-2004, 05:57 PM   #8
T-D-C
Ironworks Moderator
 

Join Date: October 26, 2003
Location: Sydney, Australia
Age: 44
Posts: 4,416
I've checked the read me and you can install this without effecting the current mods using old versions of the CEP.

ALOT of people were disapointed with this release as well.
__________________
T-D-C is offline   Reply With Quote
Old 10-21-2004, 07:15 PM   #9
Larry_OHF
Ironworks Moderator
 

Join Date: March 1, 2001
Location: Midlands, South Carolina
Age: 49
Posts: 14,759
Quote:
Originally posted by T-D-C:
I've checked the read me and you can install this without effecting the current mods using old versions of the CEP.

ALOT of people were disapointed with this release as well.
So are you saying that I can have the new version and Ziroc have the old one and I can still play just fine on Undermountain???
__________________
Larry_OHF is offline   Reply With Quote
Old 10-21-2004, 07:34 PM   #10
T-D-C
Ironworks Moderator
 

Join Date: October 26, 2003
Location: Sydney, Australia
Age: 44
Posts: 4,416
Yeah I installed it last night and managed to log into Undermountain just fine. Rana around for a bit and didn't notice anything wrong.

Even if you have the old one and log onto a new CEP server you will still be able to log in just not see the new content.
__________________
T-D-C is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Final Battle Problems (Final Battle Spoilers) Szass-Tam Baldurs Gate II: Shadows of Amn & Throne of Bhaal 2 03-19-2004 09:06 AM
FInal Too Hot Icewind Dale | Heart of Winter | Icewind Dale II Forum 3 09-12-2002 05:26 PM
FA FINAL!!! YAY!!!! Horatio General Conversation Archives (11/2000 - 01/2005) 9 05-05-2002 05:08 AM
The two keys to the final room in the final dungeon - one is missing (spoiler?) Lathander Wizards & Warriors Archives 4 11-29-2000 01:28 PM
The two keys to the final room in the final dungeon (spoiler?) Lathander Wizards & Warriors Archives 0 11-26-2000 06:30 PM


All times are GMT -4. The time now is 10:56 PM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved