Players : Use this version for any module that requires CEP 1 or CEP 2, regardless of which version the author specifies.
In the very unlikely event that an older version is needed, it can be obtained from the archive.
CEP Current Version: 2.71 (compatible with NWN Enhanced Edition but does not require it) - includes the latest CEP 1.
Author: The NWN Community, CEP Teams, The Amethyst Dragon, Pstemarie, Proleric, Mmat, DM_Wise, NWShacker, Xorbaxian, Stonehammer
The Community Expansion Pack (CEP) is a large hak pak collection of free, community-made custom content. Most of the included material comes from content previously posted on the Neverwinter Vault sites by independent users. Additional content has come from contributors to the Neverwinter Nights Community Site (NWN) - Custom Content Challenge, several updates from Project Q v3.1 (For NWN Enhanced Edition v8193.13) | The Neverwinter Vault, and other content developed specifically for the CEP. Included content is organized to function properly together, with necessary updates made to models, scripts, and .2da files. The CEP is intended to be a "universal" download - players can download this single package to access a large number of modules and persistent worlds that otherwise would have each required their own individual downloads.
Builders using the CEP for their module have the option of selecting which CEP content appears in-game. Content from the core CEP does not override default Neverwinter Nights content, nor does it affect modules that don't specifically use the CEP. The Community Expansion Pack has been very successful over the years, and many long-term players have found the CEP to be as vital to Neverwinter Nights as the official BioWare expansion packs.
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CEP SERVER HAKs
These are now obsolete, but are still available in the Archive.
For release 2.4 and earlier they contained stripped down haks to save disc space. They removed models, textures, icons, and sound files that are not needed by a server to run modules for players to log into. Kept are files like 2da files, walkmeshes, blueprints and scripts.
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LINKS
Brief comments on bugs, issues and suggestions can be made on this page.
For longer discussions, go to Neverwinter Vault Custom Content Forum.
This version of CEP can be used for playing (and building) any modules / servers built with CEP 2.1 or later.
CEP 1
This page also hosts the latest CEP 1 files (courtesy of Shadooow). They are now included in the newest CEP 2.x download. If you need CEP 1 alone for some reason, see "CEP1 Complete" on the Archive page.
CEP 3
After CEP 2.65, the project forked into two different versions - CEP 2.x and CEP 3.
CEP 3 is not included in this download. Despite the name, It isn't necessarily newer, better or more EE-compliant than CEP 2.x. Builders will no doubt decide for themselves - see wiki for more detail on the differences.
Module Builders!
If installing the full version after already using the CEP, remember to backup your cep2_build and cep2_custom haks first so you don't accidentally erase your hard work.
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Partial Features List:
* extended tilesets
* NPC and placeable portraits
* creature models
* placeable models
* waypoint models
* visual effects
* clothing and armor parts
* masks and helmets
* additional cloaks
* additional skyboxes
* additional area loadscreens
* vast numbers of inventory icons
* weapon and shield models
* additional weapon visual effects (visible only to players using NWNCX)
* blueprints and scripts (for objects and scripted systems), importable via erf files
Attachment | Size |
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CEP 2.71: Full Download of 2.71 including Hotfix 1 (7015) | 1.63 GB |
CEP 2.71: Hotfix 1 - Rocky Mountains (3314) | 88.01 MB |
If a player already has CEP 2.4, the only reason to download this is if a new module I want to play has been made that makes use of what is in CEP 2.6? Or would this have an overall effect on graphics, provided I am using NWNCX?
If I'm not misinformed there would be some updates to old content. I know that The Amethyst Dragon was experimenting with Hard Point's dragon models, for instance, and there were plans to translate some old shield textures onto newer models. If stuff like that was included I'd assume that you would benefit from that even when playing a module made with CEP 2.4 or earlier.
Correct. Some existing content has been fixed (Hardpoints' dragons are a big one...no more crashy crashy). Shield models haven't been updated yet, those will be in a future update. Lots of new content has been added.
Players won't need to download this right away (until the builders of the modules/servers they play on update). After that, it'd be a good idea to get, since you'd still be able to play on CEP 2+ servers.
As far as NWNCX, the only change would be the addition of new visual effects for weapons. New weapon VFX normally can't be added via hak, but it a player is running NWN with NWNCX, he or she will be able to see such additions (provided the module builder added them).
Kudos and thanks for all the work you put into this, btw. Both in terms of updating the CEP as a whole and with regards to things like debugging the dragon models. ;) (Cause, damnit, always wanted to use them.)
Congratulations on this timely release - a splendid achievement. File OK now. I'll make detailed comments on the CEP forum, to save clutter here.
Thanks to The Amethyst Dragon for your efforts, and thanks to all the contributors past, present and future. Couldn't have come at a better time.
Amazed to see that you made the deadline!
Looking forward to checking out all the new content. Do you have any list of things added or should we just explore?
This is an amazing leap forward for the CEP, and amazingly bug free too considering the massive wealth of content within this installment. I only spotted two missing textures (the gothic portraits 1 and 2) and I've already taken the liberty of creating a fixes hak pak for that which I've uploaded to the Vault. But by and large, CEP v260 is as flawless as every CEP version has been, and that's great news for us builders! :D I was thrilled to see some Project Q content in there too, this time... I was always a fan of some of their creature designs and redesigns, so seeing some of them in the CEP was very cool indeed. Hard to pick and choose favorite content out of this one... as usual, there's so much good including stuff from PHOD, one of my favorite custom content makers here on the Vault. (The mechanical animals rock!) The Baba Yaga stuff is also incredibly awesome. Thanks for this amazing expansion pack, CEP team... I was not expecting a new version to come out, but I'm happy it's here now and at our disposal. :D
Hey TAD!
Congrats on releasing it!
Could you tell me if the new CEP is working with your reforged textures override?
Is the new CEP (assuming that fixes are installed as well) back-compatible? Can we make it a new standard for 2.0 modules? Or maybe rather you would like to see how many modules truly use it and we should let older go with 2.3/2.4?
The CEP does not include my Reforged weapon models.The new models, in many cases, would not line up quite right with many of the older style models already in the CEP, and I have no desire to burn through the time and effort at would be needed to update every weapon model in the CEP. The Reforged weapons are available for individual builders to use in their module/PW haks, so it's easy enough for them to add them in over top of the CEP if they want their players to use them.CEP 2.60 and later will (as long as I'm putting work into it) remain backwards compatible for any module/PW built with CEP 2.0 (well, 2.1 since the NWN 1.69 patch came out) or later. My own PW is built using version 2.3 and 2.4, and I don't intend on making more work for myself than is necessary (I already do enough of that without an update to the CEP adding more).
Edited: Reforged weapons were added as an optional hak with version 2.63.
Not sure if I'm missing something, since it's been a long time since I messed with NWN content, but there seems to be a problem with the dynamic armor stand. The table where you can place the weapons is turned on its side and underground.
Same here. Updated from 260 and some placeable models got borked. Thegeorge's bookshelves also have this problem for example. The books are in the right place but the shelves are underground like their z offset was modified. I'm sure the models weren't touched so I have no idea what went wrong.
Really late reply on this one, but it took me forever to figure out what's going on with that one.
The dynamic armor stand requires several scripts. Originally created by Kinarr Greycloak, the CEP included it and the scripts (but renamed the scripts from the original). The scripts are buried in cep2_add_sb_v1 (either the hak or the erf I made with the hak contents).
For 2.63, I'm adding an erf with blueprints for just the dynamic armor stand. One of the stands displays just armor, the other weapons on the bench. The weapon displaying one fires off a script when it perceives a PC, which causes it to activate an animation that makes the bench move up into proper position just to the right of the armor stand. The needed scripts are part of this importable .erf.
Awesome stuff!
Thanks for all your hard work.
Using it to biuld as we speak
Ta for the work on this. I might use this for the Mod I am working on but havent made my mind up on that yet since I want to also use the D20 MOdern system for the Mod.
Great work! I love how the custom palatte is stripped down, allowing a builder to start off without a cluttered palatte. I understand that the old systems and creatures are stripped into modular erfs that can be added back in at the builder's option. I have to ask though, which erf would I need to add to regain the mount system, horses, and other mounts from cep 2.4a?
Most of the old scripts and blueprints should be in the cep2_add_sb_v1 erf.
I've just added the complete set of placeables as an ERF compilation. Check out project http://neverwintervault.org/project/nwn1/prefab/placeable/cep-v260-placeable-blueprints.
Important question:
I notice that the instructions for organizing the hak files in 2.6 CEP modules, list the numbered files in ascending order (cep2_core0... cep2_core1.. etc).
My current unfinished project is a (pretty massive) module built with CEP2.4, and in the resource list of haks in that module, these files (the 2.4 versions of them) are listed in DESCENDING order (cep2_add_phenos5.. cep2_add_phenos4.. etc).
It's been way too long to remember for sure, but I'm certain I would not have organized my 2.4 haks like that unless the instructions for 2.4 had instructed me to do so.
I would like to convert this big project into 2.6 but now I'm nervous to install 2.6, given that the files have the same names (which I assume means the 2.4 versions will be overwritten in my NWN hak directory), but these instructions suggest that they could have a new priority.
Naturally if I pull the trigger on this I intend to make a safe copy of my existing hak folder beforehand, but does anyone know what effects, if any, will this hak file numbering order have on the module? Can I order the "core" and "pheno" haks in descending order with no harm?
[edited: bad grammar]
Too long since I checked the comments on this page.
I did change the order of the haks in the instructions somewhat from version 2.4, but for the core and pheno ones, the change in order doesn't make any real difference. I just switched it so that they'd make a little more sense when reading the list (increasing in number as your read, rather than "counting down"). You can change to the new order or keep using the old one for the _core and _pheno haks.
Version 2.60 does overwrite the old hak files, but all of that old content is still in the newer version. I made sure to keep it backwards compatible with modules/PWs that alread used versions 2.1 to 2.4 (2.1 was the first version that worked with NWN 1.69).
Don't worry, the 2.4 hak order still works.
Question: The "starter" modules don't actually include all of the resources published in the zipped CEP2.6 download... why?
When I open the "CEP - STARTER - 260" modules, I found HUGE amounts of placeables, creatures, etc. simply missing from the lists, resources which were there in my previous 2.4 modules. I thought either I'm crazy (2.6 can not be a leap forward if it REMOVED content?) or I didn't copy all of the new CEP haks correctly. Luckily neither was true.
I began adding and removing cep hak files to the starter module until the content reappeared, and I've tracked it down. My CEP2.4 modules, up til now, included a file called "cep2_add_sb_v1.hak" (it's included in the CEP2.6 downloadable zip archive, along with lots of other files that are also inexplicably NOT in the "starter" modules). Adding this to the starter modules restores all that content.
Furthermore, the actual instructions for organizing CEP2.6 haks, located here: http://neverwinternights.info/cc_bighaks.htm#CEP, strangely do not even mention "cep2_add_sb_v1" at all.
This seems a little odd, to distrbute modules that are called "cep starter" mods, which start out stripped of so much previous CEP content. Am I missing something?
Sorry for the delay, didn't notice the new comment.
From a builder standpoint, the old method of including premade blueprints and scripts in a hak file was a very bad design decision (it makes it difficult to change/personalize them without extensive hak file editing).
I left the old .hak file in the download so that it would still work for modules/PWs that already used it, then moved all the contents of that file into an importable .erf (with the same name) so that builders could import them if they want, change them, and delete any they don't feel like using.
I do not recommend using the old blueprint and scripts hak if you are just starting to build. Instead, load up the starter module and import the .erf.
Also, there is so much content that has been added to the CEP since those old blueprints were made that does not have associated blueprints. Just drop in a creature/placeable/etc., edit it's properties, and use the appearance dropdown in that window to get to the full list of appearances.
See earlier comments on this page. As I understand it, all the models are still in CEP (selectable as appearances in the toolset), but many of the blueprints are now optional, because some PW builders were hitting constraints on the number of files deployed.
You can import those blueprints with .erf files
Officially donating/submitting to next version:
http://neverwintervault.org/project/nwn1/model/pc-animal-and-monster-heads
(if has the room for them, that is)
Sweet. Thanks. I'll see which of these haven't been included yet (via the CCC) and check to see if there's space.
Hello folks,
first: Thanks to TAD for release!! *thubs up* And now, I have some questions about the MilTailor System from CEP 2.3 we are using on our PW. I used to adapt some of the scripts so the match our purposes on our server. Does this scriptset still exist in CEP 2.6? If so, does an tutorial or explanation exist, what had been done?
Thanks and sincerly,
Dunahan
Aunti Edith: Corrected the text a little bit ;-)
I was not aware that the Mil Tailoring system was included in an earlier version of the CEP. I didn't notice it in version 2.4, which is where I started with verstion 2.60. I can look again. I know there are crafting scripts in the starter module (or one of the versions of it, or it's in an erf to be imported, not sure which). Are those based on the Mil Tailor system?
For 2.61, I've updated the CEP scripted version to account for changes in the CEP parts_*.2da files. I've also downloaded the Mil Tailoring system from here on the new Vault and updated scripts in it to account for said CEP changes. I'll be making my edited Mil scripts available as soon as I finish with CEP 2.61 (within a month).
Thanks TAD!
I assume, it wasn't included since 2.4 anymore and I didn't include it in our PW. Hm, didn't look at the starter module, 'cause we're upgrading, but I could check it later. But, as you say, you would release CEP 2.61 I would wait, till you're done. We've got some other works to do, that are complex enough.
One question from Facebook: Would it be possible, if you add the modification of helms/hoods and/or shields? I think Mil was able to alter them in version 2.3... Thank you in advance ;-)Almost 7k downloads and they say NWN is dead. ;)
Greatest project! It will cool that development is reborn! Waiting new versions!
But what about an issue with 255 elements in armor parts when 55 or more of them is empty?
Does anyone have the numbering for this new cep, creatures, clothing, and so forth? I can't get a responce on the cep forums and I really don't want to spend hours drudging through it just to fix all of the blank clothing options.
Looks great.
Thank you Amethyst Dragon!
Amethyst Dragon always, always delivers!
Hi at all :)
Thx to Amethyst Dragon our PW is changing to CEP 2.61 at June the 27th and 28th. We had tested it, and seems to work with all our extensions *happy smiles* Even with the fix for Mil's Tailoring Scripts ;)
I can't describe how much I could thank Amethyst Dragon :D
Greetz
Dun from www.schwerterkueste.de (German PW)
Thank you very much, Amethyst Dragon!
I appreciate very much that you are improving the quality of this huge and vital set of haks, although it would be much easier to simply add new content.
U.
So I just found out that neverwinter nights has moduels since i only played this game when I was a kid. Now that I know, I am instaling and playing moduels. The only issue is, for 50% of them I am missing hak files even though I have every single hak from the downloads, and all CEP files. For CEP files though, I have only recently started playing so I only have the 2.6/2.61 files. Is this a possible reason why I have issues with half the downloads? And if so can someone point me to where I can DL earlier versions since whenever I google nwn CEP pack it just sends me to 2.61
Try CEP v1.x Complete
Edit:
Sorry - missed that Proleric had already responded
quoting description:
"For CEP 1, which may be needed to play some older modules, do a search for "CEP" on this site."
some modules need CEP 1, some need CEP 2.
For older modules that use any version of CEP 1, you will need the following:
http://neverwintervault.org/project/nwn1/hakpak/cep1-complete
which is now a stable release.
What is the most minimalist CEP The Aielund Saga will run with? I'm pretty sure I didn't install 2.60 last time I played (the Aielund page links to this page) but rather 24a.7z, which I guess it CEP 2.4?
Thank you.
I believe 2.4 is OK, but this latest version is backward-compatible, too.
The CEP 2 zdc Crypt tileset has major visibility issues in the Dwarven Halls tiles, resulting in spells and missiles firing through walls.
A patch for this is available here:
http://neverwintervault.org/project/nwn1/hakpak/tileset/cep-2-dwarven-ha...
I incorporated these changes into CEP 2.63. Thanks for posting the link.
I have too many problems with CEP, and I think CEP is too big for this game engine, honestly. It has too much stuff in it, and breaks my game badly. Every module that uses CEP is broken, the game play is severely bugged. If I make a module with it, the gameplay is bugged. I don't think this game engine was designed to load this much data into it, to be honest. It cripples the toolset, the gameplay is all busted, and I suspect the game can not handle loading this much data into memory. I got the critical rebuild patch, it does nothing other than let me load a module using CEP In the toolset, only to cripple it anyways. I think this CEP has grown to big for this old game and not useful at all like this anymore.
.
I use CEP (permanently installed) and do not have any problems. Perhaps hardware spec has something to do with the issues you are experiencing.
Definitely a problem with your hardware Dude of Doom. I am using just Thinkpad T420, NWN:EE + CEP installed, using aurora toolset / playing module - no issues at all, and it's 2018 :D
@wizopizo - some older modules need CEP1 - see link under Related Projects.
@Evil Cinema - as noted elsewhere, the problem is probably with your NWN installation. Maybe better to ask for help than dis.
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