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CEP 2.65 (Community Expansion Pack)
Submitted by:
Submitted by
The Amethyst Dragon
on 2014-09-09 00:50.
Last modified:
2018-03-29 15:01
Author:
The NWN Community, CEP Teams, and The Amethyst Dragon
Game:
NwN1
Category:
Combined
Requirements:
OC
Xp1
Xp2
Language:
English
Tags:
CEP
,
CEP 2.60
,
CEP 2.61
,
CEP 2.62
,
CEP 2.63
,
CEP 2.64
,
CEP 2.65
,
2.6
,
26
,
CEP26
,
Compilation
,
Community Expansion Pack
,
Community Expansion Project
Ok cool, I'll update to 2.64 if I have further issues I'll let you know ;)
Ack. Minor 2.64 documentation mistake I just caught - The last modified .tlk line should be 192268 (not 192199). Looks like I forgot to record my last batch of renamed door work. Only really matters if you are merging your own custom .tlk file with CEP's (and something I forgot to document with earlier version updates).
After the 2.64 update, some of the item properties turned invisible. They still work, just can't see what your selecting in the toolset. Namely... Visual Effects.
Awesome work as allways. Keep it up. Looking forward to NWN EE!
Just a side note, I recently updated my pw , which was originaly created before cep1 existed, to cep2.64. It's been continuously updated through all versions of the cep1x and 2x versions as they've been released. Updating to the latest version (2.64) I did encounter something odd, since this new version includes a *top* hak, I replaced the 260 version with the 264 file. This had the effect of all armors now appearing with the robe model over the top of whatever model the actual armor/clothing had. Adding the 264 top file below the 260 top file reverts this behavior. Somehow I believe for consistencies sake, that there should only be one top file and perhaps the files in both haks should be merged? Thanks for your time. I must mention that it is only it's appearance in the toolset at issue. :)
dTd
Fixed in 2.65.
Have the unworkable tileset issues been resolved with the Exterior Castle Tileset?
I made changes to fix the tileset palette with 2.64.
The links to CEP Installation, Forum and Wiki seem to be broken.
The 2.65 hak order should mention cep2_add_phenos5. When rebuilding an existing module to the new hak order, it may also be necessary to include the "old" haks cep2_add_sb_v1, cep2_crp and cep2_crp_s. I'm not sure whether it matters where they go - I put them lowest, just in case there is any more recent content in the "official" haks.
Anybody having a thing where 90% of your doors just vanished?
Disregard, apparently I had a bad rebuild and the add_doors hak didn't fire off during the process. Odd, but I think I fixed it. Oh, and thanks, AmDrag, for fixing those busted Castle Exterior tilesets. Much better!
Thanks for the quick fix AD :)
I tried to create my own base module for NWN EE. After I added CEP 2.65, I build the module which produced the following errors.
Creature 'cep_unicorn.utc' is missing resource nw_ch_aca.nss
Creature 'cep_unicorn001.utc' is missing resource nw_ch_aca.nss
Creature 'dla_horse001.utc' is missing resource nw_ch_aca.nss
Creature 'dla_hvywarhorse.utc' is missing resource nw_ch_aca.nss
Creature 'dla_hvywarhorse2.utc' is missing resource nw_ch_aca.nss
Creature 'dla_hvywarhorse3.utc' is missing resource nw_ch_aca.nss
Creature 'dla_hvywarhorse4.utc' is missing resource nw_ch_aca.nss
Creature 'dla_invisible.utc' is missing resource nw_ch_aca.nss
Creature 'dla_jousthorse1.utc' is missing resource nw_ch_aca.nss
Creature 'dla_jousthorse2.utc' is missing resource nw_ch_aca.nss
Creature 'dla_jousthorse3.utc' is missing resource nw_ch_aca.nss
Creature 'dla_jousthorse4.utc' is missing resource nw_ch_aca.nss
Creature 'dla_jousthorse5.utc' is missing resource nw_ch_aca.nss
Creature 'dla_nightmare001.utc' is missing resource nw_ch_aca.nss
Creature 'dla_nightmare003.utc' is missing resource nw_ch_aca.nss
Creature 'horse002.utc' is missing resource nw_ch_aca.nss
Creature 'jousthorse002.utc' is missing resource nw_ch_aca.nss
Creature 'jousthorse003.utc' is missing resource nw_ch_aca.nss
Creature 'jousthorse004.utc' is missing resource nw_ch_aca.nss
Creature 'pegasus.utc' is missing resource nw_ch_aca.nss
Creature 'unicorn.utc' is missing resource nw_ch_aca.nss
Creature 'unicorn001.utc' is missing resource nw_ch_aca.nss
_on_playerchat.nss - Compile Error
enc_tablespawn.nss - Compile Error
mali_ditto_tool.nss - Compile Error
mali_enc_ditto.nss - Compile Error
I know what the nw_ch_aca error is but why do I have to create a new creature resource that has this script removed?
The compile errors at the end are also confusing. Maybe I did something wrong? I installed the CEP and the .erf files.
It's a missing bioware script, just create one that's empty like so:
//Empty for Summons
void main()
{
}
The Compile errors are the result of a duplicate function FirstWord() is in both
#include "mali_string_fns"
#include "sparky_inc"
If I remove one, I obviously get more script errors.
How could I resolve this?
@Dragoneer - have you checked that you're using the new recommended hak order, and have no obsolete files in your build?
The scripts compile OK for me. Also, the templates in the palette do not have missing scripts, but do have different resrefs from those you mentioned (e.g. "unicorn").
2 Things: Your links are broken to the various cep utility sites
Still having issues with CEP doors. They are present, they're all there, but I am unable to get functionality on the doors on interior tilesets. I haven't tested them all, but so far it seems to be the Single Wooden cep doors (down near the end of the door pick list).
2 things to report, and I'm not sure where else to report them since I haven't received any feedback at the CEP site in several months:
Certain doors that, when placed in the City Interior tileset, are slightly off their facing axis. Characters are unable to open or interact with them. At first I thought this was a door issue, but now I believe it might be a tileset issue.
Racialtypes.2da is now preloaded, and Wemics and Brownies are set to true in the 2da, so they becaome selectable races at character creation for any PW that uses CEP. This is likely a very old thing that has been in the CEP since it was first added and was never an issue until EE. The races themselves wouldn't be a problem, except that each one gets about +10 total to various attributes. My suggestion would be to move that portion governing them to the cep_add_races.hak and leave a vanilla version there (in the cep_top_hak)
mod im trying to play keeps saying missing required custom talk tables
any help?
You need to put the .tlk file from this download in your tlk subfolder. Here's a guide to installing mods.
I installed CEP2.65. Everything went well at first. I opened the starter mod with all the options. Then I went to look at the new items. I saw some things named Gort something or other. I clicked on them, and I got errors. Oh so many errors. I made a brand new mod and added the content, and there is nothing in the custom section now. What did I do wrong, and how do I fix it? Going back to CEP2.4a where it is safe for now.
The server-side haks that are linked above as a 'Related Project' mention that they're based on CEP 2.64. Will they be updated (or do they not need to be)?
Also, FYI: the links in the description for CEP Installaton, Forum and Wiki aren't working.
Does anyone know if this mod is enhanced edition compatable?
Thank you.
It is.
It is. It's even on Steam (this page is the same version).
Actually, EE is designed to be backward compatible, so that all old mods work.
Any minor glitches in that are being fixed, either by Beamdog or the community, but CEP is definitely one that works.
2 quick questions:
One, is the top hak quick fix included in the Full Install version of 2.65? I don't recall downloading it, and I'm seeing shoulder appearance issues.
Two, is there a dedicated forum for CEP related issues, ideas, and discussions?
Will I be able to load this CEP on the EE version? This needs to come with a readme. I used to do this all the time and now I don't know my ass from my elbow.
Yes you can use CEP 2.65 in EE. It is even in the steam workshop. CEP 1.x should also work as EE is supposed to be backwards compatible. Don't forget that all user made content goes in the approriate folders in Neverwinter Nights in your documents folder and not in the install directory for EE (mostly blame ms for this change). As a quick rule of thumb you put stuff in folders with the same name as the extension of the file. It is possible that you may need to create two folders. One called erf and the Portraits although I think bd has fixed this now. Strictly speaking, if you are a player you don't actually need .erf files anyway. They are for content creators and get embedded into modules as a possible part of the building process. Having said that you may want to install them in case you want to create a module in the future.
TR
@Ridgewalker there is a guide to installing mods (including CEP and modules).
For old modules, any advice to upgrade them from CEP 1.53 to CEP 2.65+? Thanks!
Just use the CEP 1 complete. CEP 2 is not backwards compatible without some work because CEP 2 uses a different file structure to CEP 1. Don't blame the current keeper of the CEP either. It was a different team that created this difference.
TR
Thank you for the suggestion and I will look into it. :) I won't complain about the work people did or do here. I think that all the passion and determination that everyone around here have for this old game is awesome. I will probably do a test with an upgrade to 2.65 to see how it does because after opening the files of 2.65 I noticed that the erf lists look very much the same as the older CEP but with added content, but the scripts and the 2da lists will probably require changes. In my case, upgrading to any versions at the moment will still give me work because my old projects had a few 2da modifications and some scripts changes. In any case thanks again for the information and the suggestion!
Just an update to my earlier query. I updated both server side and client side2.65 top hak with the listed one in this Vault Entry. No change. Both shoulder and belt appearances are not showing up during crafting options. Has anyone else experienced this?
Edit: My question was answered in the forums so I changed this to a rating. Great work!
Where's the bloody _vote 11 Stars_ button? Sincerely guys, I can't thank you enough for keeping the best AD&D adaptation game alive and updated
Would it be possible to include cep22_v2.tlk in your next release (or as an additional download item). At the moment you need to download CEP v2.2 to get this file.
Many thanks for all your work and contributions.
@Epyon9 - sounds like you did the right thing. Start a new game, using the CEP demo module. It will fail with an error message if the installation is wrong.
Remember, CEP 2 content only shows up in modules that specify it as a Required Project.
I'm also seeing the majority of robe models not working. They appear fine when looking at the item in the toolset, but when worn while playing a character, the torso becomes invisible.
@Ozymandius602 if you have an nVidia card, ensure you have the latest drivers, direct from their site. There was a known bug with that hardware, now fixed.
This newest update is incredible! Today I finally upgrated to CEP 2.65 officially, and I've been going over all the new content in the toolset... a lot of stuff by a lot of my favorite custom content creators (like Plush Hyena of Doom and such) made it in, it looks like. Awesome work at including so many new goodies... I especially loved the Gothic-themed paintings too. An inspired inclusion, especially for Revenloft and horror-themed modules. About the only thing I did notice was that three placeables in the Giant Bee Interior series seemed to be missing their textures. The Giant Bee Interior Crystal was sort of transparent white looking, as were the Giant Bee Interior Honey 1x1 and 4x4 placeables. I am not sure if that was by design or not since I am not familiar with those placeables too much prior to their inclusion in the CEP but in any case I thought I should mention it just in case it was something that needed fixing at some point. But other than those, everything was absolutely perfect placeables-wise! Loved it all. Now on to the new creatures...
The Ash Zombies by CCC-MericksDad were surrounded by what can only be described as something like a TV test pattern aura. It looked very silly, and I am certain was not quite as intended. So I totally had to mention that so it can be fixed sometime. This was only with the Burnt and Hot ones... the one labeled as Done was just fine. I saw nothing amiss in any of the other creature appearances, so that was quite good. Tons of great new appearances are in here this time too! So there was a lot to look through, and all of it interesting.
I saw nothing amiss at all under the heads for all the dynamic races and pretty much everything else in the new CEP checks out too. So very little was buggy for me in my tests... it was probably the most all-inclusive version released thus far. It was hard to think of things that were not added into it. A great resource for builders, for sure! Keep up the great work, and here's to hoping those few minor bugs can be fixed in the future. All in all, I would have to vote a good 9 for this... for while there are a couple of issues as I mentioned, it is otherwise a pretty flawless release with tons of incredible content in it (such as quite a bit from the Custom Content Challenge series, which made me very pleased to see). It will be quite fun to build with eveything 2.65 has to offer... which is, as always, quite considerable! *Big Smile* :D
A community service annnouncement for builders new to CEP 2.65: if you want to actually see the additional content in the palette, you'll need to import the content of the CEP\erf folder into your mod. The big dump is cep_add_sb_v1. The content is otherwise all selectable from the toolset when creating new blueprints for your mod, but the palette starts off clean. This is a feature, not a bug, but it's not currently clearly documented in the install.
Thanks again to all of the CEP contributors over the years, it's an essential part of the building community.
I would love to use these as a PC, but i got no idea how I would do that XD
Anyone got any ideas?
The way this works for players is that you download a module (or join a PW) that has CEP2 as a Required File.
Here are some module rankings:
https://forum.neverwintervault.org/t/popular-modules-for-nwn1/306
You will need to look at the module pages to see whether they are for CEP2 (many are).
Hmmm weird, why can't I rate 11/10 stars for the most important custom work ever created for my favorite game of all time?? We should patch that in CEP 2.66
This 10-star rating is loooong overdue. Just have one issue: All of PHoD's models (both creatures and placeables) are selectable in the appearance list in the toolset, but aren't actually available. Every time I try to selelect one, I'm told "the selected model does not exist", but when I opened the CEP haks using NWN Explorer, I'm able to find and view PHoD's models within the 2.65 haks. I have the same issue on two different computers with separate NWN installations. Is this intentional so that PHoD still gets download counts for his awesome work, or am I doing something wrong?
@ABJECT_SELF You must be doing something wrong. I tried a random selection of PHoD appearances - all are available in the CEP starter module. One way you could have this problem is if you accidentally kept an old version of a core hak instead of updating it.
Thanks, tried a fresh install of the entire CEP. Somehow it worked mostly, all of the creature models are there. Still missing some PHoD placables but I'm satisfied with what's working now.
Guuy, you really should create a simple txt archive witht correct orden of hacks, instead to download all the full archive to see the rigth orden
GREAT JOB!!!!

Downloaded it 3 times, everytime getting error message. Whats going on?
yeah, kinda newbie and some beers, already solved it,,,
It is probably your unarchiver that is out of date. Make sure you have the latest version whether it's 7zip, WinRar, PeaZip or something else.
TR
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