CEP Current Version: 3.1.2
Documentation is listed online on the Wiki page.
https://nwn.wiki/pages/viewpage.action?pageId=49447049
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(link is external), 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, 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.
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Installation comes with a module that has the correct order of necessary files. If you are a user of CEP 2.65 without other Hak edits this will be an update that will break nothing.
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Partial Features List:
Attachment | Size |
---|---|
CEP 3.1.2 - Latest (617) | 1.94 GB |
CEP 3.1.1c - Previous Version (1778) | 1.91 GB |
CEP 3.1 - Previous Version (2157) | 1.75 GB |
CEP 3.03 - Previous Version (3604) | 1.55 GB |
CEP 3.02 - Previous Version (1353) | 1.28 GB |
CEP 3.01 - Previous Version (1020) | 1.21 GB |
CEP 3.0 - Previous Version (1151) | 1.49 GB |
Issues uploading the 7z file for it, working on it
edit: fixed
There are so many versions, and each version has different files. Can they be integrated into one compressed package file?
Indeed. That's the big issue with the cep. And most of the modules that require cep require THAT one specific version and you have to get mad to find the correct one..
Eh what can you do.
Use the Neverwinter Nights Mod Installer Tool - NIT to install the modules for you. It should install the correct haks for the module.
TR
Sound advice.
In the specific case of CEP 2.x, Surazal has configured NIT to install the current version, with redirect rules for six modules which specify a broken or out-of-date link.
I conclude that there are no known cases where the module does not work with the current version.
@John Barleycorn you wrote "most of the modules that require cep require THAT one specific version and you have to get mad to find the correct one"
Categorically untrue of CEP 2.x. The latest version is backward compatible, supporting all modules. For an evidence-based assessment, find me the counter-examples, and compare that with the number of modules that do work. You'll find that "most" should read "none" or "almost none".
EDIT - our Archive page invites players to report modules that require older versions, but at the time of writing none have been identified.
I can't speak for CEP 3, which is an independent fork in the project.
Not much to do about it now
Have any builders who have modules built with 2.65 actually tested their 3.0 modules to see if there are any issues? I must have missed the beta run for this.
Many thanks for all the work done to produce CEP 3.
As a player using EE, should I install CEP 3 to be used by all mods requiring CEP (both 1.69 and EE) or should I only install CEP 3 for mods that specifically require v3?
CEP 3 uses a different hak prefix so any previous built-for CEP 2 module would have to be updated to use the CEP 3 haks.
Many thanks.
So CEP 3 is only required for mods built to use CEP 3.
Define "Updated" ???
Hi as stated by Pste the old download files for previous CEp is on another page this one is just for newer mods that may come to use it and to build with it.
testing has been limited by myself and a few others before the upload here it hasn't broken anything.
Im not sure why you choosed this approach of all that were suggested. Well I am not CEP2 user so my opinion doesn't mean much, but if I were I wouldn't update onto CEP3 as I really don't like having another 4gb files on my disk especialy when it is 90% duplicate with CEP2 and especially when it won't reflect the upcoming CEP2 changes Pstemarie is working on...
For those who wouldn't want to upgrade because it takes an additional 7gb of hard disk space that is too bad. We live in 2021 with 1 gigabit connections and several tb of storages, not catering to people with old hardware. It was named as such because cep 3 takes a new direction with a different project lead than TAD
But any cep users can choose the tad version which has been untouched since q1 2018 or a newer version that contains a lot of top content on the vault for more building diversity
Just to add to it:
the changes Pste has done should also be worked into this version the duplicates are not quite removed though as that takes considerable amount of hours
Are these blanks supposed to be here?
Nope, that's either missing info in the TLK or the references in the placeable ITP are wrong.
Hello,
I'm having the same issue; no blueprints are populating for Placeables. I'm new to modding so haven't previously installed any CEP content - unsure whether this has anything to do with it.
At the moment, I'm having to spawn an item that I figure is close to what I'm looking for in the CEP, then open properties and scroll through the entire list until I find what I'm looking for, place it, then copy it to the palette and change a bunch of the info for every item. It has been very time consuming.
Any feedback is much appreciated.
Thanks
<edit>
Found the following Placeables blueprints for CEP 2.60 that has been saving me a ton of time otherwise spent on creating my own blueprints:
https://neverwintervault.org/project/nwn1/prefab/placeable/cep-v260-plac...
It seems to be working okay (for the moment at least).
Followed the instructions as best as I could in the Blueprint documentation linked above, though it refers to a bunch of CEP 2.60 .hak files accessed through Edit->Module Properties->Custom Content that no longer exist in CEP 3.
I added "cep2_top_2_60b" second in the Custom Content list, underneath "cep3_2das", and "cep_2_add_sb_v2" underneath "cep3_phenos", and nothing has broken *yet*. Set the Custom Tlk File to "cep260b" and imported the three .erf files through File->Import, and the Placeables "Custom" tab was populated with the blueprints (switched the Custom Tlk File back to "cep3" after importing). I'm guessing there are a number of new Placeables between CEP v2.60 and v3, so not everything may be appearing that version 3 includes. Also, you'll need to Name your Placeables as you go unless you leave the Custom Tlk File as "cep260b" - it seems the name generated upon placement is dictated by this file.
I am new to the game, so if anyone with more experience cares to chime in with knowledge/potential issues, please do. Just thought I'd leave this here for fellow noobs.
Instead of what you have been doing for creating blueprints do this instead -
TR
Looks fine here
Congratulations on the release!
More goodies!! Thank you for this content!!
Thank you so much for your work <3
Thanks for the kind words! I am already hard at work on 3.01 and working together with Pstemarie to release the best CEP versions that can be released.
Thanks very much it looks great, my only suggestion is to take the blueprint files into a seperate hak and return the erf because I can not use them and can not even find what hak they are in. For some reason the old blueprints are sticking in the encounters but I can not find them anywhere. Otherwise it updated really smoothly so far and the facelifts look really nice, also the heads all seem so nice now :)
I have updated my server from cep 2.4 to cep 3.0 and the forest maps crash directly, in the toolset the map gives the error "list index out of bounds (603)". It seems that it does not happen in all forest maps. Anyone else with that problem?
It would be the facelift causing it, do you have it installed elsewhere in patch or other? Think there was one other person with similar issue that had it resolved by removing it from the override folder or something.
yes, removing facelift solves the problem. In my case the forest tile is wrong, it lists 3 tiles to create, Forest, Forest facelift and [CEP] Forest. Only [CEP] Forest works fine. In Forest's case, he doesn't paint the ground correctly, he paints what he wants. In the case of Forest - facelift it paints the grounds well but it has very few, it only has 8 grounds to paint. I have tile haks installed but they are not forest and I have them at the end of the haks list.
I have tried with your CEP III - All the optional haks module, with only your haks and the same thing happens.
You must be a special kind of idiot.
1) there are 3 forest tilesets, one is BW original, one is Zwerkules reskin that was implemented by BD, and the CEP one has been there and cannot "just" be removed, clearly you are new to CEP and making any sort of modules.
2) The original Forest tileset has what the BD implemented one has, does one work, the other should too, otherwise consider looking at whats wrong with your rig
3) This works just fine on my end, so its more likely that there is something with with your installation or rig, but I dont expect you to do any basic trouble shooting like reinstalling, etc
tldr;
problem is on your end and not within the haks.
QUOTE: "You must be a special kind of idiot".
I must draw your attention to the site guidelines on conduct.
https://neverwintervault.org/content/vault-code-conduct
MODERATOR
I fixed the credits on the crypt ceiling tileset - that's a rework I made of Chico's NWNCQ version.
After seeing that Forest's tileset is broken, which leads me to think that they have not tested their project much, that they take the name of CEP without being official or being backward compatible with CEP 2 and without warning about it in the project description . I must give this project a low mark.
The issue you are experiencing is not something I can recreate, why its happening I can't say.
It seems more an issue on your part, but not here to troubleshoot issues that I cant recreate.
He's not a "special kind of idiot, for this is a known issue and one I warned of before back when you started on this venture. A few of the cep extended tilesets do not play nicely with the facelifts, and merging the two will corrupt your module. I know because I battled this several years ago in isolated obscurity. The reasons why are unclear, but I suspect it has to do with naming conventions and a few other things, but also the original cep_ext_tiles and cep_add_tiles are a bit dodgey. But don't misunderstand me, there is a lot, and I mean a lot, of content in some of those extended tilesets, so it's easy for a monkey wrench to get tossed a bit.
The cep_extended tilesets just add more tileset groups to the Bioware tilesets. The prime offenders are the Forest and City Interior 1. My work-around was to seat biointerior.hak (the Facelift) above the cep tileset haks (cep_ext_tiles, cep_add_tiles1, cep_add_tiles2). However, this alone did not fix all the problems and some areas I had to completely rebuild from scratch (mostly with biointeriors). If you find yourself doing the latter, be careful not to open the area you know will cause the fatal exception.
For CEP3 going forward, and perhaps for CEP2.6x, it would be a huge QoL improvement to find, learn and discover how to make those old Bessie's play nice with new content and material without half-baked work-arounds and cockamamie schemes (like what I had to do). I suspect that there are at least 4 tileset groups in the extended Forest that are the issues (DLA Edge fix is likely one), and the City Interior 1 and biointeriors seems to break at the joist where ceilings wrap over one of the corner types.
I'm not really convinced there is anything wrong with the files as I haven't been able to recreate the issue and never seen it happen myself, I think im pretty sure its more rig related than anything in the files, if the hak order is used as listed
what I can think of that "could" cause conflict:
- check to see if there is the forest override in override/patch/development or other
- check to see if BD's implementation works with CEP 3 and without CEP 3
the extended tilesets i've always used inconcordance with the overrides, and never seen any errors or crashes because of it, so I think when it happens to such individual users its more likely on their end setup, installation setup or something else.
In this case its only forest override that reports back with error so it seems the likeliest is the setup of either pc or installation.
The current uploaded version does have duplicated files, facelift should be moved above the tilesets (should be listed in the original post)
The next version has already removed any duped files and discrepancies so in conclusion it should just be textures and some models overwriting default bioware textures and models, when it comes to the forest override.
I was contemplating for a while to remove overriding tiles and some specular maps of armors since it makes the art a bit too different from what nwn is, I am still undecided about facelift but fancymaps for select armors will go.
Whether or not you or convinced doesn't have merit. I don't mean to sound flip, but what does hold merit is the capacity to recreate the issue. It is likely you haven't been able to re-create the issue because you may not clearly understand the issue, and I may be very poor at explaining it. It is also possible, as you suggested, that it is a configuration issue, and if so, I would be ecstatic because I would really love to be wrong.
For instance, if one has built an area, or a dozen areas, in their module using the Extended Forest tileset in the CEP -- (one will know the extended tilesets when using the Area Wizard because it will be denoted by an asterisk*, so instead of "Forest" it will be "Forest*" ) -- and then one attempts to have the Forest Facelift added, it may work, it may not, depending on what choices the builder made with that area. Did they use any of the varied assortment of tilegroups and features that accompany this set? If so, then that's where the haywire begins. This Forest* tileset has dozens of different Features and Groups that are not present in either the Bioware forest or the Facelift forest. And Dozens might be an understatement. Observe the choices in just the Terrain section:
If you go into the Features and Groups sections, a score or more in each -- airships, elven courtyards and towers, 4 or 5 different "Big Trees", and so on. Now, if you have all of those choices in your CEP3 module in your Forest Tileset preview pane, like what I have depicted above, then that tells me one thing: I am completely wrong (and there was much rejoicing). But if you don't have them, then therein lies the issue. It's oil and water, and they are not mixing. Let me know what you see when you open any of your Forest tileset options.
Could be its placed in the wrong order, but this is the facelift inside the hak seems to have the tilegroups its supposed to have and atleast this ship works, is this what you had problems with? If so, try to move the facelift below the tiles.hak
Changing the hak order for facelift in original post
There is a set file for the forest tileset (ttf01) in the cep3_facelift.hak which overwrites the one in the cep3_tiles1.hak hence the described problems. Best way to fix this imo would be to merge both set files (or finding out what the difference between the facelift and original bioware version is - if there is any - and applying that change to cep3_tile1 version), putting the merged file into the facelift hak and putting that hak back into it's original position. If there is no difference, the set file could be simply removed from the facelift.hak of course.
There is also an edge tile 2da in the facelift hak for tdm_01 (mines and caverns, I think) which might also cause similar - though not as critical - problems since it differs from the one included in cep3_tiles1.hak.
Thanks boodah,
I am unable to check right now but I am quite sure I removed the set files from the facelift, can take another look later. Short after this launch I did a ton of work for a newer version that might have included those set files, but I checked not long ago if there were any in the facelift.
I downloaded CEP 3 at the 3rd of october, not sure if you uploaded a newer version since then? Maybe the forest and the issue I'll bring up below are already resolved then.
Meanwhile I checked the version I have downloaded again and there are also two itp files in there (for tdm01 and ttf01), those would have to get adjusted or removed as well. I think with tdm01 there might be even bigger (backwards compatibility) issues, since the CEP 2 version (both the [ZEP] and the asterik * one) added a lot of terrain and feature/group options (including but not limited to desert and organic caves retextures), while Zwerkules facelift version also added quite a few new tiles (terrain for dwarf and drow buildings just as an example) on top of roofs and retextures which are of course all together different.
Yes, thank you. Also, please don't forget City Interior 1* which also has a number of tileset features CEP added that were never made compatible with the Facelift ceilings, and those will also crash/corrupt your module On Load.
@DM Wise: As far as I can tell (from the doc, the cep3 facelift hak and the actual tileset in the toolset), the City Interior 1 facelift by Zwerk is not part of CEP 3, so there should be no issues with that particular tileset at the moment.
Great job! I've begun hosting a server using this. I have notices a few issues, is there a place to report them?
I was observing the discussion and almost flame regarding the incompatibility problem for some time. Got bored so I looked into the issue for you. It took me exactly 5 minutes (after I downloaded it) to identify the problem.
No facelift should ever contain .SET files. Facelift should only include better textures and models, at worst case and _edge.2da file (but that can also cause incompatibility), but never SET.
And CEP3_facelift contains this. There is ttf01.set inside the hak for some reason which differs from the version in cep3_tiles a lot.
Granted, the installation order mentions the facelift hak comes under cep3_tiles so if user does that, there should never be issue, but it is still better to remove it.
Additionally the problem might be in the SET files in cep3_tiles to differ from CEP2 versions. I only have older version of CEP2 and they matched with that one, but maybe there was update to those SET files in later CEP2 update? Eitherway, the SET files between CEP2 and CEP3 has to match if compatibility is to be ensured (simplified), as long as they do, there cannot be any compatibility issue.
And if I am wrong as I don't have offender area to test my suspicion then judging the situation the next possibility is that the tilesets compatibility broke between some of the versions of CEP2 already and it is not a CEP3 doing.
Cheers.
Must have removed the SET file a while back since I dont have it in mine, but I dont remember uploading it with it.
Thanks Boodah,
I did clean up that particular hak and left the ceiling for Drow interior, forest, rural and rural winter overrides, the SET and ITP files should be gone from it.
Is there any reason why you have changed the URL of the CEP 3 page from .../cep-3-community-expansion-pack to .../cep-301-community-expansion-pack?
Seems like the URL should remain static so that any links to this Project page do not need to be changed each time there is a new release of CEP 3.x.
The other page is a slightly different CEP project, I think the intent for that is to be fully compatible for 1.69 (not sure though) I dont know, it wasnt meant to be updated but there has been updates to it like creature fixes, animations, duplicated files.
Unless I am missing something obvious, https://neverwintervault.org/project/nwnee/hakpak/combined/cep-3-communi... rdirects to this page, so it doesn't look like there is another project page.
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