The invis models are for scaling of creatures. Select the invisible appearnce that best suits your need and then under the Appearnce Tab, select a tail model. The tail models are what you will then see. Doing a quick cut-n-paste for the hak order I generally recommend ....
Here's my own recommended Hak order for a CEP 2.3 Module:
cep2_custom (optional, but useful down the road for making serverside only changes)
cep2_top_v23
cep2_add_phenos5
cep2_add_phenos4
cep2_add_phenos3
cep2_add_phenos2
cep2_add_phenos1
cep2_add_sb_v1 (optional, adds premade CEP creatures and their scripts)
cep2_build (optional, adds many premade CEP placeables)
cep2_add_loads (optional, adds CEP custom loadscreens)
cep2_add_skies (optional, adds CEP skyboxes and is compatible with the CTP ones)
cep2_add_doors (optional, adds 500+ door appearances)
cep2_add_tiles2 (adds the CEP additions to tilesets, both 1&2 required)
cep2_add_tiles1
cep2_ext_tiles (optional, this allows Bioware default maps to use the new CEP options)
cep2_core6
cep2_core5
cep2_core4
cep2_core3
cep2_core2
cep2_core1
cep2_core0
cep2_crp
cep2_crp_s (optional, only use if you wil be using the C.R.A.P. systems. Not recommended for those lacking the scripting knowledge to impliment and fix them though.)
Any other haks you might use generally go below here (CTP I think does best above the Tophak).
Lastly, make sure you also set your TLK to cep23_v1.
More often than not, the Custom Hak if used will need to override the Top Hak, so may as well stick it at the very top.
The build hak is useful, but should be removed once the bulk of building is done for a leaner module and pallettes.
The "sb" hak I generally copy and change the ".hak" extension to ".erf" and then import into a fresh module. This allows me to adjust the premade CEP blueprints and scripts as I desire and delete the rest.
If you're not interested in using the C.R.A.P. Systems, ditch the "crp_s" hak as well.
Modifié par kalbaern, 21 janvier 2011 - 04:27 .