Author Topic: OK I need something cleared up...  (Read 1067 times)

Legacy_keyofrassilon

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OK I need something cleared up...
« Reply #15 on: January 20, 2011, 09:17:23 pm »


               There are no update haks in the hak folder... toolset was closed... Yeah I think im done with this... Moving on...
               
               

               
            

Legacy_TSMDude

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OK I need something cleared up...
« Reply #16 on: January 20, 2011, 09:46:30 pm »


               

keyofrassilon wrote...
Yeah I think im done with this... Moving on...


Probally a good idea since it seems you are intent on making this as hard as possible on yourself.

I would guess more than likely that you left a .erf or .update file in your folder. (I know you said you did not but lotsa folks eyes scan right over without even knowing.)

Good luck in your future projects.
               
               

               
            

Legacy_keyofrassilon

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OK I need something cleared up...
« Reply #17 on: January 21, 2011, 02:06:34 am »


               I came back to this after a while and decided to wipe it all out (making backups of my work of course) Deleted the program files completely and reinstalled... Patch & CEP 2.1,,, Did the update... And after another 3 hours I now have a working CEP I'm currently burning to disc... It was better I did a clean install so I could extract the correct files onto the backup disc... I had no idea it is over 4 gigs of data! Its no wonder it takes so long... Anyways I just wanted you to know I got this fixed and now have to see if my work will still open with this haha... Wish me luck!

One more question though... The updater will not have to redo this all again for current updates will it? It does recognize the current files as updated unless there is a newer version right? God I hope so...
               
               

               


                     Modifié par keyofrassilon, 21 janvier 2011 - 02:10 .
                     
                  


            

Legacy_kalbaern

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OK I need something cleared up...
« Reply #18 on: January 21, 2011, 02:13:24 am »


               Yes, it only updates or adds new content after the initial run threw. Sometimes it may have missed something during updating too, so running it at least once more to ensure it caught everything is recommended. If nothing is missing, this extra step only eats 5-10 mins at most.
               
               

               
            

Legacy_keyofrassilon

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OK I need something cleared up...
« Reply #19 on: January 21, 2011, 03:19:11 am »


               It looks like everything is there EXCEPT: ZNV23 creature models and the Invis models are all blank in the preview window so far... Invis are invisible but arent those supposed to be semi-transparent? This is my load order in custom...



cep2_top_v23

cep2_custom

cep2_add_phenos5

cep2_add_phenos4

cep2_add_phenos3

cep2_add_phenos2

cep2_add_phenos1

cep2_add_tiles2

cep2_add_tiles1

cep2_ext_tiles

cep2_add_doors

cep2_add_skies

cep2_add_rules

cep2_add_loads

cep2_core6

cep2_core5

cep2_core4

cep2_core3

cep2_core2

cep2_core1

cep2_core0

cep2_crp

cep2_add_sb_v1

cep2_crp_s

cep2_build

And in the tlk its cep23_v1.tlk



Nothing else is in there no custom haks etc just the CEP... I made a test module with a 2 x 2 area and added a creature to see if the models were there and they arent...



I did do another update as you suggested but these are still broken... Im not too bothered with it really... But I would like to know why lol

               
               

               
            

Legacy_kalbaern

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OK I need something cleared up...
« Reply #20 on: January 21, 2011, 04:20:02 am »


               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 .
                     
                  


            

Legacy_keyofrassilon

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OK I need something cleared up...
« Reply #21 on: January 21, 2011, 05:16:57 am »


               Ok Thanks for all your help... I will look into the invisible creatures later & how to use them...