Mr. Versipellis wrote...
Ummm, okay... It seems like for 2.3 the haks themselves add blueprints, which is slightly annoying to say the least... The creatures take absolutely ages to save and there doesn't seem to be a way to remove them. Does anyone know a way around this? In previous CEPs the Haks just added resources and the ERFs added blueprints separately.
In previous CEPs the Haks just added resources and the ERFs added blueprints separately.
This is in error, the CEP has always provided blueprints for items, placeables and creatures, all the way back to version CEP 1.0. ONLY in version 2.0 did CEP
EVER offer erfs. We have worked to provide a way to import and modify the blueprints since CEP 2.0 release but the MAIN feature most use is the hak with the blueprints and scripts.
By the way - there are many critical scripts needed to work CEP models (creatures, items and placeables), and systems in the cep2_add_sb_v1.hak and leaving it off without importing the scripts will greatly deminish the functionality of many things - everything from TheKrit's Demi Litch to Our Real Trolls, from DMTS to placeable door operations, not to mention the horse riding, flying, CEP Tailor, CEP Crafting, torches, lights, and the list goes on and on.
Anyway, i suppose my main point is, CEP has always provided the blueprints and scripts in a hak, this was the ONLY way provided in the 1.XX series and some erf were provided with 2.0 as an alternative but with subsequent versions, we have pointed at ways to deal with the material if builders wished but we encourage use of the material as provided unless you are very good at manipulating the material - the numbers of scripts will bulk up a module fast, cutting down the number of resources one can have.
Modifié par Barry_1066, 27 juillet 2010 - 03:54 .