Author Topic: Removing CEP  (Read 699 times)

Legacy_Wall3T

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Removing CEP
« Reply #15 on: March 22, 2011, 11:02:03 am »


               ive had this issue as well. ive worked hard on making my own custom haks and the cep go and put out the very same things as i did >.<

i wouldnt mind it at all, but i had to go and remake all my haks to disclude those files (which i believe is the only way to do it if your using the cep)...
               
               

               
            

Legacy_SHOVA

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Removing CEP
« Reply #16 on: March 22, 2011, 12:54:00 pm »


               You do not have to update to CEPv whatever. there is nothing wrong with using CEPv2.3 or .2, or .1 and your own custom haks, even if the content of what you chose was added by the CEP team for V4. In fact, I would say if you like, or are happy with how you implimented the extra content you selected, You will probably be disapointed with how the CEP team added the same content. The CEP team in my opinion, has a knack for renaming things, re-numbering things, and of course cramming everything together in a confusing way. they can't even seem to name their haks so that the order they are need to be in, is the order in which they appear in the gui.

The biggest issue that I get from your post Jenna, is the clothing parts. My advice, if you have no desire for the new mounts, or don't have a need for the Christmas placeables, and are only wanting the new clothing, use you haks instead. Your player base is not going to mind DLing haks for your specific server.

Good luck!
               
               

               
            

Legacy_The Amethyst Dragon

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Removing CEP
« Reply #17 on: March 22, 2011, 03:44:48 pm »


               

SHOVA wrote...
The CEP team in my opinion, has a knack for renaming things, re-numbering things, and of course cramming everything together in a confusing way.


Renaming and renumbering of files is necessary when merging multiple projects from dozens of different authors into a single package that works.  With all the content that's created, you're bound to have lots of things that are named exactly the same.  If you don't rename and/or renumber things, you'd never be able to include a good variety of works.

And yes, meshing other custom content so that it works with CEP (or any other additional content) does take some work.  Just part of having a system where we can add new things. '<img'>  Clothing haks are particularly difficult, since there are so many models to work with (needing to mesh file name with internal model references), along with  plt textures (which need to match model names/references, with lots of duplication because you can't just use one texture for every race/phenotype), then multiple 2da files, etc.)
               
               

               


                     Modifié par The Amethyst Dragon, 22 mars 2011 - 03:49 .
                     
                  


            

Legacy_Jenna WSI

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Removing CEP
« Reply #18 on: March 22, 2011, 03:47:07 pm »


               Yeah, that's pretty much how it is. We have a clothing hak already, so we had decided at least not to update to the next version. I suppose overall it'd be best to leave CEP in there, since it is such a largely used download.

Pstemarie - I've been warned that some CC teams don't like criticism, and I really don't wish to step on any toes or cause upset, so I was trying to avoid that in general. And I know how frustrating it can be when you do a buttload of work and the first thing you hear is someone nitpicking.
               
               

               


                     Modifié par Jenna WSI, 22 mars 2011 - 03:47 .
                     
                  


            

Legacy_SHOVA

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Removing CEP
« Reply #19 on: March 22, 2011, 04:04:51 pm »


               

The Amethyst Dragon wrote...

SHOVA wrote...
The CEP team in my opinion, has a knack for renaming things, re-numbering things, and of course cramming everything together in a confusing way.


Renaming and renumbering of files is necessary when merging multiple projects from dozens of different authors into a single package that works.  With all the content that's created, you're bound to have lots of things that are named exactly the same.  If you don't rename and/or renumber things, you'd never be able to include a good variety of works.

And yes, meshing other custom content so that it works with CEP (or any other additional content) does take some work.  Just part of having a system where we can add new things. '<img'>  Clothing haks are particularly difficult, since there are so many models to work with (needing to mesh file name with internal model references), along with  plt textures (which need to match model names/references, with lots of duplication because you can't just use one texture for every race/phenotype), then multiple 2da files, etc.)


While yes you may need to rename, or number new things to add to this hakset, there was no real need to rename, and renumber items from CEPv1. They did that. as far as the newer content goes, I have no idea, if they renamed or renumbered these things, that may have been CEP compatable at their creators inital release, or may have been an older available set of things from the vault (Christmas trees) CEP once stood for quality, now it stands for quantity. CEP v1, had its individual haks listed (named) in order of addition, and showed up in the gui as such. CEPv2+ Does not follow this same logical approach. Finally, this new update, currently requires a complete re-download of the entire CEPv2+ package, A terrible way to add an "update".

Jenna, you are very smart, to not make your players re-download such a huge Hakset, just to get the latest, and lets face it, probably very PW specific (theirs) needed "new" content.  making such a huge hakset, is alot of work, no doubt about it, but it also, when it has the CEP name, needs to be community friendly to at least get. the people at the CEPv2 work their rearends off to make it happen, and it is now probably the most used set of haks in NWN, but that does not make it the perfect way to add things to this game.
               
               

               
            

Legacy_Jenna WSI

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Removing CEP
« Reply #20 on: March 22, 2011, 04:08:38 pm »


               So that's why 2 was not compatible with some CEP1 modules I tried. I really hope all the future versions will be backwards compatible with the other releases in CEP2.
               
               

               


                     Modifié par Jenna WSI, 22 mars 2011 - 04:09 .
                     
                  


            

Legacy_The Amethyst Dragon

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Removing CEP
« Reply #21 on: March 22, 2011, 06:41:25 pm »


               

Jenna WSI wrote...

So that's why 2 was not compatible with some CEP1 modules I tried. I really hope all the future versions will be backwards compatible with the other releases in CEP2.

You can still download older versions of CEP and install them for playing those CEP1 modules. '<img'>

From reading statements from the CEP team over the last couple of years, new editions of CEP will always be backwards compatible with modules made with v2.1 and later (hence the reason there's still older versions of many models included even though newer models are available).
               
               

               
            

Legacy_Jenna WSI

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Removing CEP
« Reply #22 on: March 22, 2011, 07:37:23 pm »


               Thanks, that's good to hear!
               
               

               
            

Legacy_Pstemarie

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Removing CEP
« Reply #23 on: March 22, 2011, 08:09:34 pm »


               

Jenna WSI wrote...

Pstemarie - I've been warned that some CC teams don't like criticism, and I really don't wish to step on any toes or cause upset, so I was trying to avoid that in general. And I know how frustrating it can be when you do a buttload of work and the first thing you hear is someone nitpicking.


You're a hundred percent right on that, but I said "constructive criticism" - which we all know is very different from "nitpicking". While it can be sensitive to hear - you should see some of the conversations ShaDoOw and I had way back - in the long run it is constructive criticism that has, IMO, helped keep some of the larger projects alive for so long.

However, I do agree that, given the sensitivity of some teams, that such "criticisms" be aired on the forums of those projects and not necessarily in the more public venue of the Bioware Boards.