Author Topic: Is there any way of updating CEP in a module?  (Read 392 times)

Legacy_Tarnuk

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Is there any way of updating CEP in a module?
« on: December 11, 2012, 06:02:58 pm »


               There is a module using CEP 1.5 and while having several additional haks installed so that this module works is not a problem, I'd rather have it compatible with stuff like new player heads and textures from CEP 2.4.

So, is there any way of implementing CEP 2.4 to such a module? Either replacing or using, somehow, if that's possible, both of them?

Thank you.
               
               

               
            

Legacy_Tyndrel

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Is there any way of updating CEP in a module?
« Reply #1 on: December 11, 2012, 06:38:58 pm »


               I don't think you can have both, anything from CEP 2 onwards is compatible.  You could just download a head hak from the vault, this one from Estelindis is particularly good though I have no idea if it is compatible - http://nwvault.ign.c...d=36306&id=7796
               
               

               
            

Legacy_Tarnuk

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Is there any way of updating CEP in a module?
« Reply #2 on: December 11, 2012, 06:49:04 pm »


               It's not exactly what I'm looking for, as I'd simply want characters from CEP 2.4 modules not to have missing head or armor/weapon textures when I put them into that CEP 1.5 module I'm talking about.
               
               

               
            

Legacy_Tarnuk

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Is there any way of updating CEP in a module?
« Reply #3 on: December 11, 2012, 08:13:03 pm »


               Well, I added CEP 2.4 specific haks to the list of custom content in this module (under CEP 1.5 haks).
I got some compilation errors but when I play it, everything seems to be fine, at least for now. I haven't delved into it too much yet.

Can such solution break the module or is it rather safe?
               
               

               
            

Legacy_SHOVA

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Is there any way of updating CEP in a module?
« Reply #4 on: December 11, 2012, 09:11:12 pm »


               It won't break the module, though certain things probably won't show up ((placeables)) correctly. You may run into scripting problems, for example, if some placeable ((a portal for example)) is spawned in via some action, ((like pulling a lever)) where 2.4a has changed that placeable 2da line to be a tree, or whatever.

As a heads up, 2.4a is not as bug free as 1.5. The new team has left quality for quantity, and some things that are in it cause crashes, and/or missing parts. There is a forum for the CEP2 team, where you can post any questions/ comments to the CEP2 team. http://nwncep.forumotion.com/forum
good luck!