ShaDoOoW wrote...
Pstemarie wrote...
There are also a lot of systems I use that I integrated long before CPP came out. It took awhile to get them working. I'd rather not go through that again.
Can you point me any scripting system that is CPP supposed to mess with? Due to its nature its almost impossible this could happen, maybe it does but so far I haven't see such case and I spent a long time making sure this won't happen.
The systems I use are:The Krit's Alternate Horse Scripts - several spells are heavily modified. Using the CPP, I would have to go back and adjust these spells to use the new spell system you introduced.
HR DM Tools - probably not an issue since nothing in CPP seems to clash with this.
Axe's Killer Death System (KDS) - probably not an issue since nothing in CPP seems to clash with this.
Bleed System - heavily modified from original work by Tom Banjo and Scott Thorne to work with KDS. Some spells have been altered so that their function more resembles PnP. Using the CPP, I would have to go back and rewrite these modifications to use the new spell system.
Spell Components and Spell Overrides - this is a rather large spellhook system that I developed shortly after 1.69 was released. It modifies numerous spells, several of which are completely rewritten. Using the CPP, I would have to go back and rewrite these modifications to use the new spell system.
Screw Tape's Simple XP - probably not an issue as I modified the functions to be self contained and only two scripts are affected and it would be simple enough to add the one line of code where needed.
AI Modifications - probably the most significant area. I have tweaked the AI over several years so that it behaves according to how I want it to behave on my LAN server. While the CPP changes to the AI are excellant for experienced players, my players aren't the brightest when it comes to tactics and get obliterated. They're learning, but just not there yet.
Other Things in CPP that Mess with my Work (or Just aren't needed):
Sticking to CPP 1.70 because that's what I tried out way back when...
Familiar and Companion Fixes - Included in Project Q
Any Creature Template - I use all custom templates, even for summons, except familiars (too lazy to make new ones)
Tile Fixes - Most of these already included Project Q
Item Property Changes - Conflicts with work I've done, although could easily be merged
Iprp_spells.2da - I don't agree with all the changes here.
Spells.2da - I don't agree with all the changes here. I also have modfiied several spells and added new ones.
Etc....
It would be far easier for me to pull what I do want to use from your scripts and inject it into my module, but you clearly indicate in the User License you attached to the CPP that you're not kosher with that...
Please do not repackage or redistribute patch content without permission. For any permission issue, treat the Community Patch content as it would be created by Bioware - you would not ripped files from Patch 1.69 to be used with patch 1.68 so please do not rip files from CP to be used without CP. Distributing a patch content for building purposes is allowed, but should be redundant because all 2DAs, spell scripts and include scripts are available for download on this page. Do not post all spell scripts from CP within your project if you only changed spellhook etc. - of course if you modified all spell scripts you are allowed to distribute them. Only if you or specifically those large CC compilations comply with these rules only then it could be the true patch. So please respect this, you wouldn't do it with any official patch in past and just because this patch doesn't force you to upgrade is not a reason to do it.
Such a license is your perogative and I respect its terms. I probably doesn't apply in my particular case, but since there is a chance I might one day release the actual module, I don't want to violate your terms.
Perhaps you stated it best in 2009, when you condemned my original
NWN 3.0 SRD project on the Vault for essentially doing the same thing you went on to do with CPP...
This was quite good in first stages, but then you screwed it up! Why everyone wants to make a package like CEP? Or package to be considere as new patch ? The prefix x4, you used looks like you want this to be a new patch or what. I don't think it's a good idea. I really don't like that this project included creature and cloak models an whatelse...
...Also, changing standard dialog.tlk is very, very bad and evil idea.
If you're a player and wish to confine your game play to the OC, SoU, HotU, and modules that rely solely on that content, the CPP is a good choice. If you're a Builder or a player that wishes to extend the game beyond what Bioware released, the CPP is still a good choice but, for pre-existing content, you're going to find that the alterations in CPP might alter the module from what the author originally intended.
Modifié par Pstemarie, 18 février 2014 - 11:44 .