Author Topic: Guide to adding Haks to CEP mod?  (Read 349 times)

Legacy_bdtgazo

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Guide to adding Haks to CEP mod?
« on: August 22, 2013, 12:38:19 am »


               Hi.

I'm looking for a guide on how to add haks, particularly tileset haks, to a mod with CEP2.4a.  Any help would be appreciated.

Or is it simply a matter of adding the hak to the hak file?  I understand Q is not compatible, but that is an unusually large hak, yes?  From what I read here, there are duplicate skins or lines or some such that make it difficult to do, so my question is directed more at individual tile sets or models.  I really would love more tile sets or custom building placeables. 

Forgive my ignorance.  The CEP and NESS are the only additions I've made to my mod since NWN came out.  I did have the PRC merged at one point, but a friend did that for me.
               
               

               
            

Legacy_Zwerkules

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Guide to adding Haks to CEP mod?
« Reply #1 on: August 22, 2013, 03:28:04 pm »


               You can add tileset haks to a module that uses CEP without any probems if they are new tilesets. There is only one file which can cause conflicts and that is doortypes.2da.
It can cause conflicts, but doesn't have to. If the new tileset you add has a higher priority than the CEP haks and is compatible there will be no problem.
If you use one of Six's tilesets which don't have any custom doors you won't have any problems at all.
It depends on the tilesets you want to add. If you can give us more information on what you are planning to do, I'm sure there's somebody here who can help you.
               
               

               
            

Legacy_bdtgazo

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Guide to adding Haks to CEP mod?
« Reply #2 on: August 22, 2013, 05:39:26 pm »


               Well...

First, thanks for the response.  Greatly appreciated.

Second, I have my eye on some of those ancient Rome haks.  I've been wanting to do a Romanesque city for years.  My current capital city is supposed to have a roman feel to it, although I removed all the outdoor temples.  I just couldn't get a proper roof.  The ancient Rome hak has exactly what I'm after.

After that, I'm not sure, but I would kill for more bridges/spans that have an underside so I can place them in the air, even if not usable.  And some more domes/towers.

For my cities, I tend to google images for fantasy castles/cities for inspiration, and damn if the toolset isn't lacking, even with the CEP, when it comes to architecture.

I will bite the bullet and test out the Rome hak and see if anything crashes.
               
               

               
            

Legacy_Zwerkules

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Guide to adding Haks to CEP mod?
« Reply #3 on: August 22, 2013, 05:48:28 pm »


               I had a quick look at the CEP haks and didn't see a doortypes.2da anywhere, so there shouldn't be any problems with new tilesets at all. With new tilesests I mean original tilesets. If you use reskins or overrides, there could be problems.
The Roman city will work with CEP.
               
               

               
            

Legacy_Wall3T

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Guide to adding Haks to CEP mod?
« Reply #4 on: August 22, 2013, 06:35:38 pm »


               hello bdtgazo

ive worked with the cep for a long time, and as i figured out, cep is a great resource for merging other haks (no dis respect to Q, which is quality over quantity.)

adding tilesets usualy isnt a big deal, its just a matter of placing above the cep files to override. Unless your picky, then youd have to merge the doors with the 2da files.

it gets abit more complicated if your adding items, mobs (ie monsters), or placeables as youd have to add the textures, model, and proper 2da file into the cep 2da file.

its all a learning curve, but i hope it helps!
               
               

               
            

Legacy_bdtgazo

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Guide to adding Haks to CEP mod?
« Reply #5 on: August 22, 2013, 09:15:41 pm »


               Gotcha!  Thanks!