Author Topic: CEP or Project Q?  (Read 612 times)

Legacy_Talon

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CEP or Project Q?
« on: July 21, 2014, 09:00:32 am »


               

In my module i have CEP 2.4 but i really don't like much ...so i don't know if wait the new interesting versione of CEP 2.6 or change totally with project q.


What are the biggest difference from CEP and Q? there is a updated faq?


 



               
               

               
            

Legacy_Carcerian

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CEP or Project Q?
« Reply #1 on: July 21, 2014, 10:36:06 am »


               

A few differences:


 


Project Q overrides standard content, CEP doesnt,


Project Q is newer and higher quality content (all in all content is much better looking and less buggy than CEP)


Project Q is constantly growing (with weekly updates), its been a while for CEP...


Project Q has a few good newer tilesets and has addons to Rural Castle.


CEP has merged recolors and addons to the older tilesets.


CEP is larger, has more variety of content. 


CEP has dynamic phenotypes Q does not.


More PPL have DL'd CEP over Q (its been around years longer)



               
               

               
            

Legacy_Verilazic

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CEP or Project Q?
« Reply #2 on: July 21, 2014, 04:45:41 pm »


               

CEP has a ridiculous quantity of content. I've stopped using it, however, since discovering that it's not being updated any more, and since discovering just how much Project Q has improved since it's start. The deciding factor for me was the fact that Project Q has included ACP and other animations, whereas CEP didn't. And I got tired of messing around with merge haks to try to make them work perfectly together.



               
               

               
            

Legacy_Talon

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CEP or Project Q?
« Reply #3 on: July 21, 2014, 06:27:46 pm »


               

the problem is..how safe remove CEP from a module and install q on it? i must pay someone for it? :/



               
               

               
            

Legacy_kalbaern

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CEP or Project Q?
« Reply #4 on: July 21, 2014, 06:33:18 pm »


               

I think alot depends on how much work you are willing/can do yourself.


 


Since you are using a module that includes the CEP already, removing/replacing it with Project Q would require so much time and energy that you would be better off just creating a Project Q version from scratch instead.


 


In general:


- if a module uses CEP already, I'd recommend sticking with it.


- If you are creating a new module from scratch, I'd recomend using Project Q instead.


 


If you are comfortable hak (and possibly TLK) merging/creation and have the time, you can add content from either of the above to the other along with adding all the "goodies" produced by the CCC submissions over the years.



               
               

               
            

Legacy_Shadooow

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CEP or Project Q?
« Reply #5 on: July 21, 2014, 06:44:08 pm »


               

There is third option. You can use sinfar haks - I think the sinfar admin Mavrixio will support this even if you not add your PW into his "master PW framework". At least Carcerian said some PW is doing this.


 


Sinfar has probably the largest and most updated NWN content haks out there. Updating them regularily with new content and afaik uses content from both CEP and Q.


 


There is only one issue and thats the hak name is sinfar and not the name of your PW - depends whether are you willing to sacrifice that for the premaded work.


 


Anyway - if you want to know more, Carcerian will surely know, Im not building anything anymore. Was just looking into those haks.



               
               

               
            

Legacy_Wall3T

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CEP or Project Q?
« Reply #6 on: July 21, 2014, 08:02:34 pm »


               

i use a conversion between cep and project Q, but that could be the amazing grey theif skills i have, that i am able to do it.


 


er i mean! its up to you. if your trying to remove a module with cep already in, chances are youll run into complications. unless the module already uses content that you rely upon, with cep, then you have to keep it in. Otherwise it will damage the module, and the work youve done.


 


If you dont, then you should be fine with removing it. no damage done to the module. scripts can carry over to different modules. its any placed content that can prove to be the problem.


 


i use a variety of project q content along with cep content. custom designing them to create my own haks that let you use use creatures, placeables, and tilesets with Project Q and cep



               
               

               
            

Legacy_The Amethyst Dragon

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CEP or Project Q?
« Reply #7 on: July 21, 2014, 09:22:46 pm »


               

If you don't already use tons of CEP content in areas/creatures/objects, then it shouldn't be a problem to remove it from your module.  If you have already used content from it, you'd first have to edit every blueprint you've already made with it to use default appearances, then update any already placed objects (creatures, placeables, etc.), get rid of any areas built with any CEP-included (or -modified) tilesets, and otherwise remove any traces of CEP content before removing the haks.


 


While it has been a long time since the CEP was updated with version 2.4...I will be releasing version 2.60 sometime before Sept. 8th of this year. 'B)'


 


I use a combination of CEP & Project Q (& a bunch of my own stuff). It's a lot of 2da editing, some minor file copying+renaming (for the few models that share a filename between the two projects but are different), and bookkeeping.  But it can be done.


 


If you're already heavily invested into the build of your module and don't want the work of removing everything that used CEP, a merge might be your best bet as far as time goes.  You wouldn't have to change everything you've already put in, and you could work the Project Q content in at the same time.  I know a lot of people have the CEP and Project Q already downloaded, so a "merge hak" would be relatively small to add to what they already have.


 


My own opinion is use both to get the best of both worlds, but it takes time to get the content from both to mesh (and requires at least 2da updating every time either major project does an update to account for new and updated 2da entries).



               
               

               
            

Legacy_boodah83

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CEP or Project Q?
« Reply #8 on: July 21, 2014, 10:09:22 pm »


               


i must pay someone for it? :/




Yes, but it only requires 6 easy payments of 500 USD (I'll pm you the bank info). jk '<img'>


 


Seriously though, I generally agree with all of the above statements. Imho it also depends on your taste and what kind of artistic vision you have for your module. CEP is more classic high fantasy stuff (and contains quite varying content art style and quality wise), PQ feels a bit more dark and gritty (and it has a more consistent and unified art style). But that just might be my demented perception of things.



               
               

               
            

Legacy_Pstemarie

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CEP or Project Q?
« Reply #9 on: July 22, 2014, 12:06:21 am »


               

Wait until CEP 2.6 is released. Then, if CEP still isn't exactly what you want, merge the two. Even then, if you're anything like other builders, you'll find things that need to be added.



               
               

               
            

Legacy_Wall3T

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CEP or Project Q?
« Reply #10 on: July 22, 2014, 05:07:26 am »


               

yeah story of my life ._. im always "im done adding content! ooh! a piece of candy..."



               
               

               
            

Legacy_MazzoniM

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CEP or Project Q?
« Reply #11 on: July 22, 2014, 08:43:08 am »


               


If you don't already use tons of CEP content in areas/creatures/objects, then it shouldn't be a problem to remove it from your module.  If you have already used content from it, you'd first have to edit every blueprint you've already made with it to use default appearances, then update any already placed objects (creatures, placeables, etc.), get rid of any areas built with any CEP-included (or -modified) tilesets, and otherwise remove any traces of CEP content before removing the haks.


 


While it has been a long time since the CEP was updated with version 2.4...I will be releasing version 2.60 sometime before Sept. 8th of this year. 'B)'


 


I use a combination of CEP & Project Q (& a bunch of my own stuff). It's a lot of 2da editing, some minor file copying+renaming (for the few models that share a filename between the two projects but are different), and bookkeeping.  But it can be done.


 


If you're already heavily invested into the build of your module and don't want the work of removing everything that used CEP, a merge might be your best bet as far as time goes.  You wouldn't have to change everything you've already put in, and you could work the Project Q content in at the same time.  I know a lot of people have the CEP and Project Q already downloaded, so a "merge hak" would be relatively small to add to what they already have.


 


My own opinion is use both to get the best of both worlds, but it takes time to get the content from both to mesh (and requires at least 2da updating every time either major project does an update to account for new and updated 2da entries).




 


Are you accepting help? 


               
               

               
            

Legacy_The Amethyst Dragon

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CEP or Project Q?
« Reply #12 on: July 22, 2014, 09:19:47 am »


               


Are you accepting help? 




Why yes, yes I am.


 


PM me here, leave a post on the CEP forum (or wiki), or even drop an email (check my PW site or the Community Site for a link) in my direction with what kind of content you would like to, and/or know how to, manipulate and I'm sure I can find some work for you. '<img'>


               
               

               
            

Legacy_Carcerian

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CEP or Project Q?
« Reply #13 on: July 22, 2014, 09:44:32 am »


               


There is third option. You can use sinfar haks - I think the sinfar admin Mavrixio will support this even if you not add your PW into his "master PW framework". At least Carcerian said some PW is doing this.


 


Sinfar has probably the largest and most updated NWN content haks out there. Updating them regularily with new content and afaik uses content from both CEP and Q.


 


There is only one issue and thats the hak name is sinfar and not the name of your PW - depends whether are you willing to sacrifice that for the premaded work.


 


Anyway - if you want to know more, Carcerian will surely know, Im not building anything anymore. Was just looking into those haks.




 


The next Sinfar Update #25 (planned for release this august or possibly  later) will certainty be a good option as a builder base...


 


(Other PWs have already adopted the Sinfar Hakset, and new projects are already being build upon it as well)


 


We have been working on Sinfar Update 25 (currently @ Beta-Test v12.0) since January, merging as many major projects as possible, and adding a constant flood of both inhouse custom content and new community content as soon as its released...


 


(Content Sources: IGN Vault+d20+Q+StarWarsContrition+ArborFalls+RandomSys+PHOD+CCCs+NewVault+SinTeamCC, etc...)


 


BUT It will NOT be 100% compatible with current CEP v24 (as Sinfar "Forked" from CEP before 2.3) and it certainly will not be compatible with Project Q (as all of Q's content that was added has been converted to non-overriding entries) just as an "OFFICIAL" disclaimer...


 


(Notably Sinfar removed CEP's PC skeletons, wemics, and brownies, 24 has new centaurs, wemics, driders, w/ 25 both male/female ophidians)