Author Topic: Updating server module from CEP 2.1 to 2.6?  (Read 411 times)

Legacy_Indigo

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Updating server module from CEP 2.1 to 2.6?
« on: December 23, 2014, 08:05:43 am »


               

I've been sifting through forums and forums and while I've found the hak order, I can't seem to find a solution about updating an old ancient module to the new 2.6. Every time I've tried, it pretty much nixed all of my scripts (and since it's a server, a lot of them are required). It'd pretty much say that compiled scripts are missing and then all my .nss scripts would refuse to compile after that. I can still compile them in the module with 2.1. So I know it's not the scripts. It's something I'm doing (which was using the load order in the Installation guide on the download page).


 


I thought about trying possible tests on downloading previous versions of the CEP, trying to update the module through that and gradually 'bring' it up to date, but I'm thinking that might not be a good course of action due to something with 2.4.


 


Things that I'd be wanting to add would be the updated creatures, placeables, items, and skies. But if anyone has a link to a tutorial or if they've done this and could give me a rundown on how this works, I'd greatly appreciate it. '<img'>


 


 


 



               
               

               
            

Legacy_Indigo

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Updating server module from CEP 2.1 to 2.6?
« Reply #1 on: December 24, 2014, 12:22:44 am »


               

Scratch that; It's 2.0 that's installed on the module already. I know that people can still log in with the 2.6 version, but I'd really loooove to use some of the new content that TAD threw in as it's just... Glorious! '<img'> But I thought I'd include that tidbit. I'm going to try to slowly upgrade the module from CEP to CEP to see if I get any script errors. 



               
               

               
            

Legacy_Carcerian

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Updating server module from CEP 2.1 to 2.6?
« Reply #2 on: December 24, 2014, 02:34:01 am »


               

The scripts and palette blueprints were removed from CEP 2.6 and made into optional (and editable) erf importable data, in favor of the older hard-coded versions previously "forced" on designers.


 


This way builders can change and adapt CEP assets as needed for projects, picking and choosing what they do and don't use as they like.



               
               

               
            

Legacy_Indigo

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Updating server module from CEP 2.1 to 2.6?
« Reply #3 on: December 24, 2014, 02:51:06 am »


               

Oooooh. That makes sense. So if I use the .erf, build module, and then take out the hak that had the scripts things should be fine again? '<img'> Cause if that's the case, I'm seriously gonna kick myself. xD



               
               

               
            

Legacy_Carcerian

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Updating server module from CEP 2.1 to 2.6?
« Reply #4 on: December 24, 2014, 04:03:22 am »


               

Close, but you want to build module AFTER everything else.


 


Suggested Steps for updating to CEP 2.6:


 


1: Back up module


 


2: Update Module to 2.6 haks and TLK  (Talk Table)


 


3: remove old script hak (and blueprint palette haks if palette blueprint erfs also used)


 


4: Import 2.6 script erf (plus erfs for creatures, placeables, item and other custom palette blueprints if desired)


 


5. rebuild to make sure everything works (and refresh palettes if needed)


 


6. Save module as new version (modname26)


 


Tips:


 


To speed up the process, you can cancel error checking during hak updating, then just "build module" when ready to save.


 


Depending on a module's scripted system complexity, sometimes 2+ module builds may be required to fully compile all scripts correctly.



               
               

               
            

Legacy_Carcerian

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Updating server module from CEP 2.1 to 2.6?
« Reply #5 on: December 24, 2014, 05:30:22 am »


               

Speaking of 2.6 and placeable custom palette blueprints, Lovellin just released a 2.6 Placables Erf here: http://neverwinterva...able-blueprints



               
               

               
            

Legacy_Indigo

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Updating server module from CEP 2.1 to 2.6?
« Reply #6 on: December 24, 2014, 06:33:32 am »


               

Okay, so the errors aren't anything bad. Okay. Phew.


 


I was having a bunch of scripts reporting a compile error, went to check out why and found out it was because of x0_i0_talent.nss. Pretty sure that's the game's script since it's not in my module scripts or the CEP 2.0 haks (only haks that are in it) and we never edited it. Which that script also threw a weird compiling error, which was what was really worrying me. It was on 1150 that the parameters don't mach;


 


if (GetIsTalentValid(tUse) == FALSE || bkTalentFilter(tUse, oTarget, TRUE)==FALSE)


 


Trying to fix it had this endless cycle of going between void main and conditional swapping windows since they couldn't detect what the script was actually doing. Which had me worried to begin with, since a lot of the scripts that were reporting errors include it. For instance Bigby spell nerfs and what not. I'll see if anything breaks though and post back with my results just in case someone else is wondering about this.


               
               

               
            

Legacy_Indigo

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Updating server module from CEP 2.1 to 2.6?
« Reply #7 on: December 24, 2014, 06:37:09 am »


               

Also thanks for the link and the info! It's helping rejog my brain a bit! It's been foreeeever since I've looked in the Toolset. But that helped me remember some things! '<img'>



               
               

               
            

Legacy_Indigo

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Updating server module from CEP 2.1 to 2.6?
« Reply #8 on: December 25, 2014, 12:22:30 am »


               

Update: It's working! It kinda botched up my journals, but that's an easy fix. Thanks for the quick and simple refresher Carcerian!


 


I figure a moderator can mark this as solved! '<img'>