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This page will list fixes and updates made to existing content and to the CEP in general. Pretty much taken from working notes.

2.63 Edit

Fixed:

added missing texture for grenade weapon projectiles and ground models

fixed incorrect texture name for zlc_ccp_a14.mdl (chult feather flag)

removed head models (pfh2_head014 and pfh2_head141) which were overriding default heads

renamed po_satyr_ to po_cepsatyr_ to fix a conflict with BioWare portrait

restored missing model (zcp_crawler)

fixed broken NWN2 converted bookshelf placeables (nw2bookshelf3 and nw2bookshelf4)

fixed missing texture for zlc_h65 (foo dog statue)

fixed NWN2 converted statue positions (nw2bard, nw2bard_v2, nw2bard_cry, nw2bard_marb, nw2dolphin, nw2dolphin_v2, nw2dolphin_cry, nw2dolphin_marb)

adjusted walkmesh and use nodes in several chair placeables

adjusted walkmesh and added use nodes in several NWN2 converted chairs and stools

fixed a backwards chair placeable (Chair 08 (NWN2)*) and added missing use node

added (hopefully all) missing social phenotype files from Project Q

copied cep2damax.2da from cep2_add_sb_v1.hak to cep2_top_2_60.hak (for modules that might be using the "creature wizard" scripting via cep2_add_sb_v1.erf)

used CEP Dwarven Halls tileset fixes from Project Q source (packaged and posted by Proleric)

fixed missing wizard tower loadscreens (dungeon tileset)

fixed missing textures on several table object placeables

fixed missing walkmesh on giant bone placeables

fixed Lizardfolk 3 neck and missing lizardfolk tail with models found in Project Q

fixed corrupted light flail top 6 color 3 (flail of ages)

added missing "unlimited ammunition" blueprints given in iprp_ammocost.2da (arrows/bolts/bullets with 1d6 acid/divine/sonic/positive/negative/magical damage)

- found in new cep2_ammo_1.erf

added missing trap blueprints given in traps.2da and included existing and updated Trapporium scripts

- found in new cep2_traps.erf

Updated:

cep260.tlk

changed erf file names to keep CEP 2 erfs together and fix a file name length issue:

cep_sparky.erf to cep2_sparky.erf

cep24_add_sb_v1.erf to cep2_add_sb_v1.erf

cep24_build.erf to cep2_build.erf

cep24_crapsystems.erf to cep2_crp_s.erf

Added:

cep2_add_reforge.hak - The Amethyst Dragon's Project Reforged - Replaces all of the default NWN weapon models, does not affect other weapons added over the years.

cep2_ammo_1.erf

cep2_armorstnd.erf

cep2_traps.erf

cep2_treas_hoard.erf

===
2.62 === Fixed:

swine (N&F)

tree of blood (Ossian)

flag: griffon 1, 2 (Ossian)

Kali (2 of them, were missing)

Fenris (was missing)

Kali Statues (were missing)

Tantric Statue (was missing)

Portrait: Gothic 1, 2 (missing textures)

gorilla textures (3 had messed up dds)

Updated:

c_rhino_mt (updated)

c_camel_mt (updated)

c_elephant2_mt (updated version of c_elephant_mt)

giant ant larva animation (copied version from q)

Resorted:

Contents of cep2_add_phenos1.hak to cep2_add_phenos5.hak have been resorted, with content moved around. 

Files required for dynamic skeletons and brownies were moved to a core hak, as were files for the jousting

phenotypes.

cep2_add_phenos1.hak to cep2_add_phenos3.hak contain files for the CEP (pre-1.69) horse system. The first hak in this group includes phenotypes.2da for all the optional phenos.

Flying phenotype files (phenos 16 and 25) and social phenotype (pheno 40) are in cep2_add_phenos4.hak. If you want to use these but not the horse phenos, you'll need to add a copy of phenotypes.2da to your top hak with the CEP horse phenos blanked out.

cep2_add_phenos5.hak is now empty, but retained in the download for backwards compatibility.