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CEP 2.3 Blueprints?


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#1
Mr. Versipellis

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IIRC CEP 2.2 had an ERF that added hundreds of blueprints in all categories. Is there one of these for 2.3? And if so, where can i get it?

#2
TSMDude

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The updater is your friend...though I think on the CEP 2.3 vault page there was something that you can dl as well...

#3
Mr. Versipellis

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TSMDude wrote...

The updater is your friend...though I think on the CEP 2.3 vault page there was something that you can dl as well...

Mine's completely up to date. Are you  saying I should ahve the ERF already? :huh:

#4
TSMDude

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If you ran the updater then it did it for you...but to be honest I am not sure on this. It seems the Updater does add a erf or two and I think it just adds apperences more than anything this time to keep pallette bloat down.

But I will bow out of the convo as I said I could be incorrect and would hate to lead you astray.

Modifié par TSMDude, 25 juillet 2010 - 07:09 .


#5
Mr. Versipellis

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TSMDude wrote...

If you ran the updater then it did it for you...but to be honest I am not sure on this. It seems the Updater does add a erf or two and I think it just adds apperences more than anything this time to keep pallette bloat down.

But I will bow out of the convo as I said I could be incorrect and would hate to lead you astray.

Well, thhanks anyway. I didn't have aproblem with palette bloat if I didn;t import the creatures.

#6
Mr. Versipellis

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Ummm, okay... It seems like for 2.3 the haks themselves add blueprints, which is slightly annoying to say the least... The creatures take absolutely ages to save and there doesn't seem to be a way to remove them. Does anyone know a way around this? In previous CEPs the Haks just added resources and the ERFs added blueprints separately.

#7
Mr. Versipellis

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Uh, anyone know anything?

#8
420

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cep2_add_sb_v1.hak contains all the blueprints/scripts. Simply remove it from the hak list in your module, copy the file from the \\hak folder and put it in your \\erf folder then rename the file from cep2_add_sb_v1.hak to cep2_add_sb_v1.erf. Import it into your mod and you're ready to go!



-420

#9
Barry_1066

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Mr. Versipellis wrote...

Ummm, okay... It seems like for 2.3 the haks themselves add blueprints, which is slightly annoying to say the least... The creatures take absolutely ages to save and there doesn't seem to be a way to remove them. Does anyone know a way around this? In previous CEPs the Haks just added resources and the ERFs added blueprints separately.



In previous CEPs the Haks just added resources and the ERFs added blueprints separately.


This is in error, the CEP has always provided blueprints for items, placeables and creatures, all the way back to version CEP 1.0.  ONLY in version 2.0 did CEP EVER offer erfs.  We have worked to provide a way to import and modify the blueprints since CEP 2.0 release but the MAIN feature most use is the hak with the blueprints and scripts.

By the way - there are many critical scripts needed to work CEP models (creatures, items and placeables), and systems in the cep2_add_sb_v1.hak and leaving it off without importing the scripts will greatly deminish the functionality of many things - everything from TheKrit's Demi Litch to Our Real Trolls, from DMTS to placeable door operations, not to mention the horse riding, flying, CEP Tailor, CEP Crafting, torches, lights, and the list goes on and on.

Anyway, i suppose my main point is, CEP has always provided the blueprints and scripts in a hak, this was the ONLY way provided in the 1.XX series and some erf were provided with 2.0 as an alternative but with subsequent versions, we have pointed at ways to deal with the material if builders wished but we encourage use of the material as provided unless you are very good at manipulating the material - the numbers of scripts will bulk up a module fast, cutting down the number of resources one can have.

Modifié par Barry_1066, 27 juillet 2010 - 03:54 .


#10
Mr. Versipellis

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Okay, thanks. I just rmebered that if I used ERFs it made my modules MASSIVE, so it's probably best to just use haks tbh.