Modifié par UnrealJedi, 21 mars 2012 - 02:18 .
Zwerkules's Medieval City Tileset - Compatible with CEP 2.4?
Débuté par
UnrealJedi
, mars 21 2012 02:17
#1
Posté 21 mars 2012 - 02:17
Anyone know if Zwerkule's Medieval City tileset is compatible with CEP 2.4?
#2
Posté 23 mars 2012 - 10:30
To my knowledge, tileset hakpaks are always compatible with the CEP as they are a completely new set independant of the CEP. It's basically the placeables, creatures, weapons, clothing etc. hakpaks that are not compatible as there might be differences in the respective 2das. If you know how to combine 2da's then these hakpaks can also be made compatible.
#3
Posté 25 mars 2012 - 11:46
Thanks vivienne.I. I appreciate the response. The next question is where in the order of CEP haks I need to put Zwerkule's tileset hak. I suppose I will have to experiment with this...
#4
Posté 26 mars 2012 - 03:01
Since CEP added "new" tilesets that are actually default bioware tilesets with with all tiles available in many colors, this is no longer true.vivienne.l wrote...
To my knowledge, tileset hakpaks are always compatible with the CEP as they are a completely new set independant of the CEP. It's basically the placeables, creatures, weapons, clothing etc. hakpaks that are not compatible as there might be differences in the respective 2das. If you know how to combine 2da's then these hakpaks can also be made compatible.
Medieval city is very probably compatible but a if a tileset would accidentaly used the same *.set name as any of CEP's tilesets than CEP will overwrite such tileset. If you "install" any tileset into your module and this tileset wont be available to select then this tileset is not compatible either with CEP or other tileset in your haks, that the only "incompatibility" between tilesets so don't worry, try it and you'll see.
#5
Posté 26 mars 2012 - 05:05
Thanks, ShaDoOoW, I didn't know that and that explains something I had forgotten about and only just remembered.
UnrealJedi, I would do what ShaDoOoW is saying, try it out... now come to think of it there was a tileset in the alpha stage that I tried out with Cep and some of the cep creatures and placeables would disappear, actually even some of the standard stuff was disappearing! When I moved the hak below Cep, the stuff would appear again and the tileset was still usable but I gave up on using it eventually and removed it from my module. I was really new back then and knew next to nothing about 2das or anything and just experimented moving haks up and down at random.
I tried out the medieval set with the ctp recently and placed it above the ctp and it was working fine so far.
UnrealJedi, I would do what ShaDoOoW is saying, try it out... now come to think of it there was a tileset in the alpha stage that I tried out with Cep and some of the cep creatures and placeables would disappear, actually even some of the standard stuff was disappearing! When I moved the hak below Cep, the stuff would appear again and the tileset was still usable but I gave up on using it eventually and removed it from my module. I was really new back then and knew next to nothing about 2das or anything and just experimented moving haks up and down at random.
I tried out the medieval set with the ctp recently and placed it above the ctp and it was working fine so far.





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