Heyya, I've been lurking about on these forums for some time, and I was wondering whether anyone knows if there is "mod" for the official campaigns integrated with CEP? I Can do it myself obviously but whenever I try to compile there's a couple of scripts that doesn't work, so I was wondering if anyone has already done this and knows of a link?
CEP Original Campaign Mod?
Débuté par
Pain1337
, sept. 27 2013 07:36
#1
Posté 27 septembre 2013 - 07:36
#2
Posté 28 septembre 2013 - 05:53
#3
Posté 28 septembre 2013 - 06:32
I'm not sure of the difference between Project Q and CEP
#4
Posté 28 septembre 2013 - 06:41
Project Q is like a glass of fine wine and CEP is like a barrel of watered down ale.
They are both set of haks that add stuff to the vanilla game, stuff for builders to put in their modules and stuff that overwrites things on the player side like monster appearence.
They are both set of haks that add stuff to the vanilla game, stuff for builders to put in their modules and stuff that overwrites things on the player side like monster appearence.
#5
Posté 28 septembre 2013 - 06:51
IMHO...
Same idea, different generations. Consider CEP the forerunners and Q the revolutionaries. Whilst CEP is most definitely about quantity, Q is about quality. Both have merits. In regards to the official campaigns, it all depends if the resources within CEP/Q were used as neither really work as an override/automatically (somewhat true).
That's all I got for you since I haven't played those specific mods with CEP/Q enabled. Give it a try and tell us.
Same idea, different generations. Consider CEP the forerunners and Q the revolutionaries. Whilst CEP is most definitely about quantity, Q is about quality. Both have merits. In regards to the official campaigns, it all depends if the resources within CEP/Q were used as neither really work as an override/automatically (somewhat true).
That's all I got for you since I haven't played those specific mods with CEP/Q enabled. Give it a try and tell us.
#6
Posté 28 septembre 2013 - 09:58
The functional difference between CEP and Project Q is that CEP is a compilation of community created content, and Project Q is primarily a collection of art assets made by the Project Q team.
Both are compilations of custom content which enhances the game. CEP's content is broad and of mixed quality. Project Q's is focused and of high quality.
Both are compilations of custom content which enhances the game. CEP's content is broad and of mixed quality. Project Q's is focused and of high quality.
#7
Posté 28 septembre 2013 - 10:52
Yeah I've been playing the PQs campaign for a bit and I have to say I'm liking it, however I was checking out the armor customization thingey and it had some tokens missing possibly have to do with the tlk file? I dunno, other then that, there's been a couple of pieces that's been invisible, any idea of what may be causing it?
A bit off-topic, I was wondering if anyone had any head packs for the Override? They're not very many and I'd love to have more.
A bit off-topic, I was wondering if anyone had any head packs for the Override? They're not very many and I'd love to have more.
#8
Posté 29 septembre 2013 - 02:18
I think the issue with the Q campaigns may have to do with the fact that they were created with an early version of Project Q. But I'm nto possitive. Its just a suspicion.
Snce you are into game enhancing content, I also wanted to turn you on to some other stuff.
Facelift HAKs (tilesets and placeables)
Snce you are into game enhancing content, I also wanted to turn you on to some other stuff.
Facelift HAKs (tilesets and placeables)
#9
Posté 29 septembre 2013 - 03:38
The Q Campaigns were created by a fan using v1.1 of Q which predates the rewrite of the crafting conversation I did for v1.5 which corrected a lot of issues with crafting using Q parts. They most likely would need to be updated to the latest version in order to work properly.
@ Pain - There are plenty of head packs on the Vault that can be extracted to the override. You can also take the heads from Q and drop them in the override as well - although, you'll need something to export them from the haks.
@ Pain - There are plenty of head packs on the Vault that can be extracted to the override. You can also take the heads from Q and drop them in the override as well - although, you'll need something to export them from the haks.
Modifié par Pstemarie, 29 septembre 2013 - 10:58 .
#10
Posté 29 septembre 2013 - 01:02
Ah I see, I don't suppose any of you can update the Campaigns to the newest version?
Thank you for that link Henesua.What program can I use to extract the heads for the override?
Unless of course there's an easy way to update the campaigns.
Thank you for that link Henesua.What program can I use to extract the heads for the override?
Unless of course there's an easy way to update the campaigns.
Modifié par Pain1337, 29 septembre 2013 - 04:19 .
#11
Posté 30 septembre 2013 - 05:06
Use 7-zip to unpack .7z files
As to heads quick search gives:
http://nwvault.ign.c...s.Detail&id=986
http://nwvault.ign.c...s.Detail&id=252
http://nwvault.ign.c...s.Detail&id=240
http://nwvault.ign.c...ks.Detail&id=57
Note that while some heads will be overwriting those already existing resulting in NPCs having prettier heads, the most will probably just add new heads for you to pick at character creation
As to heads quick search gives:
http://nwvault.ign.c...s.Detail&id=986
http://nwvault.ign.c...s.Detail&id=252
http://nwvault.ign.c...s.Detail&id=240
http://nwvault.ign.c...ks.Detail&id=57
Note that while some heads will be overwriting those already existing resulting in NPCs having prettier heads, the most will probably just add new heads for you to pick at character creation
#12
Posté 30 septembre 2013 - 07:14
Oh I phrased myself wrongly, I was wondering how I export it from the HAK.
#13
Posté 01 octobre 2013 - 12:53
In the NWN directory there should be a directory called UTIL or UTILS or something similar. In the UTIL directory is a program called NWNHAK. Launch that. You can use it to open HAKS and extract or add resources to them.





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