I was wondering, when you DL CEP 2.4, does the content for it go directly into your toolset? And how do you use CEP material in your modules? I know this is probably a pretty basic question but I'm pretty new to this.
Implementing CEP 2.4 into your toolset.
Débuté par
Kellendor
, oct. 09 2013 06:44
#1
Posté 09 octobre 2013 - 06:44
#2
Posté 09 octobre 2013 - 09:49
CEP is a set of .hak files and a .tlk file. For installation instructions, here's a handy link: http://www.neverwint.../cc_bighaks.htmKellendor wrote...
I was wondering, when you DL CEP 2.4, does the content for it go directly into your toolset? And how do you use CEP material in your modules? I know this is probably a pretty basic question but I'm pretty new to this.
To get the materials into you module, you then have to make creatures, items, placeables, etc. and change their appearances (via their properties) to ones included in the CEP.
Modifié par The Amethyst Dragon, 09 octobre 2013 - 09:50 .
#3
Posté 09 octobre 2013 - 10:00
So I just DL the CEP, send the Hak files to my hak folder....send the til file to my tlk folder? Then what do I do? I mean how do I get the CEP into my tilesets and make creatures and things like that? Does the content go to the toolset after you DL the CEP?
#4
Posté 09 octobre 2013 - 10:01
P.S. I already have the CEP 2.4 installed...
#5
Posté 09 octobre 2013 - 11:56
Like any other hak, you need to associate the haks with whichever module you are working on. It does not add itself automatically to every module you work with.
Once you have you module open in the toolset, you need to add the CEP.
Edit > Module Properties > Custom Content
Add the hak files in the order given in that link, add the correct custom talk file, then let the toolset process the additions.
After that, you'll want to save your module, then start work creating new creatures/placeables/etc. Only after you add the CEP haks to the module do you get access to using the assets bundled up in the haks.
If you don't add the CEP to your module, it will not be used. Like any hak, these need to be added, by you, to every module you make and want to use it in.
It's called the Community Expansion Pack, but it's not an official BioWare expansion, so the assets are not automatically included in the toolset. It's just a bunch of hak files, like any other content addition.
Once you have you module open in the toolset, you need to add the CEP.
Edit > Module Properties > Custom Content
Add the hak files in the order given in that link, add the correct custom talk file, then let the toolset process the additions.
After that, you'll want to save your module, then start work creating new creatures/placeables/etc. Only after you add the CEP haks to the module do you get access to using the assets bundled up in the haks.
If you don't add the CEP to your module, it will not be used. Like any hak, these need to be added, by you, to every module you make and want to use it in.
It's called the Community Expansion Pack, but it's not an official BioWare expansion, so the assets are not automatically included in the toolset. It's just a bunch of hak files, like any other content addition.
Modifié par The Amethyst Dragon, 09 octobre 2013 - 11:57 .
#6
Posté 10 octobre 2013 - 01:49
Thank you. That was very helpful.
#7
Posté 26 décembre 2013 - 04:14
Having problems finding the CEP files for Dragon Age: Origins, the best game in the series so far imo. If someone could point me in the right direction I would appreciate it. I rather like having my character have an eye color besides black, and it helps.
#8
Posté 26 décembre 2013 - 08:40
SRWill64 wrote...
Having problems finding the CEP files for Dragon Age: Origins, the best game in the series so far imo. If someone could point me in the right direction I would appreciate it. I rather like having my character have an eye color besides black, and it helps.
Are you wanting something for NWN?
If not perhaps you should try the Dragon Age: Origins Forum.
#9
Posté 30 décembre 2013 - 02:33
Yeah, it's no longer on the DA:O forum but I figured out how to salve the problem another way. Thanks!





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