The thing is you have no certainty of this from one module to the next. One module might have a spell override script, another might override a 2da file, another might make small adjustments to scripts. If you have 1.69 then the only changes you would notice are the ones the module builder put in, but if you were using the CPP there is no assurance for what fixes you might lose.
I fail to see what this has to do with my patch. If module uses custom content AI, spell scripts or I dont know what and thus the fixes I made into these areas wont be active why is that a problem? This custom content might bring its own fixes and a module author should notify about that.
I dont see any difference between a player using vanilla 1.69 and playing module with EMS and player using CPP 1.71 playing module with EMS. In both cases player gets something else that what he expected/is used to.
I think that my patch is especially useful to all new players, who arent proficient with all NWN issues/bugs/exploits and knowhow in general and dont even want to learn it the hard way from start. Older players getting used on what was there might see that differently but thats how I proceeded when playing Gothic3 for a first time installing their community patch and I didnt regret it.





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