Late last night I uploaded a 444 MB .7z file with some updated hak files and a couple of erfs.
Yup, it's the 2.61 update to the CEP. And yes, it is currently an update, so you still need to download 2.60 first (if you don't have it), then overwrite it with the 2.61 files. A lot of the file size is because it includes updated copies of 5 haks (4 with updated 2das or content, 1 with new content).
I'm still working on a 2.61 "full download" for those that don't have 2.60 yet. Hopefully someday I'll have a way to do incremental downloads of new content (as is done with Project Q 1.9+) for those that want that option.
I did not incorporate llovelin's placeable blueprint collection at this time, since I did not have time to work with tlk file updates (his system uses tlk file lines to fill in the placeable names...great for translations, not so good for simplicity on my end).
Most of the new content is from the CCC since July of last year. There's also lots of 2da corrections/additions.
I'm in the process of selling my house, buying another, and getting ready to move across the country, but I grabbed some time to get this out to everyone that's been waiting forever.
Also, no new screenshots yet, but I'll work on that. Most of the new content you've seen already in the Custom Content Challenge or my shots of updated shields.
Download: http://neverwintervault.org/cep
2da Change Log: here
CEP 2.61
#1
Posté 26 avril 2015 - 03:06
- Proleric, Zwerkules, Zarathustra217 et 10 autres aiment ceci
#2
Posté 26 avril 2015 - 04:24
- KlatchainCoffee aime ceci
#3
Posté 26 avril 2015 - 09:13
Excellent!
You might want to make an announcement on the Vault, too. The new 2.61 upgrade is available on the same page as 2.60 (a good thing), but that doesn't seem to show up in the Recent Posts, nor is it featured on the front page.
- KlatchainCoffee aime ceci
#4
Posté 26 avril 2015 - 12:54
Hooray, another CEP update!
If the community keeps up the good work like this, our game will live for another decade to come. ![]()
- KlatchainCoffee aime ceci
#5
Posté 26 avril 2015 - 01:53
Thanks!
#6
Posté 27 avril 2015 - 05:10
I wonder if the bookshelfs were fixed yet? but I look foward to seeing what was fixed on it i ned to clean my vault today and finish up work oon the mini mode I supose I can update to 2.61 without much hastle since its jst one area at the moment I havent even gotten the battle field compelted.
Cant wait to get my fingers into this tonight and remake my server gettign back on track should be easer once I have archived Placeables in the starter.
- Taino aime ceci
#7
Posté 28 avril 2015 - 03:11
Upgraded to 2.61. All is well, bar two minor glitches.
If I'm not mistaken, portraits.2da doesn't have the new lines mentioned in the change log.
The Kali creature and placeable models seem to be missing, though the new 2da files work if I add the models from the CCC.
#8
Posté 28 avril 2015 - 08:01
Upgraded to 2.61. All is well, bar two minor glitches.
If I'm not mistaken, portraits.2da doesn't have the new lines mentioned in the change log.
The Kali creature and placeable models seem to be missing, though the new 2da files work if I add the models from the CCC.
Well, crap. Thanks, I'll get those fixed.
- kuronue bloodlust aime ceci
#9
Posté 28 avril 2015 - 09:09
Looking at the races I notice one of my fav civilian races the Aarakoca do not resemble their usally displayed self in fact they remind me of of what nestlings would look like going off my vivid imagination that is.
I am also finding it difficult to look for refrences and with my dads D&D books in storage i am excessivly limited in how advanced I can make any creature I can't look up basic status for.
Also the bookshelf is still wonkey the books are above the acutal shelf (its a nwn2 thing I think where the bookshelf are below the ground level not a inital problem except this one the books are on grond level so they appear to float over the shelf, I can do a redneck fix to hide it in server for now so its not a high pryority issue but it woul be nice if you got free time to fix the nwn2 bookshelfs to find the looking right.)
#10
Posté 30 avril 2015 - 03:03
HOORAY!
Well done Amethyst Dragon.
#11
Posté 08 mai 2015 - 08:02
http://i12.photobuck...zps6d8wydko.jpg
I really enjoy the new update Tad! But I have some problems with Merrics Dad content - link above
Any solution guys ?
Regards
Siz
#12
Posté 08 mai 2015 - 08:59
http://i12.photobuck...zps6d8wydko.jpg
I really enjoy the new update Tad! But I have some problems with Merrics Dad content - link above
Any solution guys ?
Regards
Siz
I'm seeing the same issues:
Colour "pixels" in ice texture
Ice Warrior: Brute
Gorilla: Ancient
Girallion: Illathur
Lo-res blocks in VFX
Zombie: Ash: Hot
Zombie: Ash; Burnt
I don't recognise the skeleton - what's the appearance name?
#13
Posté 08 mai 2015 - 09:10
I'm seeing the same issues:
Colour "pixels" in ice texture
Ice Warrior: Brute
Gorilla: Ancient
Girallion: Illathur
Lo-res blocks in VFX
Zombie: Ash: Hot
Zombie: Ash; Burnt
I don't recognise the skeleton - what's the appearance name?
Tomb Guardian - My bad this model is not included in the CEP. It's also MD content
http://neverwinterva...l-tomb-guardian
#14
Posté 08 mai 2015 - 03:40
I've had the garillions and ash zombies working without those issues on their own without CEP, so perhaps there's a conflict with the some other resources (textures?) in there. I haven't tried them together (I've never used CEP directly). I do vaguely remember tweaking some emitters on the Ash Zombies, but I think that was just an artistic choice, not a technical issue. Been a couple months since I cracked them open, though.
-Dave
#15
Posté 08 mai 2015 - 04:46
i recall seeing similar issues when i converted compressed tgas to dds (or the other way round, i don't remember). anyway, the tga/dds converter can only handle uncompressed TGAs, otherways the result looks like a striped rainbow colored sweater. not sure if this is the case here, and somehow i doubt TAD would fall for such a beginners issue, but maybe it's a start to look for a solution?
- Zwerkules et Stylesetter aiment ceci
#16
Posté 09 mai 2015 - 01:56
i recall seeing similar issues when i converted compressed tgas to dds (or the other way round, i don't remember). anyway, the tga/dds converter can only handle uncompressed TGAs, otherways the result looks like a striped rainbow colored sweater. not sure if this is the case here, and somehow i doubt TAD would fall for such a beginners issue, but maybe it's a start to look for a solution?
I may have, who knows? Thanks for reporting this. I'll see about re-adding the original textures for the next update (which will be soon after I get computers/internet set up at my new house in June.
- Proleric et Killmonger aiment ceci
#17
Posté 09 mai 2015 - 02:19
I downloaded the Tomb Guardian for a look-see. The emitter eyes reference a texture - fxpa_smoke03 - that appears to be missing. I'm not sure if the pelvis emitter textures are standard resources or not.
[EDIT] Missing textures can be found here: steal fxpa_*.tga from this complimentary hak by MD:
http://neverwinterva...sdads-skeletons
-Dave
#18
Posté 09 mai 2015 - 09:24
i recall seeing similar issues when i converted compressed tgas to dds (or the other way round, i don't remember). anyway, the tga/dds converter can only handle uncompressed TGAs, otherways the result looks like a striped rainbow colored sweater. not sure if this is the case here, and somehow i doubt TAD would fall for such a beginners issue, but maybe it's a start to look for a solution?
You also some time get this issue if the bit size of the texture is too high. I always save as uncompressed 24-bit. I know a lot of people like 32-bit textures (I think that's the size), but they always cause issue for me.
#19
Posté 10 mai 2015 - 01:06
i recall seeing similar issues when i converted compressed tgas to dds (or the other way round, i don't remember). anyway, the tga/dds converter can only handle uncompressed TGAs, otherways the result looks like a striped rainbow colored sweater. not sure if this is the case here, and somehow i doubt TAD would fall for such a beginners issue, but maybe it's a start to look for a solution?
Before I compress tga images to dds I use tga flipper twice. I remember reading in one of the forums (long time ago) that beside turning a tga image upside down (hence use it twice so the images are the right way up), it is also supposed to remove rle compression.
@Pstemarie What do you do when your textures have transparency? That's what the extra 8 bits in 32 bit textures is for e.g. 8 bit each red, green, blue, alpha.
TR
#20
Posté 10 mai 2015 - 07:19
Can nwn even handle 8 bit alpha? I know some trickery was neecessary to get the partialy transparent cloaks of TAD. And still that is 1bit.
#21
Posté 10 mai 2015 - 10:41
It must do, otherwise my puddle placeables (hey I'm lazy, just click the image if you want to go to the download page) wouldn't work.
However, the toolset doesn't like item icons with partial transparency. If you ever looked at user made icons in the toolset and seen mysterious dots/splodges that don't appear in game, this is the reason why. If it happens with any icons I make I convert back to png and use the open source Greenfish Icon Editor Pro to fix it.
TR
#22
Posté 11 mai 2015 - 11:38
I downloaded the Tomb Guardian for a look-see. The emitter eyes reference a texture - fxpa_smoke03 - that appears to be missing. I'm not sure if the pelvis emitter textures are standard resources or not.
[EDIT] Missing textures can be found here: steal fxpa_*.tga from this complimentary hak by MD:
http://neverwinterva...sdads-skeletons
-Dave
Thank you very much for finding this!
#23
Posté 12 mai 2015 - 02:31
Before I compress tga images to dds I use tga flipper twice. I remember reading in one of the forums (long time ago) that beside turning a tga image upside down (hence use it twice so the images are the right way up), it is also supposed to remove rle compression.
@Pstemarie What do you do when your textures have transparency? That's what the extra 8 bits in 32 bit textures is for e.g. 8 bit each red, green, blue, alpha.
TR
I've always use PaintShop Pro7 for the finish work on any textures I create or modify. PSP only allows one alpha channel and the only options for bit size when you save as a tga file are 8 bit, 16 bit, and 24 bit. Maybe it expands the bit size as needed for the alpha channel?
#24
Posté 14 juillet 2015 - 01:25
Wow... I have been so busy, I am sorry I missed this.
Did this fix the issue with creature appearances? This was the one thing that prevented us from moving forward with CEP 2.6...
#25
Posté 16 juillet 2015 - 03:08
Still wondering...





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