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CEP v2 Posted: 09 Aug 2006 04:18 PM |
http://nwn.bioware.com/players/cep.html
I know we're not presently using CEP for reasons of current HAK-pak inclusion, but there is a new release nigh, and besides a wide variety of new content, it included the DLA team's implementation of rideable mounts.
Money quotes from an interview on v2 (http://nwn.bioware.com/players/cep_interview_2.html):
For Players: CEP brings together some long awaited features to Neverwinter Nights, which includes rideable horses; backpacks, satchels, and sword scabbards that players can wear; arcane and emitter based shields; hundreds of new monsters and creatures; and over a thousand items ranging from gothic furniture to room sized piles of gold to represent a dragon's horde.
Other features include the ability to put a ceiling over an area; place sections of fog, smoke, water just about anywhere; thousands of components to make your weapons and armor unique; 121 new portraits for players and NPCs; boarded doorways; dozens of aged and weathered weapons; pressure plates with letters on them; alphabet letters that can be placed on floors and walls; musical instruments; and far more.
For Builders: One of the major improvements is that we've changed the structure of the CEP haks themselves so that builders can now use CEP the way they want to use it. This new version of CEP remains easy to use for new builders, yet offers increased power and flexibility for experienced builders who want to further customize CEP.
Builders get to pick and choose exactly what custom content and features they want to appear in their toolset and in their modules. This means, for example, that if you don't plan on using specific CEP creatures, weapons, placeables, or other items, you can simply remove them from your custom palette. Now your toolset will only list the CEP content that you prefer to use.
In other words, if you don't use undead creatures you can easily just remove them from being listed in the creature's custom palette. If you don't use certain types of furniture you can easily remove them as well. In all cases, however, regardless of what you remove from your toolset's custom palette, this does not actually change your version of CEP, so your players won't need to do anything extra to play your adventure.
Any possibilities of this becoming supported in Vives?
G |
"Always looking for the line" |
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Re: CEP v2 Posted: 09 Aug 2006 07:21 PM |
CEP itself? No. No Chance.
To try to incorporate it into vives at this stage would be nigh impossible. To do so would involve rebuilding every area, NPC, every monster, every object and placeable in the mod.
However, if there are things in CEP that we do not have that we want, we should be able to find ways to include it - like rideable horses. (I assume here that they will not be CEP only released)
- Paul |
Purpose in life: finding better ways of allowing players to kill themselves. Repeatedly. -- "...Cause he mixes it with love And makes the world taste good." -- <@James42> Lawful good isn't in your vocabulary, it's on your menu.
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Re: CEP v2 Posted: 09 Aug 2006 07:29 PM |
For Builders: One of the major improvements is that we've changed the structure of the CEP haks themselves so that builders can now use CEP the way they want to use it. This new version of CEP remains easy to use for new builders, yet offers increased power and flexibility for experienced builders who want to further customize CEP.
Builders get to pick and choose exactly what custom content and features they want to appear in their toolset and in their modules. This means, for example, that if you don't plan on using specific CEP creatures, weapons, placeables, or other items, you can simply remove them from your custom palette. Now your toolset will only list the CEP content that you prefer to use.
Wouldn't this allow you to include the juicy bits without breaking existing functionality?
G |
"Always looking for the line" |
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Re: CEP v2 Posted: 09 Aug 2006 07:33 PM |
unlikely.
I'll certainly look at what is possible, but unlike that it can be combined with vives mods with out some serious rework.
I'll know when it is out |
Purpose in life: finding better ways of allowing players to kill themselves. Repeatedly. -- "...Cause he mixes it with love And makes the world taste good." -- <@James42> Lawful good isn't in your vocabulary, it's on your menu.
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