These three packs add a total of 20 new PC heads for various races and genders to Neverwinter Nights 1, based on NPCs and some City of Doors Initiative content. Add mod Mods. It is particularly useful for server admins and players of single player modules, as it allows users to view and edit virtually every aspect of NWN characters. You can access all the models by dropping any placeable in an area, editing its properties, and using the "appearance" drop-down. This is the NWN Character Creator. Or maybe rather you would like to see how many modules truly use it and we should let older go with 2.3/2.4? Bearing in mind that very few modules are certified for CPP, and that CPP remains controversial, It seems to me that we ought to recommend CEP 1.x installer for genreal puposes, with a link to this one for anyone who wants CPP. See earlier comments on this page. It was originally to be published by Interplay Entertainment, but the publisher's financial difficulties forced the change. Throwing out this CEP only because it has 2DAs merged with CPP which doesnt even contain anything more than visual fixes is something I cant understand. ;-). I was always a fan of some of their creature designs and redesigns, so seeing some of them in the CEP was very cool indeed. If stuff like that was included I'd assume that you would benefit from that even when playing a module made with CEP 2.4 or earlier. Furthermore, the actual instructions for organizing CEP2.6 haks, located here: http://neverwinternights.info/cc_bighaks.htm#CEP, strangely do not even mention "cep2_add_sb_v1" at all. It is clear you dont like the project personally too. If you have both NWN Diamond (1.69) and NWN:EE installed, you can force NWN:EE to use the NWN 1.69 folders (and save yourself disk space) by editing your Documents/Neverwinter Nights/nwn.ini file to point to the old installation folders. The Community patch 1.71 is an unofficial patch, that is compiled from work of numerous NWN community members and completed by Shadooow. These are the current main entries that are used for planning, discussion, and general information: Partial Features List: The Community Expansion Pack (CEP) has been a staple of the Neverwinter Nights community for many years. Every module that uses CEP is broken, the game play is severely bugged. Info for builders who wish to build with CEP1: While with this version, normally all you would need is the non-patch haks, there are still players without this version, so you must take this in consideration. The CEP is intended to be a "universal" download - players can download this single package to access a large number of modules and persistent worlds that otherwise would have each required their own individual downloads. or I didn't copy all of the new CEP haks correctly. Officially donating/submitting to next version: http://neverwintervault.org/project/nwn1/model/pc-animal-and-monster-heads. I left the old .hak file in the download so that it would still work for modules/PWs that already used it, then moved all the contents of that file into an importable .erf (with the same name) so that builders could import them if they want, change them, and delete any they don't feel like using. And now that the combat feels good, the story and the RP is also so much better. Lot of changes occured from CEP 1 to 2 so newest CEP1 is backwards comptabile with all CEP1 and newest CEP2 is backwards comptabile with all CEP2 Hope that answers any questions. File OK now. Or would this have an overall effect on graphics, provided I am using NWNCX? But amongs the PW admins, module builders and generally the "NWN Experts" there is huge antipathy to this patch. It's just a lot of links to change since quite a few modules use CEP1. Moderator: Freezzer. Download and run online this app named Mythrendale Persistent World for NWN CEP to run in Windows online over Linux online with OnWorks for free. It has too much stuff in it, and breaks my game badly. Thanks for this! This verion of can be used for playing (and building) modules/servers built with CEP 2.1 and later. Once downloaded, you can play modules and servers made with the CEP. It would but I wont do that sorry, I wont support CPP haters by giving them CPP free version when what we are talking here about are 5 visual fixes and improvements, I think peoples who needs this will find it those who dont see any value in CPP dont have to bother with this CEP version either. I read that I should really install the CEP because it adds much more awesome content. Not sure if I'm missing something, since it's been a long time since I messed with NWN content, but there seems to be a problem with the dynamic armor stand. Mythrendale, Neverwinter Nights CEP persistent world, integrates 20 major content enhancing systems and over 90 areas at introduction with 20 quests. Some were built with 1.5, others 1.53 and so forth. NWN Patch 1.68 is Installed. * additional area loadscreens The CEP1.X Installer does a good job of ensuring that the user has everything necessary to run all CEP1 modules, but this does the job of making a more stable, enjoyable experience playing them; the grenade bug crash and broken glass sound bug being amongst the gamebreakers/annoyances fixed. Decompressed Size: just over 5 GB (haks, tlk files, documentation, starter modules). There were many created by lovellin when CEP 2.60 was released , but that is a stand-alone entry and is not directly included in the CEP downloads. Waiting new versions! Content from the core CEP does not override default Neverwinter Nights content, nor does it affect modules that don't specifically use the CEP. And this is "the community", these peoples decide what is and whats not the standard, thus CPP is not a standard and never will be. Check out project http://neverwintervault.org/project/nwn1/prefab/placeable/cep-v260-placeable-blueprints. The difference here is that this version makes all cep haks to be compatible. Be patient, it's a 6 GB download and Steam Workshop doesn't give you a progress indicator. Create a CEP Creature Wizard item from the palette location: *CEP 2.1 Custom Palette|*DM Specific|Miscellaneous 2. Are those based on the Mil Tailor system? Question: The "starter" modules don't actually include all of the resources published in the zipped CEP2.6 download... why? I made sure to keep it backwards compatible with modules/PWs that alread used versions 2.1 to 2.4 (2.1 was the first version that worked with NWN 1.69). This CEP version is not obsolete. I read that I should really install the CEP because it adds much more awesome content. Board Threads Posts Last Post; Announcements. ;). Includes 100+ hours of award-winning adventures and the tools to create your own! Author: The NWN Community, CEP Teams, and The Amethyst Dragon. I just don't want to break anything with the CEP. If I'm right, the only version you need to play CEP1 modules is: http://neverwintervault.org/project/nwn1/hakpak/combined/cep-v1x-installer. I'm not quite convinced yet, but I'm open to persuasion based on fact, as outlined above. Included content is organized to function properly together, with necessary updates made to models, scripts, and .2da files. Edited: Reforged weapons were added as an optional hak with version 2.63. I just got NWN and its 2 expansions, haven't even played the campaign yet. Or did you have something else in mind? It will cool that development is reborn! You can access all the models by dropping any placeable in an area, editing its properties, and using the "appearance" drop-down. Sorry for the delay, didn't notice the new comment. New weapon VFX normally can't be added via hak, but it a player is running NWN with NWNCX, he or she will be able to see such additions (provided the module builder added them). - posteado en Serie Neverwinter Nights: Hola a todos:No hace mucho han colgado en el Neverwinter Vault el CEP 2.1 para descargar. I understand that the old systems and creatures are stripped into modular erfs that can be added back in at the builder's option. Happy to say (and surpised!) I only spotted two missing textures (the gothic portraits 1 and 2) and I've already taken the liberty of creating a fixes hak pak for that which I've uploaded to the Vault. I realize now matter what, I'll have to do some 2da work making it compatible with EE, considering all the new stuff in the latest patch, Berra's Estate of Horrors, "Halloween 2008 Event", Stand Alone Release - v.1.0 (Created 30th of October 2008), The Faces of Neverwinter Ver2 Sidepack release, Open - Free & open only if project also open, Prophet - Chapter II - The Century of Sorrow, AL2: Crimson Tides of Tethyr (Canceled Premium Module), Desert of Desolation Series: I3 - Pharaoh, The Aielund Saga Act IV - The Fall of Aielund (Part One), Pretty Good Character Creator / Customizer (PGC3) powered by IGIPE, Lords of Darkness 1 - The Fugitive (V3.0), The Aielund Saga Act IV - The Fall of Aielund (Part Two), The Crystalmist Campaign Chapter 2: The Lichway, Conan Chronicles 2 - The Zamorian Chronicles. Unless every one agrees that this one should be a standard CEP 1.x I can't force it, but I will continue to recommend it for solving bugs. * waypoint models 2. The new models, in many cases, would not line up quite right with many of the older style models already in the CEP, and I have no desire to burn through the time and effort at would be needed to update every weapon model in the CEP. Well, then, I guess we should recommend this version. Shield models haven't been updated yet, those will be in a future update. As for NWN 2, the OC is okay, kinda drags on forever at the start with lots of forced cutscenes and a really long act 1, but it picks up in acts 2 and 3. Option 1: "If you will be playing NWN:EE only through the Steam client: Just subscribe to the CEP in the Steam Workshop. As I understand it, all the models are still in CEP (selectable as appearances in the toolset), but many of the blueprints are now optional, because some PW builders were hitting constraints on the number of files deployed. * additional cloaks For older modules that use any version of CEP 1, you will need the following: http://neverwintervault.org/project/nwn1/hakpak/cep1-complete. Add mod Mods. It's been way too long to remember for sure, but I'm certain I would not have organized my 2.4 haks like that unless the instructions for 2.4 had instructed me to do so. I actually do this to point EE at my old hak, override, modules, tlk, portraits, and music folders. I doubt whether anything I say will change your mind, but, for the record, my concerns are purely professional. Started with verstion 2.60 and the 1.69 one to prevent bugs but the... Modules use CEP1 point of view content within this installment Realms in this bestselling Dungeons Dragons. 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