This fixes cloaks and adds the Bioware suggestion of a null cloak slot for use of cep cloaks. Just overwrite the current 1.53 patch and you are ready to use 1.68.
Posted by Barry_1066 at 2007-01-06 19:45:55 Voted 10.00 on 01/06/07
If anyone is using CEP prior to 2.0 then this should still help modules requiring it to work.
Posted by Owl of White at 2006-09-30 00:02:37 Voted 10.00 on 09/30/06
Agreed with all praise listed above. Nice to see people making quick fixes.
(sorry for the delay in voting)
Posted by Alcor at 2006-09-20 12:47:58 Voted 10.00 on 09/20/06
Always quick to respond, thanks for an excellent fix and for making a choice in cloaking mechanics available. _________________________ Alcor ~ PEOPLE SHOULD NOT BE AFRAID OF THEIR GOVERNMENTS ~ GOVERNMENTS SHOULD BE AFRAID OF THEIR PEOPLE ~ Codename: V for Vendetta
Posted by Ariel at 2006-09-07 05:53:28 Voted 10.00 on 09/07/06
Thanks you for this, it is allowing The Badlands PW to continue onward in all it's splendor :) Please consider fixing the icon issue as cep2 clashes with my mod terribly. I know it's just me asking, but I'm sure others will appreciate it as well. Thanks again for the great job. _________________________ /Ariel
Posted by Tharkanos at 2006-09-06 11:35:06 Voted 10.00 on 09/06/06
Cool. Thanks for the explanation.
Posted by Barry_1066 at 2006-09-06 11:29:35 Voted 10.00 on 01/06/07
No one has reported inventory bugs nor have I experienced any. There are a few Icons that do not show in the toolset -- only -- but do show in the game and are there as always. The time required to take some time to sort out the icons is not worth the investment with 2.0 due out so soon. If the CEP 2.0 does not come out within a month i shall consider making more extensive fixes.
It is my intent to keep ALL new Bioware content and functionality intact and to allow CEP to function with it.
Posted by Tharkanos at 2006-09-06 11:03:36 Voted 10.00 on 09/06/06
So, I'm not sure I understood well : Does this fix the inventory bug too ?
Posted by Rosietreats at 2006-09-06 05:39:30 Voted 10.00 on 09/06/06
Thanks a million, Barry_1066!
Posted by Charissa at 2006-09-04 08:36:11 Voted 10.00 on 09/04/06
Thanks again Barry and Flamecrow. _________________________ Charissa
"It does not do to leave a live dragon out of your calculations, if you live near him." J. R. R. Tolkien
Posted by AthenaMeter at 2006-09-04 07:10:07 Voted 10.00 on 09/04/06
What a timely patch. Thanks Barry and Flamecrow. It's nice to have choices. :)
Posted by RoAnnon at 2006-09-04 00:24:44 Voted 10.00 on 09/04/06
This is great! Awesome job Barry (and flamecrow). Thanks! _________________________ I'm half human, on my mother's side
Posted by Sharona Curves at 2006-09-03 18:15:20 Voted 10.00 on 09/03/06
very nice. i can finally upgrade permanently to v1.68.
thank you Barry_1066!
Posted by Barry_1066 at 2006-09-03 12:22:38 Voted 10.00 on 01/06/07
SilverStar333:
Frankly I do not understand your reasoning, if a module requires cep it will need fixing to run properly under 1.68. This is a 1.53 cep unofficial update that fixes most of the issues including the log on and everything hosile bug, the i cannot move bug and a few others when using 1.68 and the CEP. This patch has been testing my my PW since the day of release and things are running smoothly (with the exception of a few icons lost in cep) which would take much longer to fix and with cep 2.0 due out any day now, is not really an issue.
the Baseitem.2da was changed to have the new Bioware sturcture and complete 2da for 1.68. One other line was changed in the other null cloak fix was proposed by Creg of Bioware
[quote]
Unfortunately there is no NULL cloak option available in the 1.68 update.
Fortunately it is really easy to add one (if you know how to modify a 2da file).
Open up the cloakmodel.2da (you can find it in your 2dasource.zip file in the NWN install directory, or you can export it from the HotUPatch.bif using a tool like nwnexplorer).
Add a new "Invisible" or "NULL" cloak row and set all the data entries to 0 (except for the ENVMAP column which should be left as "default")..
Save your changes to the cloakmodel.2da.
Now put the new cloakmodel.2da in your module's hack pak (or throw it into override for testing).
Launch the toolset and select the new "Invisible" cloak model for your cloaks. When equipped the cloak wont show up on the creature.
Hope that helps,
Craig. [quote/]
This is all that has changed, yet you get the best of both systems and you can still use cep capes if you desire and use the new system too.
Well, for my take on this, this is great if you're building a module :) But for those of us playing other mods, who want invisible cloaks back, my patch is better for that purpose from all I've read here. I personally don't wish to take apart every last great mod I've dl'ed and insert all the scripts/haks to correct everything, that would not just take hours, but LONG days and days. What I do think, as a suggestion, is that if someone is going to have cloaks show up in their mod, who has everything fixed (that means things like wings showing up with cloaks, tails showing up, armor shoulder pads showing up, etc.), they should attach a note in the description, or put in the readme file, to turn off any hak you are using to make cloaks invisble before playing the mod. I'm sure if the author of any mod took time to fix everything, and wanted everyone to have max enjoyment, that note wouldn't be a problem :) Just an idea ;) _________________________ Never pass up a good opportunity!
Posted by Owl of White at 2006-09-02 21:26:14 Voted 10.00 on 09/30/06
I think the rebuilding of the module is connected to what I said about saving the module with 1.68. Then again, generally rebuilding a mod isn't a bad thing to do when things don't work.
"It does not do to leave a live dragon out of your calculations, if you live near him." J. R. R. Tolkien
Posted by Owl of White at 2006-09-02 10:47:41 Voted 10.00 on 09/30/06
>>JediGandalf: Make sure you have the CEP 1.53 patch all the way on top of your module's haklist. Also make sure your module is saved with 1.68.
If need be you can extract the cloakmodel.2da from the hak and extract it into a seperate hak.
>>NWN DM: Indeed a number of icons will not be selectable in the toolset anymore, this is due to bioware having 2da's with extra rows and the merge with the CEP didn't include the adding of those extra rows to the CEP part of the 2da. To add those rows manually would be a load of work.
Realistically speaking CEP 2.0 should be out soon enough (trying to stay optimistic) and all icons will be back then.
The Icons will still be visible in game, so no need to worry about that. The only thing it does is make them inaccesable in the toolset.
Let's just keep our fingers crossed and hope CEP 2.0 comes out soon. Till then I think this is quite an adequate solution for updating to 1.68 in a CEP world.
Posted by Barry_1066 at 2006-09-02 09:27:54 Voted 10.00 on 01/06/07
JediGandalf:
I suggest you get the critical rebuild 1.68 and reinstall 1.68 with that. Most people have no problem and this update situation has occured once on our server and that fixed it -- sooooo.
No. I still do not see the new cloaks. What I see in the apperances tab is the CEP cloaks. I deleted the old 1.53 patch and replaced it with this one. I've played around with adding different CEP haks in different order but no success. Like I said, they do show up in game. But editing in Toolset, I see the "bag" model with the CEP cloaks.
Did this just happen to me, or does using this somehow blow out a whole bunch of icons (i.e. not available for use) in the toolset for books, gloves, bracers, shields, etc...?
This patch worked great for running my mod with 1.68. It would be interesting to see if this could be turned into a 1.54 patch for CEP, unless that is already in the works.
Posted by Barry_1066 at 2006-09-02 06:54:04 Voted 10.00 on 01/06/07
question:
Just one Question (because I can not test it here right now):
Will it be possible to use cep and bioware cloaks at the same time? E.G. Player one runs with CEP Cloak, Payer two uses the bioware cloak the same time?
Posted by Barry_1066 at 2006-09-01 20:14:39 Voted 10.00 on 01/06/07
Did you overwrite the previous cep 1.53 hak? If you did you should see the cloaks in the mod. Go to a custom cloak and enter edit mode -- tab to appearance -- look to see if you have the menu with text options and NOT icon selecton. There should also be a button to select colors, if not you did not overwrite the previous 1.53 patch.
To be clear, this goes in the hak directory of your NWN instilation, overwriting the previous cep 1.53 hak file.
I cannot see the new Bioware cloaks using this. I doing something amiss?
Posted by Barry_1066 at 2006-09-01 19:17:06 Voted 10.00 on 01/06/07
Challseus:
All the new cloaks will show as designed. There is a new slot for a null cloak so that one does not have to have the cloak show and can choose a cep cloak from neck or robe if desired but all the new cloaks Lisa made for Bioware are functional.
This is a fix so CEP does not break things like longing in with everything hosile or unable to move. Remember the server you go to needs to use this however if they are not the system is broken anyway so you might as well use it.
So -- if you use the invisible model for a cloak, then you can use the old cep cloaks -- if you use the other models, you see the new cloaks. This patch gives you both -- and i have offered to upload a prefab with a store with all the standard pallet cloaks set to null/invisible as well and my custom cloaks for DMs to exchange to players who desire that option.
Again, this patch makes the new cloaks work properly and ADDS the null/invisible cloak option.