These TOP haks are for builders that want to use CEP v2.0 or 2.1, CTP release 1.2 terrain haks and Lodrezzon's Superset terrain haks together. I modified the appropriate .2da and .set files to make this work for the Decline of Civilization PW and wanted to share the wealth.
Players: Extract cep2_top_CTP1_SS.hak (NWN 1.68/CEP 2.0) or cep21_top_CTP1SS.hak (NWN 1.69/CEP 2.1) from the .rar file and place it in your C:\NeverwinterNight\NWN\hak directory.
Builders: cep2_top_CTP1_SS.hak replaces cep2_top_v1.hak (NWN 1.68/CEP 2.0). cep21_top_CTP1SS.hak replaces cep2_top_v21.hak (NWN 1.69/CEP 2.1). Place the appropriate top hak above all optional and all core CEP, CTP and Superset haks in your module custom content list.
Areas already created using the original Superset haks will remain intact, but all non-generic doors (e.g. gates and large doors) must be erased and readded via the Toolset. Loadscreens for most of those areas will also have to be reselected.
For those familiar with .2da files, modifications to the original CEP 2.0 cep_top_v1.hak are:
- doortypes.2da modified from the CTP release 1.2 version to add the non-generic doors from Lodrezzon's Superset Terrain haks in lines 281-350. (Lodrezzon had these in lines 181-250 but the CTP already uses lines 181-234)
- Six .set files (one for each Superset tileset) modified from those in Lodrezzon's original haks to reflect the new non-generic door line numbers in doortypes.2da outlined above.
- loadscreens.2da modified from the CEP 2.0 version (in cep2_add_tiles.hak) to add the Superset loadscreens in lines 140-149 and 160-209. (Lodrezzon had these in lines 190-249 but the CEP 2.0 version reserves lines 210-249 for CTP loadscreens)
Modifications to the original CEP 2.1 cep2_top_v21.hak are:
- doortypes.2da modified from the NWN 1.69 version to add the non-generic doors from Lodrezzon's Superset Terrain haks in lines 281-350. (Lodrezzon had these in lines 181-250 but NWN 1.69 and the CTP already use lines 181-238)
- Six .set files (one for each Superset tileset) modified from those in Lodrezzon's original haks to reflect the new non-generic door line numbers in doortypes.2da outlined above.
- loadscreens.2da modified from the CEP 2.1 version to move the City06 loadscreen from line 210 to 150, add the CTP loadscreens in lines 210-249, and add the Superset loadscreens in lines 260-319. (Lodrezzon had these in lines 190-249.)
Links to Lodrezzon's Superset terrain haks:
Aztec Link Cobblestone Kingdom Link Grondol Link Mirador Link Netherwind Link Omir Link
For those who created a module using NWN 1.68, CEP 2.0, CTP 1.2 and cep2_top_CTP1_SS.hak and want to upgrade it to NWN 1.69, CEP 2.1, CTP 1.2 and cep21_top_CTP1SS.hak, simply save a backup copy of your module, upgrade your NWN installation to 1.69 and make the following changes to your module custom content:
- Select cep21_v1.tlk for the Custom tlk File
- Replace cep2_top_CTP1_SS.hak (or cep2_top_CTP1SSa.hak) with cep21_top_CTP1SS.hak at the top of the list
- Add the additional CEP 2.1 haks, except cep2_top_v21.hak, to the list in the appropriate order per CEP 2.1 instructions
- Click OK and save your module when the update is complete.
Note: You will have to reselect loadscreens for areas created with Superset Tilesets (due to the loadscreen.2da line number changes) but the update should otherwise be seamless.
(The NWN 1.69/CEP 2.1 version has been tested with NWN 1.69 Beta 9. I'll reconfirm and post an update if need be when NWN 1.69 goes final.)
UPDATE 5/24/2008: An update to the NWN 1.69/CEP 2.1 version that includes changes in CEP 2.1b and 2.1c is posted below.
Alternate version of the required .hak file. cep2_top_CTP1SSa.hak is simply cep2_top_CTP1_SS.hak with the optional alternate doortypes.2da incorporated. Use this version if you want to eliminate the "selected model does not exist" error when editing Superset non-generic door properties (see my first comment below) and don't mind those doors will no longer be available as options from the toolset palette under "Paint Doors-Standard-Tileset Specific" for their respective original tilesets. The tiles that incorporate those doors will still be available under "Paint-Terrain".
Required .hak file version for NWN 1.69 and CEP 2.1. (Do not use for NWN 1.68 and/or CEP 2.0)
Note: Updated on 5/24/2008 to include changes to several 2da files as of CEP 2.1b (no further changes for CEP 2.1c).
If you downloaded cep21_top_CTP1SS.hak prior to 5/24/2008 and use the hak as is, you should download and use the updated version posted here.
If you downloaded cep21_top_CTP1SS.hak prior to 5/24/2008 but modified it to create your own custom top hak, you should incorporate the latest itempropdef.2da, phenotype.2da and tailmodel.2da from this hak (or from the CEP 2.1b or 2.1c version of cep2_top_v21.hak) into your custom top hak.
If you haven't used the Superset terrain haks before, you will see a "selected model does not exist" error when you open the properties of any non-generic door (any tile that has a door already in the doorway when you first place it in the toolset). Ignore this error. You can still edit the door's properties and it will work just fine in game.
Read on only if you care about the technical details.
The reason for the error is this: Each of the six Superset tilesets uses 29 doors from the original NWN, SoU or HoU tilesets (castle doors, gates, etc.). Those doors are specified for their original tilesets in doortypes.2da (doortypes 6, 35-41, 44-45, 47, 51, 53-53, 56-57, 59-61, 63, 65-66, 68-71, 73, 96 and 101). There are two ways to eliminate the error, but each has consequences:
1) Edit the above lines of doortypes.2da to replace the tileset reference, e.g. "TTF01" for doortype 6, with "****". This will eliminate the "selected model does not exist" error but will also remove those doors as options from the toolset palette under "Paint Doors-Standard-Tileset Specific" for their respective original tilesets. (This is not a major problem since the parent tiles that include the doors are still available under "Paint Terrain".) I'll post an alternate doortypes.2da later for those who want to use this option.
2) Copy doortypes 6, 35-41, 44-45, 47, 51, 53-53, 56-57, 59-61, 63, 65-66, 68-71, 73, 96 and 101 to unused lines of doortypes.2da for _EACH_ Superset tileset that you want to use _AND_ edit the .set file for each tileset to reference the new doortype numbers. This will eliminate the error and make the doors available under "Paint Doors-Standard-Tileset Specific" in the toolset palette for every tileset that uses them, BUT would require a TON of work (6 x 29 = 174 door numbers, many referenced multiple times in each .set file).
I chose to do neither for my mod, but the choice is yours.
You must be Logged In to post comments in this section.