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Title  CEP - BaseItems Inventory Release 1
Author  CEP_Team
Submitted / Updated  07-27-2003 / 06-29-2005
Category  Document
Format  HTML
Description
Final update! This is the final version of the inventory for Release 1 of the CEP. Notes: 1) This inventory is for the CEPbaseitem.hak only. If you see an 'X' beside an item, it means it is being considered for another CEP hak. It does not mean it will not be included in the CEP, just not this particular inventory. 2) Some popular items are currently marked 'N' because they do not meet technical standards. If you are interested in updating a model you really like to make it compliant, please let me know. Unfortunately, the CEP team does not have time to do them all ourselves. 3) If you find your hak here and do not want it in the CEP, please e-mail me.

Files

NameTypeSizeDownloads
BaseitemsInvv100.htmBaseitemsInvv100.htm
Submitted: 07-27-2003 / Last Updated: 01-28-2004
htm265.6Kb5308
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Comments (30):

1 2 3

Posted by Eligio_Sacateca at 2003-11-0711:52:00    
Unfortunately, there is no IRC channel for the CEP.

Posted by ath at 2003-10-1117:19:00    
this will be nice for the ppl that plays a lot , not sure what can the the opinion of the new players once the CEP is fully working, it would look weird at first to have to download some/all the CEP haks to play the small 0.6 Mb module.(the same for ppl that dont play a lot nwn) i wanted to know if there is any irc CEP's channel, thx ath

Posted by Ninjatroll at 2003-09-1709:32:00    
As I understand will there be 5 Hak's. I'm not yet a member but will perhaps work on one of the other sets. Creatures Placeables Inventory (this one, almost finished) Anathomy (heads, bodyparts, clothes) 2DA (This becouse it would be much easier to patch and add things later on. (Only download the new stuff and a new 2da hak.) The tileset hak has some problems, it will first be huge to say the least. And some serious discussion has to be made on what to include. I think this is the area that mod builders have to make their own haks in. The other sugested Haks woudl be possible and migth pop out in the future.

Posted by Nissa_Red at 2003-09-1702:29:00    
Thank you for everyone's work on this. I can't wait to have this released, as I certainly won't impose to my players to have to download *my* HAKpack that only slightly changes from a good general combo that : - is "clean" (not to worry about those pesky .2da) - offers about 90% of what I would need and want in my module As a mod builder, I will therefore have the reflex to first adapt (and everyone else will/should as well). PS : Just a little question. Since 8 general domains of hakpacks can be identified, why not make one CEP per domain ? It would be even "cleaner" : - body parts of "playable races" (heads, chest, legs, etc.) - NPC/monsters - Holdeables (Inventory) - Placeables (separating Interior/Exterior perhaps) - Tile Sets - Portraits - Loading screens - Music (perhaps more if I forgot something)

Posted by Finniksa at 2003-09-1419:45:00    
I believe CEP is doing modular portions, as in one team does Baseitems and another team will do Tilesets, etc. They probably talk about it in the actual file or in the CEP info page at the vault.

Posted by Anonymous at 2003-09-0915:03:00    
Im just looking for the most content possible in the lest amount of haks. I haven't seen are yall doing Tilesets haks? As that is the most important hak pak thing to myself.

Posted by Terminus at 2003-08-1218:33:00    
Actually, clothing and item haks are extraordinarily useful if you want to make cool looking NPCs. Although, I must admit that 90% of mods I've played don't even make the best use of the clothing options within NWN itself, they usually look pretty bland aesthetically.

Posted by Eligio_Sacateca at 2003-08-1017:07:00    
Two things: (1) we'd like to prevent the 'boom they are gone' issue on PW's or modules using the CEP for clothes and weapons. (2) we are doing placeables and creatures in parallel with all of this. One team. Different people. Can't have all the cooks working on the same soup at the same time.

Posted by Na' at 2003-08-1013:16:00    
Curious why you started with player inventories. These are pretty specific to persistant worlds or module specific and would be the last thing I would worry about. ie: Player starts character on module a, takes character to module b, boom his wonderful weapon and clothes are gone. Personally I would have stuck to things that do not affect character.bifs like placeables and monsters.

Posted by Eligio_Sacateca at 2003-08-0912:41:00    
Just wanted to post a few updates: - added the LoTR weapons through Quinn's new hak which expands the color range - deleted a few haks because, upon closer examination, they severely violated poly counts. These would be the Time Teaser swords as well as Claws and Exotic weapons. These are nice items and if anybody is interested in taking the original hak and reducing the poly counts so we can include them, please e-mail me. I can send you a list of all of what needs to be done (they need some general cleanup to be more efficient with textures as well).

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