Moderator: Event DM
-
Grizpin
- Prince of Bloated Discourse
- Posts: 229
- Joined: Sun Apr 25, 2004 3:08 am
- Location: Delaware, USA
Post
by Grizpin » Thu Sep 09, 2004 11:38 am
Greetings,
I was wondering if the CEP placeables were included in the toolset once the CEP is installed. I did not see any objects or tilesets that seemed to be part of the CEP. Maybe I'm looking in the wrong place? Could someone point me in the right direction?
Regards,
Grizpin
Cleric of Vorin
Organizer of A.B.L.E.
A.T.U. Apprentice Sage
----------------------------------------------------
There is no such thing as failure. There is only time to learn!
-
Psyco
- Elder Sage
- Posts: 3288
- Joined: Mon Jun 30, 2003 10:05 pm
- Location: New Zealand (NZDT, +12 GMT)
-
Contact:
Post
by Psyco » Thu Sep 09, 2004 11:44 am
you need to add the haks to the module to get cep content to show up. And the order is important.
Hks are udded under the custom content tab of the module properties window. and the correct order is.
CoPaP Patch
CoPaPHak4_2.hak
cep1patch.hak
cep2da.hak
cepanatomy.hak
cepbaseitem.hak
cepcreature.hak
cepplace.hak
cepportrait.hak
ceptexture.hak
UniversalHak_4_2.hak
and the CoPaP TLK 3.3 in the tlk box in the same tab
-
Jonezie
- Team Member; Retired with Honors
- Posts: 3905
- Joined: Wed Jun 09, 2004 7:05 am
- Location: Melbourne (GMT +10)
Post
by Jonezie » Thu Sep 09, 2004 11:46 am
Also, the CEP stuff is in the custom palette rather than the standard one.
-
Grizpin
- Prince of Bloated Discourse
- Posts: 229
- Joined: Sun Apr 25, 2004 3:08 am
- Location: Delaware, USA
Post
by Grizpin » Thu Sep 09, 2004 12:47 pm
Thank you for your replies
I think I am familiar with the custom tab in the module properties window. How exactly do I import the hak files under that custom tab? I'm still new to the toolset.
Thanks again,
Grizpin
Cleric of Vorin
Organizer of A.B.L.E.
A.T.U. Apprentice Sage
----------------------------------------------------
There is no such thing as failure. There is only time to learn!
-
Enverex
- Sage
- Posts: 2060
- Joined: Thu Jun 03, 2004 3:05 pm
- Location: Worcester, UK
-
Contact:
Post
by Enverex » Thu Sep 09, 2004 1:07 pm
Open the toolset, select "Edit" from the toolbar at the top of the screen and click "Module Properties" on there there should be a tab labeled "Custom Content".
-
Grizpin
- Prince of Bloated Discourse
- Posts: 229
- Joined: Sun Apr 25, 2004 3:08 am
- Location: Delaware, USA
Post
by Grizpin » Thu Sep 09, 2004 3:41 pm
Enverex wrote:Open the toolset, select "Edit" from the toolbar at the top of the screen and click "Module Properties" on there there should be a tab labeled "Custom Content".
Thanks Enverex
I got that part... I want to know how to import the hak files under the custom content tab. I'm at work and can't look at the toolset right now. I figured it wouldn't hurt to get a head start so I had the information I needed when I got home.
Regards,
Grizpin
Cleric of Vorin
Organizer of A.B.L.E.
A.T.U. Apprentice Sage
----------------------------------------------------
There is no such thing as failure. There is only time to learn!
-
Enverex
- Sage
- Posts: 2060
- Joined: Thu Jun 03, 2004 3:05 pm
- Location: Worcester, UK
-
Contact:
Post
by Enverex » Thu Sep 09, 2004 3:56 pm
Grizpin wrote:Enverex wrote:Open the toolset, select "Edit" from the toolbar at the top of the screen and click "Module Properties" on there there should be a tab labeled "Custom Content".
Thanks Enverex
I got that part... I want to know how to import the hak files under the custom content tab. I'm at work and can't look at the toolset right now. I figured it wouldn't hurt to get a head start so I had the information I needed when I got home.
Regards,
Grizpin
No, thats all you need to do. There will be a pulldown menu with them all there, and you just need to select each one then click Add. You dont need to search for them or anything as they are already installed for the game itself.
-
Grizpin
- Prince of Bloated Discourse
- Posts: 229
- Joined: Sun Apr 25, 2004 3:08 am
- Location: Delaware, USA
Post
by Grizpin » Thu Sep 09, 2004 5:03 pm
Great, thanks!
Cheers
Cleric of Vorin
Organizer of A.B.L.E.
A.T.U. Apprentice Sage
----------------------------------------------------
There is no such thing as failure. There is only time to learn!
-
Vichan Lyonsen
- CCC

- Posts: 3886
- Joined: Sat Jul 12, 2003 5:23 am
- Timezone: pacific
- Location: San Diego PST >GMT-8<
Post
by Vichan Lyonsen » Thu Sep 09, 2004 6:45 pm
You might have to refresh the pallatte if for some reason the cep items dont appear at first....it happens to me a lot...
I'm embracing my inner curmudgeon.
Player of;
Sh'Meara (Samara) Gwenever
Kala Dall
-
Demonlady
- Apprentice Scholar
- Posts: 969
- Joined: Mon Mar 29, 2004 4:18 pm
- Location: timezone: GMT +1, winter: GMT +1, summer: GMT +2
Post
by Demonlady » Thu Nov 18, 2004 10:47 pm
Related to this - how do you make a copy of a Custom CEP creature under the Customs tab so you can edit it to something you want to have ?
For example, a CEP creature with less abilities.
Demonlady
"If I had been a cat, curiosity would have killed me a long time ago".
-
Talwin Hawkins
- Team Member; Retired with Honors
- Posts: 3980
- Joined: Fri Aug 27, 2004 7:56 pm
- Timezone: GMT+1
- Location: London - England GMT
Post
by Talwin Hawkins » Thu Nov 18, 2004 10:56 pm
place an original, change the poperties of the creature to what you want it to be THEN ADD TO PALLETE.
I say that in capitals as i have done that and when you try to Dm it it doesnt work
once thats done its saved where ever you put it.
Woodsmaster Talon Blade
Battle Sergeant of Le'Nofaythen'T'Nanshi
Former Hero of of Lonovanen'Hirefya
____________________
Deider wrote:
Michelle Pfeiffer - I'd drink her bathwater.
http://twitter.com/AJDSullivan
-
Aloro
- Team Member; Retired with Honors
- Posts: 12805
- Joined: Sat Dec 28, 2002 5:11 am
- Location: Rainbow's End
-
Contact:
Post
by Aloro » Thu Nov 18, 2004 11:02 pm
Demonlady wrote:Related to this - how do you make a copy of a Custom CEP creature under the Customs tab so you can edit it to something you want to have ?
For example, a CEP creature with less abilities.
Demonlady
Just edit a copy instead of editing the original. Placing one then saving to the palette is unnecessarily complicated.
- Aloro
Aleksandr Solzhenitsyn wrote:The meaning of earthly existence lies, not as we have grown used to thinking, in prosperity, but in the development of the soul.
-
Talwin Hawkins
- Team Member; Retired with Honors
- Posts: 3980
- Joined: Fri Aug 27, 2004 7:56 pm
- Timezone: GMT+1
- Location: London - England GMT
Post
by Talwin Hawkins » Thu Nov 18, 2004 11:06 pm
*pokes tongue out at Aloro*
smarty pants.
Woodsmaster Talon Blade
Battle Sergeant of Le'Nofaythen'T'Nanshi
Former Hero of of Lonovanen'Hirefya
____________________
Deider wrote:
Michelle Pfeiffer - I'd drink her bathwater.
http://twitter.com/AJDSullivan
-
Aloro
- Team Member; Retired with Honors
- Posts: 12805
- Joined: Sat Dec 28, 2002 5:11 am
- Location: Rainbow's End
-
Contact:
Post
by Aloro » Thu Nov 18, 2004 11:12 pm
Talwin Hawkins wrote:smarty pants.
That's better than the alternatives, I always say.
- Aloro
Aleksandr Solzhenitsyn wrote:The meaning of earthly existence lies, not as we have grown used to thinking, in prosperity, but in the development of the soul.
-
szabot
- Team Member; Retired with Honors
- Posts: 10693
- Joined: Thu Jun 17, 2004 11:36 pm
- Timezone: Central (GMT-5)
- DM Avatar: Wilsash
- Location: The Abyss
-
Contact:
Post
by szabot » Thu Nov 18, 2004 11:38 pm
Out of curiousity, why does the order for adding the haks matter?
Also, how do you "refresh" the palette?
-
Nevyn
- Scholar
- Posts: 1076
- Joined: Sat Jul 17, 2004 11:31 am
- Location: Perth West Australia (GMT +8)
-
Contact:
Post
by Nevyn » Thu Nov 18, 2004 11:48 pm
The order of the Hak's is very important.
The Haks listed at the top have priority over the ones below.
If a file is in more than one Hak the file that resides in the highest priority Hak is used.
This way Hak updates can be just a single small Hak updating components from multiple previous haks.
"No greater love hath a man than he lay down his life for his brother. Not for millions, .. not for glory, not for fame. For one person, .. in the dark .. where no one will ever know .. or see."
B5 - Comes the Inquisitor
-
Jonezie
- Team Member; Retired with Honors
- Posts: 3905
- Joined: Wed Jun 09, 2004 7:05 am
- Location: Melbourne (GMT +10)
Post
by Jonezie » Thu Nov 18, 2004 11:56 pm
szabot wrote:Also, how do you "refresh" the palette?
Go to the custom palette, right click on the appropriate category, and selcet "refresh palette" from the menu that comes up. I don't know if this refreshes the whole palette, or just the category that you select it for.
-
Demonlady
- Apprentice Scholar
- Posts: 969
- Joined: Mon Mar 29, 2004 4:18 pm
- Location: timezone: GMT +1, winter: GMT +1, summer: GMT +2
Post
by Demonlady » Fri Nov 19, 2004 9:10 am
Aloro wrote:Demonlady wrote:Related to this - how do you make a copy of a Custom CEP creature under the Customs tab so you can edit it to something you want to have ?
For example, a CEP creature with less abilities.
Demonlady
Just edit a copy instead of editing the original. Placing one then saving to the palette is unnecessarily complicated.
- Aloro
Uhm, I'd love to but it keep yelling at me that you can not save it as it's from a CEP blueprint.
Then it tells me what I *should* do which about of course me as a newbie on this has no clue what is intended.
Care to tell me how I make a copy from a CEP creature and can place it under Custom1 for example ?
Demonlady
"If I had been a cat, curiosity would have killed me a long time ago".
-
Jonezie
- Team Member; Retired with Honors
- Posts: 3905
- Joined: Wed Jun 09, 2004 7:05 am
- Location: Melbourne (GMT +10)
Post
by Jonezie » Fri Nov 19, 2004 12:16 pm
Demonlady wrote:Aloro wrote:Demonlady wrote:Related to this - how do you make a copy of a Custom CEP creature under the Customs tab so you can edit it to something you want to have ?
For example, a CEP creature with less abilities.
Demonlady
Just edit a copy instead of editing the original. Placing one then saving to the palette is unnecessarily complicated.
- Aloro
Uhm, I'd love to but it keep yelling at me that you can not save it as it's from a CEP blueprint.
Then it tells me what I *should* do which about of course me as a newbie on this has no clue what is intended.
Care to tell me how I make a copy from a CEP creature and can place it under Custom1 for example ?
Demonlady
You should just be able to right click on the blueprint you want to copy in the palette and selcet "Edit Copy" from the menu that will appear. It will create a copy for you, which you can then modify to your heart's content. When you click 'OK', the new version (with any changes you made) will be automatically saved to the custom palette. To put it in a diffent catergory, change this on the "Basic" tab of its properties. If this is not working for you, I don't know what the problem would be, as I have never had any problems editing CEP creatures.
-
Krator
- Elder Sage
- Posts: 4935
- Joined: Thu Jun 10, 2004 6:44 pm
- Timezone: GMT
- Location: Amsterdam
Post
by Krator » Fri Nov 19, 2004 12:20 pm
Or just create from instance and set the appearance to the desired creature and make the hide/abilities yourself

-
Tali Esin
- Apprentice Scholar
- Posts: 681
- Joined: Sun Mar 21, 2004 8:28 am
Post
by Tali Esin » Mon Nov 22, 2004 9:22 pm
Psyco wrote:you need to add the haks to the module to get cep content to show up. And the order is important.
Hks are udded under the custom content tab of the module properties window. and the correct order is.
CoPaP Patch
CoPaPHak4_2.hak
cep1patch.hak
cep2da.hak
cepanatomy.hak
cepbaseitem.hak
cepcreature.hak
cepplace.hak
cepportrait.hak
ceptexture.hak
UniversalHak_4_2.hak
and the CoPaP TLK 3.3 in the tlk box in the same tab
Could we get the order for the latest patches and haks? I'm assuming they will be:
CoPaP Patch
CoPaPHak4_3.hak
cep1patch150.hak
cep1patch.hak
cep2da.hak
cepanatomy.hak
cepbaseitem.hak
cepcreature.hak
cepplace.hak
cepportrait.hak
ceptexture.hak
UniversalHak_4_3.hak
Where does the Avlis_main1_0.hak go?
TLK file is copaptlk_3_4, correct?
-
Psyco
- Elder Sage
- Posts: 3288
- Joined: Mon Jun 30, 2003 10:05 pm
- Location: New Zealand (NZDT, +12 GMT)
-
Contact:
Post
by Psyco » Mon Nov 22, 2004 10:09 pm
Tali Esin wrote:Psyco wrote:you need to add the haks to the module to get cep content to show up. And the order is important.
Hks are udded under the custom content tab of the module properties window. and the correct order is.
CoPaP Patch
CoPaPHak4_2.hak
cep1patch.hak
cep2da.hak
cepanatomy.hak
cepbaseitem.hak
cepcreature.hak
cepplace.hak
cepportrait.hak
ceptexture.hak
UniversalHak_4_2.hak
and the CoPaP TLK 3.3 in the tlk box in the same tab
Could we get the order for the latest patches and haks? I'm assuming they will be:
CoPaP Patch
CoPaPHak4_3.hak
cep1patch150.hak
cep1patch.hak
cep2da.hak
cepanatomy.hak
cepbaseitem.hak
cepcreature.hak
cepplace.hak
cepportrait.hak
ceptexture.hak
UniversalHak_4_3.hak
Where does the Avlis_main1_0.hak go?
TLK file is copaptlk_3_4, correct?
That looks right from memory, just
1) get rid of the copap patch, its no longer needed.
2) put the avlis_main at the top
3) tlk is now 3.4
-
Sindol
- Team Member; Retired with Honors
- Posts: 6479
- Joined: Mon Jan 06, 2003 4:23 pm
- Location: Nijmegen - Netherlands (GMT+1)
-
Contact:
Post
by Sindol » Tue Nov 23, 2004 7:13 am
Two posts down from this one, you'll find this:
viewtopic.php?t=41845
Search function is your very best friend.
So much fun,
yet so little time to enjoy it.
- Sindol
-
Tali Esin
- Apprentice Scholar
- Posts: 681
- Joined: Sun Mar 21, 2004 8:28 am
Post
by Tali Esin » Tue Nov 23, 2004 4:20 pm
Believe it or not, I did use the Search function.
That's how I found this thread.
It all depends on the parameters... *wink*