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Tarridus

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on Sep 26, 2005, 9:03 PM, chiz wrote:
Tarridus, so it sounds like you open Dungajin's mod in the toolset, and then just edit the haks associated with it, adding CEP 1.50/1.52 up top?


Yes, under module properties/Custom Content, Dungajin has CEP already installed and all you need to do is add those two patches above the rest. Make sure the latest patch (1.52) is on top and also note that you may have to replace the TLK file as the one already installed may be old.

They (the CEP team) might have alterred the TLK file when they added the last two patches so keep that in mine. I'm not 100% sure about the TLK file but there is the possibility.

Hope that helps.

-Tarridus

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Mulu

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Yeah, I've given up on PrC too. Guess I'd better get building again.

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Schroedingers Cat

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Music - Sweet Music
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I find music and ambientsound to contribute greatly to the athmosphere, so for the DMs out there that want to meddle with music and sounds on-the-fly while IG, you might find the following wands useful:

http://nwvault.ign.com/View.php?view=scripts.Detail&id=2858
Two stand-alone wands, one for music - including SoU and HotU, easily adaptable to incorporate custom tracks, the other for ambient sounds. Settings take place in the current area the tool is used in.

1. Music Wand Functionality:
1.1. choose the music(includes all NWN tracks + SoU + HotU).
1.2. Stop and play music
1.3. Choose the delay between track repeats (0, 15, 30, 45, 60, 90, 120 [sec])
1.3. Choose battle track
1.4. Stop and play battle track
1.5. Restore original tracks for the area before the wand was used.

2. Sound Wand Functionality
2.1. Choose the ambientsound
2.2. Set the volume of the ambientsound (0, 10, 25, 50, 75, 100 [%])



Another very good looking music wand is Slynderdale's auto-updating wand:
http://nwvault.ign.com/View.php?view=Scripts.Detail&id=2645 ,
especially for those that often change the custom tracks they employ.

Sly's music wand is compatible with the ambient sound, for those that prefer his solution over the (crude but functional) one I devised.

« Last Edit: on: Nov 29, 2005, 5:25PM » I.P. Logged
fishtail11

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I like the concept - but does any one know if a starter mod is availble that has the following tools:
CEP, DMFI, and NWNX, HotU

I also realize that the need for this is wanning as NWN2 gets closer.

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Mulu

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on May 10, 2005, 6:07 AM, Mulu wrote:
Oh, it takes a step closer....

http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=5386

Add rideable horses and adventure gear to that, and I think I may even build again.

And all I can say is, NWN2 better come set up like this out of the box.

Boy, it sure didn't!

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Thelius

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on Sep 20, 2005, 11:14 AM, LIONofHUME wrote:
Do you like cookie dough?

http://nwvault.ign.com/View.php?view=Modules.Detail&id=57537&id=4270


How easy/difficult would it be to adapt this to CEP2?

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Lazybones

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Okay, I've created a new 1.69 base module for NWN1. I haven't done much testing yet, but it includes:
  • HABD bleeding/death system (v. 0.03/1.31). I know that an updated HABD was prepared by IntrepidCW, but this version seems to work best for me. Very mature, a few minor bugs but overall a very stable bleeding system.
  • DMFI 1.09beta2. I'm excited about this update as it finally does away with the NPC listening system and uses the new OnPlayerChat event included in 1.69. Should really streamline the DMFI package. Looking forward to 1.09 final. I also included the DMFI's alpha resting system, which I hope will replace Demetrious's Supply Based Rest (if not, I'll go back to that one).
  • Slyn's Music Changer. The best and simplest music selection tool IMHO.
  • CEP 2.1.
  • Set cached scripts and module variables.

I haven't put any tileset haks in yet, as I want a stable base that I can go back to when I start a new project. If anyone has any suggestions of must-have additions to the base, please post them here.

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Gulfwulf

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SBR?

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