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CEP Compatible Hakpaks are now complete!

Posted: Mon May 31, 2004 2:57 pm
by Themicles
That's right. The CoPaP and Universal hakpaks, as well as the CoPaP TLK, are now fully CEP compliant! Once these haks are implimented on CoPaP servers, you WILL need the CEP.

Here are the new version numbers and filenames:
CoPaP Hak version 4.2 (CoPaPHak4_2.hak)
CoPaP TLK version 3.3 (CoPaPTlk_3_3.tlk)
Universal Hak version 4.2 (UniversalHak_4_2.hak)
CEP Version 1.01

On top of making the hakpaks CEP compatible, I've also made new base items for the Avlis custom icons so that we can have more room to expand, without worrying about the CEP, or BioWare, overriding them. Of course, this means that existing crafting items will need to be modified, or remade, but its worth the lack of future hassle.

I've also made three new base item groups for new fish icons that I've made myself.
Small Fish (8 icons) (Base Weight 0.5 lbs)
Medium Fish (5 icons) (Base Weight 10 lbs)
Large Fish (4 icons) (Base Weight 19.4 lbs)

For builders, heres an image that documents the names of the real life fish that the icons are based on, as well as recommended weights. Due to some unknown reason, I could not set the Large Fish category to have a base weight of 30 lbs, as the document suggests. Also a note for builders... DO NOT USE AVLIS MISC LARGE YET. It will crash your toolset due to a lack of any icons for that base item.

-Themicles

Posted: Mon May 31, 2004 4:33 pm
by Themicles
FOR BUILDERS:

Module Hakpak order:

CoPaPHak4_2.hak
cep1patch.hak
cep2da.hak
cepanatomy.hak
cepbaseitem.hak
cepcreature.hak
cepplace.hak
cepportrait.hak
ceptexture.hak
UniversalHak_4_2.hak

This order is VERY important.
It is also VERY important to have the CoPaP TLK 3.3 attached to the module! If you do not, you will have a LOT of broken NPCs after making new ones, or even just VIEWING their properties...

Posted: Mon May 31, 2004 7:44 pm
by Ferus
you da man!!

Posted: Mon May 31, 2004 9:09 pm
by Themicles
DO NOT UPDATE YOUR MODULES YET!

There are two bugs that I just fixed.

They are in a copap_patch.hak that will go at the TOP of your haks list.
If you compile your own 2da hak, you'll need to use the appearances.2da in the copap_patch.hak when doing so.

-Themicles

Posted: Tue Jun 01, 2004 5:42 am
by Ferus
so patch and haks.
patch at top with copap.