I suspect that there are at least 4 tileset groups in the extended Forest that are the issues (DLA Edge fix is likely one), and the City Interior 1 and biointeriors seems to break at the joist where ceilings wrap over one of the corner types. If you find yourself doing the latter, be careful not to open the area you know will cause the fatal exception.įor CEP3 going forward, and perhaps for CEP2.6x, it would be a huge QoL improvement to find, learn and discover how to make those old Bessie's play nice with new content and material without half-baked work-arounds and cockamamie schemes (like what I had to do). However, this alone did not fix all the problems and some areas I had to completely rebuild from scratch (mostly with biointeriors). My work-around was to seat biointerior.hak (the Facelift) above the cep tileset haks (cep_ext_tiles, cep_add_tiles1, cep_add_tiles2). The prime offenders are the Forest and City Interior 1. The cep_extended tilesets just add more tileset groups to the Bioware tilesets. But don't misunderstand me, there is a lot, and I mean a lot, of content in some of those extended tilesets, so it's easy for a monkey wrench to get tossed a bit. The reasons why are unclear, but I suspect it has to do with naming conventions and a few other things, but also the original cep_ext_tiles and cep_add_tiles are a bit dodgey. I know because I battled this several years ago in isolated obscurity. A few of the cep extended tilesets do not play nicely with the facelifts, and merging the two will corrupt your module. He's not a "special kind of idiot, for this is a known issue and one I warned of before back when you started on this venture. Just thought I'd leave this here for fellow noobs. I am new to the game, so if anyone with more experience cares to chime in with knowledge/potential issues, please do. Also, you'll need to Name your Placeables as you go unless you leave the Custom Tlk File as "cep260b" - it seems the name generated upon placement is dictated by this file. I'm guessing there are a number of new Placeables between CEP v2.60 and v3, so not everything may be appearing that version 3 includes. erf files through File->Import, and the Placeables "Custom" tab was populated with the blueprints (switched the Custom Tlk File back to "cep3" after importing). Set the Custom Tlk File to "cep260b" and imported the three. I added "cep2_top_2_60b" second in the Custom Content list, underneath "cep3_2das", and "cep_2_add_sb_v2" underneath "cep3_phenos", and nothing has broken *yet*. hak files accessed through Edit->Module Properties->Custom Content that no longer exist in CEP 3. It seems to be working okay (for the moment at least).įollowed the instructions as best as I could in the Blueprint documentation linked above, though it refers to a bunch of CEP 2.60. It has been very time consuming.įound the following Placeables blueprints for CEP 2.60 that has been saving me a ton of time otherwise spent on creating my own blueprints: I'm new to modding so haven't previously installed any CEP content - unsure whether this has anything to do with it.Īt the moment, I'm having to spawn an item that I figure is close to what I'm looking for in the CEP, then open properties and scroll through the entire list until I find what I'm looking for, place it, then copy it to the palette and change a bunch of the info for every item. I'm having the same issue no blueprints are populating for Placeables.
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