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Comments to date: 6. Page 1 of 1. Average Rating:
Matsnorge 3:14am on Thursday, October 14th, 2010 
If you like playing D&D there is almost no doubt that you will like this game. Great stuff, and free online play!
n7wtf 8:57pm on Sunday, October 3rd, 2010 
The game starts out with a pretty good story line, but a little simplistic at first. It builds up and becomes more complex over time.
gts4oo 10:14pm on Wednesday, September 8th, 2010 
Great experience First of all, this is an older title that fans of the latest and greatest may dismiss right off.
aivarannamaa 3:18pm on Monday, June 21st, 2010 
Neverwinter Nights Platinum Edition Ordered the product and it got here in the advertised condition.
Frank D. Hubeny 6:02pm on Wednesday, April 28th, 2010 
this is my first rpg game ever and it is so f...  this game is fun for first timer rpg gamers camera control is sometimes lack this is my first rpg game ever and it is so fun i could stay up for hour playing this game online and off line this game is fun for first timer rpg g... this is my first rpg game ever and it is so fun i could stay up for hour playing this game online and off line this game is fun for first timer rpg g...
dgermann 10:16pm on Thursday, April 1st, 2010 
great dnd rules based game, with virtually unlimited replay value with the free addons and online play in addition to the three games included. Great game for all the D&D fans out there. The included single-player modules are great, fantastic role-playing opportunities abound.

Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.

 

Documents

doc0

Kerry McElhaney Charade Concept Doc Charade is a murder mystery game set in medieval times, where the player must solve a grisly murder and bring justice to a large town. The player takes the role of Quentin, a private investigator hired by a rich noble to solve the murder of his son. The player must unravel a web of lies surrounding the crime, search for clues, and collect evidence to build a case against a suspect and see that justice is served. Throughout the game the player interacts with the many residents of the town of Hickory Docks. The player must think critically about the clues and struggle against the people of Hickory Docks, who are all quite pleased that the nobles son is gone. Created for the PC using the Neverwinter Nights toolset, the game is modified to fit the genre of adventure mystery. The target demographic is fans of the mystery genre. Such people would be fans of television shows such as CSI or Law and Order, or mystery novels, such as those by Agatha Christie. The target demographic is also casual gamers. The game is short, and can be done at a leisurely pace. The game is most appropriate for kids 16 or older. There are many fans of CSI, Law and Order, and other such shows on television. They have spawned dozens of spin-offs and supplementary material, such as movies, books, and video games. Competitors include other Neverwinter Night mods. There are thousands, and a few are also of the mystery genre. Other competitors are all other media related to the mystery genre, such as books, televisions, or movies. The world in Charade consists of the fictional town Hickory Docks, set by the ocean in medieval England. The game is designed in 3D, using the Neverwinter Nights toolset. The player can enter a few buildings at first, but as they befriend the people of
Hickory Docks more areas will open up. Time is accelerated and includes night and day, but can also be controlled through sleeping. If the player leads Quentin to an inn to sleeps, day will turn to night automatically, or visa versa. The graphics are realistic, but simple compared to the graphics of today. The graphics dont require a state-of-the-art video card to run. The graphics are fairly detailed, however, and give the player a good view of the town and objects. For example, clothes are detailed and colorful on the nobles, while the peasants wear simple clothes. Rooms are decorated with tables, chairs, candles, and so on, and reflect the social status of the owner and the purpose of the room. The game is set entirely in the ocean-side town Hickory Docks. The town is split into different portions. The murder takes place on the lawn of Lord Hickorys mansion. There is a small rich portion of town surrounding the mansion where other nobles live in luxury. There are also the docks, where the player can talk to sailors and gypsies. On the outskirts of town are the fields and houses where the peasants live. This is a rural area used for farmland and raising animals. The residents of Hickory Docks are wary of Quentin at first, however, but the player can befriend them and more areas will be opened. For example, befriending the servants of Hickorys manor will lead to more rooms in the house being opened to search for clues. The game is heavily narrative based. The player takes the role of Quentin Meyer, a private investigator with a strong sense of right and wrong. Quentin has been summoned to Hickory Docks by its primary property-holder, Lord Hickory. Martin Hickory, his only son and heir, was found murdered in the lobby of Hickory manor. Being generally clueless as to his sons personal life and the town in general, Lord Hickory has no idea who killed his son, and wants justice served. As Quentin questions

the servants of the manor and the townspeople, it becomes evident that Martin was a town nuisance who used his power to cause trouble and amuse himself. The servants disliked him for his loudness and rudeness, the other nobles disliked him for his lack of manners and unruly behavior, and the peasants disliked him for his lying and cheating. Anyone in town could be a suspect, and it is up to the player to search for clues to narrow down the list of suspects and find the real killer. Key characters are Quentin, and the various suspects that eventually arise. One such suspect is William, the son of the second-richest noble in town, who was Martins close friend and partner in mischief. There is also Phillys, Martins fiance, who recently discovered that Martin was having affairs with various women and prostitutes in town. Other characters help Quentin along, such as the innkeeper, who has a great amount of information regarding Martin, William, and the prostitutes. The player will be able to interact with a variety of people and get much information to help with the case. The player starts the game at the scene of the crime. From there, the player can talk to NPCs to gather testimony or get clues and collect physical evidence. Testimony and evidence can be used to make a case against a suspect, and ultimately make an accusation. The primary game mechanics are walking, talking with other characters, and exploring the area. A secondary aspect of the gameplay is item collecting. Players can gather items to befriend or bribe the citizens of the town. For example, a servant in Hickory manor might warm up to Quentin and open up the door to Martins room if the player finds and gives the servant an apple. The overarching goal driving the interactivity is the solving of the murder. Subgoals include befriending other characters to get more information or open up new areas.
Another crucial sub-goal is finding evidence. For example, the murder weapon is an important piece of evidence, and the player needs to follow clues to find it. Accomplishment of sub-goals will eventually lead the player to find the killer, and with enough evidence the player can make an accusation and achieve the main goal of solving the murder and bringing justice to Hickory Docks. The game is built using the existing technology of Neverwinter Nights Platinum Edition. The preexisting toolset, objects, skins, and script editor are all that is used in Charade and despite that, the game is very different from the original Neverwinter Nights. The game doesnt utilize the combat system, but instead relies heavily on dialogue, inventory, exploration, and journal-keeping. The game shouldnt be considered a mod of Neverwinter Nights, but should instead be considered a new game, its own distinct entity, one that was simply created using preexisting technologies and tools. The well fleshed-out, immersive world should be considered the unique selling point of the game. The mystery requires thinking to solve, and is a thought-based game. It is also a casual game, and the player can save at any time and return to the game at their leisure. This will draw the target demographic to the game. The original story and comical aspect also will draw the target audience. It is a good mystery story mixed with humor and intrigue. Dialogue with the NPCs and following clues to collect evidence will keep the player wanting to continue the story and solve the murder.

doc1

7/24/2005

Neverwinter Nights

Players Guide, v1.52

http://www.nwncep.com/

Community Expansion Pack

Table of Contents
Welcome to the Community Expansion Pack.3 The Features of CEP.4 Obligatory Disclaimer.7 Introducing the CEP Team.8 Installing CEP (For Players).9 Installing CEP (For Builders).12 Patching CEP (For Players).17 Patching CEP (For Builders).20 CEP Support.25
The Community Expansion Pack
If you are a player and have downloaded a module that requires the Community Expansion Pack (CEP), you can go directly to Installing CEP (For Players). If you are a module builder or custom content creator and want to use the CEP in your new module, you can go directly to Installing CEP (For Builders).
Welcome to the Community Expansion Pack
With well over 1,000,000 downloads since its release in March of 2004, the Community Expansion Pack (CEP) has surpassed most peoples expectations in terms of popularity and of becoming a single, integrated source of high-quality custom content for Neverwinter Nights. As a player, you download the CEP once and you can use it to run any CEPcompatible modules. If you have never used custom content before, dont worry: the CEP does not affect your NWN game installation. It is simple taking only minutes to install and is only used if you play a CEP-compatible module. You dont need to understand haks, talk-tables or all of the complicated jargon around custom content. Its that easy and you will be amazed by what it can do for the look and feel of those CEP-compatible modules. As a module builder, you can make use of the CEP content to greatly expand the resources you can use to tell your stories, to captivate your players, and to wow your audience. It is easy to install and the new content is right at your fingertips. Tried, tested and true. If you have been overwhelmed by the idea of learning how to merge hak paks, the CEP is for you. Even if you know how to build your own content but have been disappointed at the lack of quality in what is available, the CEP is for you. If you still want flexibility in your modules, you will find that it is easy to build upon the CEP itself and you dont have to worry about players downloading huge hak paks for a single game. After you download the CEP itself, you should also get the supplementary material in the Module Builders Guide (that material is for module builders you dont need it if you just want to play a CEP-compatible module). Still not convinced? The watchword of the CEP Team is more. More content. More quality. More flexibility. More more. Here is what you get with the CEP :

More Content

The CEP gives you access to the best custom content on NWVault as well as material that is unique to the CEP. New creatures that are not available anywhere else including crabs (both normal and giant sized) and animated objects (books, chairs, tables, etc.)
community creatures from fiends like the Gelugon to new Over 460 goblin models, giant ants, owlbears, and everything in between Wing and tail nodes added to many of the humanoid creatures in the CEP a feature you will not find anywhere else New dragon, bird and erinyes wings, as well as a cats tail for NPCs Two new dynamic creatures suitable for PCs: the Wemic and the Brownie

completely new weapon types including the falchion, maul, 15 nunchaku, and trident New components for thousands of unique weapons
new inventory icons including rings, robes and books
new items from holy symbols to musical instruments
new small, large and tower shields
New components for thousands of unique armor and clothing types, including Lisas "clothes horse" inventory with robes, gowns, kilts and other fashions
Over 1,500 new placeables from plates and bowls to siege engines, ships and towers
130 new NPC portraits for dwarves, elves, gnomes, halflings, humans, half-elves, half-orcs, wemics and driders All of the new creatures and placeables come with blueprints so that they can be literally dropped into your module and used or can be modified as you see fit. Many of the new clothing and items come with blueprints so that you can see the realms of possibility with these. Because of the vast number of permutations of this content it was impossible for us to provide blueprints for all of this new content

More Quality

The CEP isnt just about quantity it is about high-quality content that plays nicely together. The CEP Team has published a set of standards for community content and has applied these standards to the community content on NWVault to build the CEP. For the material included in the CEP we undertook to scrub and update it. Textures cleaned up and converted to DDS format for better performance on your PC and to save space for downloading. We saved literally hundreds of megabytes of space this way Weapon and other item models renamed and renumbered so that they do not overlap and can be used together New colors added to many weapons to provide the full 3 color options used by Bioware. All weapons now have the 4th color introduced with HotU Clothing models renamed and renumbered so that they do not overlap and can be used together. Note: Lisas clothes horse was deliberately not renumbered so that existing ERFs and PCs using her clothes could be imported into CEP-compatible modules with minimal fuss Animated models super-modeled where appropriate to eliminate redundant animations and reduce file size. This saved over 50MB of space Placeable models renamed to meet Bioware standards so that use-nodes would work properly Icons for all types of items cleaned up and added alpha-masks where required Eliminated overlap with Bioware content so that CEP content does not break things in the original game 5

More Flexiblity

It is not just about a one-time expansion pack. More flexibility to keep up to date with all of the new content that the community produces is key. To help accomplish these goals and simplify use of the CEP, the CEP team will adhere to these principles: 1. Do no harm to CEP users and their game installations. 2. Minimize unnecessary changes and manual effort when patches or new content come out from Bioware by centralizing these changes and structuring the CEP products to minimize re-downloads. 3. Make it easy for module designers to use CEP content and to add their own content on top of the CEP still without requiring huge downloads. 4. Remain consistent with the thematic and world view guidelines established by NWN. 5. Be inclusive of as much content off of NWVault as possible without violating these guidelines. We would like to thank our supporters, those who have built and played modules for the CEP, and those who have provided us recommendations to continue to improve it. We hope you enjoy the CEP. If you have additional feedback or ideas for how we can improve this product, please e-mail support@nwncep.com. Enjoy!

The CEP Team

Obligatory Disclaimer
All of the materials collected for this project were publicly made available on nwvault.ign.com or to our members. The CEP Team wishes it to be known that we believe all work to be originals of the stated author on nwvault.ign.com. Where the provenance of an item was in doubt, we did not include it. If any original author wishes to remove their work from the cep, arrangements can be made. Please contact us at support@nwncep.com. This project was not an exercise in showcasing the work of any author or authors. It was a practical exercise integrating available content and bringing it up to quality standards where we had the time and interest in doing so. To this extent, the CEP team took the liberty of: Making decisions on technical and functional quality Renaming and renumbering models to play well together and with existing and expected Bioware content Re-texturing models where we felt it appropriate (for example, many creature models were originally reskinned from low resolution.tga textures and we redid many of those textures in higher resolution versions) Tweaking and cleaning up models where we felt necessary Cleaning or replacing icons Deleting redundant animations and super-modeling creatures to an appropriate parent Creating DDS versions of large.tga files Including only compliant models from a hak Pretty much anything else we felt was necessary to maintain the integrity of the expansion pack

We have posted inventories and allowed authors to opt out of the compilation. If content creators have concerns with the treatment of their material in the CEP, please contact us and we will try to resolve the matter with you. We of the CEP Team thank every member of the Neverwinter Nights Community for their amazing work and dedication to the game. CEP would not have been possible without the generous contributions they gave to all of us.

Introducing the CEP Team

The active CEP team currently consists of the following willing souls: CFX Devon_v Eligio_Sacateca (Founder and leader of the CEP Team) Harley59 Kephisto Lilac Soul Loki Hakanin Maximus_IGN Mermut Ninjatroll Rubberducky78 Seryn Shadow_Weaver_VIM Squidget
We also appreciate the early contribution of now-inactive members: Aethelwyn, Geekgirljess, Koffein, Luna_C, SBird, Shealladh Thanks also to our testers and others who provided support: Jeff Miller Shadowhawk Frostbite Special thanks go to Ewald the Unimaginative for his blueprint resref updater and to juleslawrence for his demo module, to Maximus_IGN for his support with NWVault, and to Grumalg for allowing us to use his Placeables with a Twist v0.42 hakpak as a starting point for the cepplace.hak. Thanks also to Zibli for allowing us to use his Realms of DragonReach Creature hakpak as a starting point for the cepcreature.hak. Any problems with the CEP or anything we broke in converting those haks to the CEP is our fault, not theirs. If we missed anybody, apologies in advance (you can blame Eligio). S. Barnard RedR scott barnard Lisa
Installing CEP (For Players)
You must install the CEP onto your machine before using a module that requires the CEP. The simplest way to do this is to download the main CEP installer: o cepv152.exe This file is a self-installing executable and will install the latest version of the CEP plus this document, a readme file, and links to the CEP website. That is all you need to do. Now load up that module and away you go. Important : The CEP installer was not ready for release with the rest of of v1.52. We are still working on it though.
7/24/2005 Until we finish the CEP installer (and for those that prefer not to use an installer) we also have you covered. Its relatively easy to install CEP manually. 1. Download one of the CEP haks: o cepv152_man.zip (manual install, zip format), or o cepv152_man.rar (manual install, rar format) Note: You only need the ZIP or RAR version, not both. Unzip or Unrar the download files (make sure you check the option to maintain the directory structure when uncompressing) and place the following hak paks into your NWN/hak folder : cep1patch.hak cepanatomy.hak cepbaseitem.hak cepcreature.hak cepplace.hak cepportrait.hak ceptexture.hak There are three haks in CEP which are specific to what version of Neverwinter Nights that you have. To help you install the right ones weve made three folders named HotU, SoU, and Live. Choose the one that best matches your version of Neverwinter Nights and copy all of its contents (which are three hak files) into your NWN\hak folder. Which folder do you use? Have no fear. Simply read on and well give you some great pointers to help you select the right one. The HotU folder contains the three haks for versions of Neverwinter Nights that either have both expansions installed (Shadows of Undrentide and Hordes of the Underdark) or only Hordes of the Underdark. The SoU folder contains the three haks for versions of Neverwinter Nights that only have Shadows of Undrentide installed. The Live folder contains the three haks for versions of Neverwinter Nights that do not have either expansion installed. Important If you have Neverwinter Nights Platinum Edition then use the HotU folder.

7/24/2005 Once you have selected the correct folder, open it and copy the following three hak files into your NWN\hak folder. These three hak files are : cep1patch152.hak cep1patch150.hak cep2da.hak 2. Place the talk table cep.tlk into your NWN/tlk folder. Important - If you skip this critical step then CEP will physically work but just about everything in it will have strange names and phrases. Its very important that you place this file into that folder. Again, its very important! If you dont have a tlk folder simply create a new folder in your NWN directory, name it tlk, then place the cep.tlk file in that folder. From that point on you wont have to worry about it. 3. Place the CEP Open Day.mod and CEP Starter Module.mod modules in your NWN/modules folder. The CEP Open Day module (created by juleslawrence) showcases some of the awesome content available in CEP. There are also countless CEP modules available on NWVault, including a continuation of the NWN Original Campaign by Seryn, a member of the CEP Team. A high number of Persistent Worlds and guilds are currently running the CEP as well. That is all you need to do. You are now officially able to play CEP modules, PWs, and experience everything that CEP has to offer. Enjoy!
Installing CEP (For Builders)
You must install the CEP onto your PC first and then attach it to your module : 1. Follow the instructions from the section Installing CEP (For Players). Important - The CEP Starter Module already has CEP in it and is provided as a quick and easy method for you to start a new module without manually adding all the parts of CEP into it. The next time you want to start a new CEP module, just start the toolset, open the CEP Starter Module, then save it under the name of the new module you want to make. 2. Open your module in the toolset. If this is an existing module, we highly suggest that you first save a backup copy of your module before making major changes to it like adding CEP. This is a good practice in general. 3. If this is an existing module, you should do a Rebuild of your module before adding the CEP haks. This will let you clean up any existing problems with your module before adding the CEP. Another good reason to first make a backup copy of your module before making major changes. a. Select Build Module from the Build menu of the toolset. b. Make sure the Missing Resources and Compile boxes are checked. You do not have to check Unused. c. Select the Build pushbutton. d. Review and correct any errors before proceeding.
7/24/2005 4. Select Module Properties from the Edit menu. Your Module Properties window should look like this:

7/24/2005 5. Choose the Custom Content tab. Near the bottom you will see a combo box. Select the drop-down arrow and scroll through the list of all haks in your \hak folder. Add all of the haks so that they appear in the following order : The order is important! cep1patch152.hak cep1patch150.hak cep1patch.hak cep2da.hak cepanatomy.hak cepbaseitem.hak cepcreature.hak cepplace.hak cepportrait.hak ceptexture.hak 6. At the bottom you will see another combo box labeled Custom Tlk File. Select the drop-down arrow and scroll through the list of all talk tables in your \tlk folder. Add: cep.tlk to your module as well. Important - If you skip this critical step then CEP will physically work but just about everything in it will have strange names and phrases. Its very important that you place this file into that folder. Again, its very important! If you dont have a tlk folder simply create a new folder in your NWN directory, name it tlk, then place the cep.tlk file in that folder. From that point on it should be available for adding to your modules.
7/24/2005 Your Module Properties - Custom Content window should look like this:
7. Switch to the Events tab. Using the drop-down combo box, set the OnEquipItem field to zep_onequip. Note: This step is only required if you want to activate the gender restriction property. This property is used on some custom content items to ensure they are only worn or wielded by the proper gender. 8. Select OK to close this window. At this point the toolset will rebuild your module. 9. Save your module (we suggest you do a Save As and change the name in case there is a problem. This is a good practice in general when making major changes to modules).
7/24/2005 10. At this point everything should work. However, there have been bugs with the Aurora toolset in the past. Just to be safe, we recommend the following additional steps: a. Close the toolset (not just your module but the entire Aurora toolset). b. Restart the toolset. c. Reload your module. d. Click on an area to bring up the palettes. Right click on a custom palette. Select Refresh Palette. This will ensure the new palettes and items show up in the toolset. At this point you can use the new custom content in your module. If you don't want to go through all of this, you can use the CEP Starter Module that we provide. It already includes all of the haks, the dialog talk table, and the script hooks discussed above. We have provided new item palettes so it is not necessary to import resource files or blueprints to access the new content. This content has default descriptions - you may Edit Copy them as you like to create magic or mundane items for your module. Note: The new creatures, items and placeables haks include a modified custom palette (the palette is the tree view of items in the right-hand pane of the Aurora toolset). If the palette is not updated for you automatically when you add the new haks and talk table, right-click on any entry in the palette and select Refresh Palette. You can also use Refresh Palette to restore any of the CEP blueprints later if you accidental delete them. Enjoy!

Patching CEP (For Players)
In addition to the newly updated baseitems and portraits 2da files, v1.52 contains updated custom heads, which were inadvertently broken by other improvements and fixes that were recently made to the game. Commonly referred to as "broken heads" these were not caused by CEP itself or any specific content creator. The CEP Team gives special thanks to Lisa for single-handedly fixing all the various custom heads and then providing the CEP Team with the fixed versions. This is above and beyond other ways in which Lisa provided support and workarounds for the community to adjust to the unexpected behavior of custom heads that had worked prior to the new changes to the game. Lisa, from everyone on the CEP Team - you have our eternal thanks! :) There must be a previous version of CEP installed on your machine for the patch to be truly effective. It doesnt really matter which version of CEP you have installed, such as v1.51, v1.50, or even an older release. Just make sure that you already have CEP installed before applying the patch. How do you patch CEP? Thankfully, its relatively easy to install the patch and bring any previous version of CEP to the newest version - v1.52. The steps are similar to a full installation. Important : The self installing version of the CEP patch was not ready for release with the rest of of v1.52. We are still working on it though. 1. Download the zip or rar version of the CEP patch v1.52 : o cepv152_patch.zip (manual install, zip format), or o cepv152_patch.rar (manual install, rar format) Note: You only need the ZIP or RAR version, not both. Unzip or Unrar the download files (make sure you check the option to maintain the directory structure when uncompressing) and open up the folder. It should have have three folders and so many items in it. 2. There are three haks in CEP which are specific to what version of Neverwinter Nights that you have. To help you patch the right ones weve made three folders named HotU, SoU, and Live. Choose the one that best matches your version of Neverwinter Nights and copy all of its contents (which are three updated hak files) into your NWN\hak folder. Which folder do you use? Have no fear. Simply read on and well give you some great pointers to help you select the right one. Community Expansion Pack 17

7/24/2005 The HotU folder contains the three haks for versions of Neverwinter Nights that either have both expansions installed (Shadows of Undrentide and Hordes of the Underdark) or only Hordes of the Underdark. The SoU folder contains the three haks for versions of Neverwinter Nights that only have Shadows of Undrentide installed. The Live folder contains the three haks for versions of Neverwinter Nights that do not have either expansion installed. Important If you have Neverwinter Nights Platinum Edition then use the HotU folder. 3. Place the following hak paks (from one of those folders) into your NWN/hak folder : cep1patch152.hak cep1patch150.hak cep2da.hak Since you already have CEP installed a Confirm File Replace dialog box will show up, explaining that This folder already contains a file named with the name of each of the three given, one at a time. In all cases, click the Yes button and the patch will update whats in your NWN\hak folder with the newest version of CEP v1.52. 4. Place the cep1patch.hak into your NWN\hak folder. Since you already have CEP installed a Confirm File Replace dialog box will show up, explaining that This folder already contains a file named cep1patch.hak. Click the button, Yes, and the patch will update whats in your NWN\hak folder with the newest version. 5. Place the talk table cep.tlk into your NWN/tlk folder. Since you already have CEP installed a Confirm File Replace dialog box will show up, explaining that This folder already contains a file named cep.tlk. Click the Yes button and the patch will update whats in your NWN\hak folder with the newest version. Important - If you skip this critical step then CEP will physically work but just about everything in it will have strange names and phrases. Its very important that you place this file into that folder. Again, its very important!
7/24/2005 6. Place the CEP Open Day.mod and CEP Starter Module.mod modules in your NWN/modules folder. The CEP Open Day module (created by juleslawrence) showcases some of the awesome content available in CEP. There are also countless CEP modules available on NWVault, including a continuation of the NWN Original Campaign by Seryn, a member of the CEP Team. A high number of Persistent Worlds and guilds are currently running the CEP as well. That is all you need to do. You are now officially updated to CEP v1.52 and able to play CEP modules, PWs, and experience everything that CEP has to offer. Enjoy!
Patching CEP (For Builders)
You must install the CEP onto your PC first and then attach it to your module : 1. Follow the instructions from the section Patching CEP (For Players). Important - The CEP Starter Module already has CEP in it and is provided as a quick and easy method for you to start a new module without manually adding all the parts of CEP into it. The next time you want to start a new CEP module, just start the toolset, open the CEP Starter Module, then save it under the name of the new module you want to make. 2. Open your module in the toolset. If this is an existing module, we highly suggest that you first save a backup copy of your module before making major changes to it like adding CEP. This is a good practice in general. 3. If this is an existing module, you should do a Rebuild of your module before adding the CEP haks. This will let you clean up any existing problems with your module before adding the CEP. Another good reason to first make a backup copy of your module before making major changes. a. Select Build Module from the Build menu of the toolset. b. Make sure the Missing Resources and Compile boxes are checked. You do not have to check Unused. c. Select the Build pushbutton. d. Review and correct any errors before proceeding.

7/24/2005 5. Choose the Custom Content tab. Near the bottom you will see a combo box. Select the drop-down arrow and scroll through the list of all haks in your \hak folder. Add all of the haks so that they appear in the following order : The order is important! cep1patch152.hak (make sure this hak is at the top of the list) cep1patch150.hak cep1patch.hak cep2da.hak cepanatomy.hak cepbaseitem.hak cepcreature.hak cepplace.hak cepportrait.hak ceptexture.hak
6. At the bottom you will see another combo box labeled Custom Tlk File. Select the drop-down arrow and scroll through the list of all talk tables in your \tlk folder. Add: cep.tlk to your module as well. Important - If you skip this critical step then CEP will physically work but just about everything in it will have strange names and phrases. Its very important that you place this file into that folder. Again, its very important! If you dont have a tlk folder simply create a new folder in your NWN directory, name it tlk, then place the cep.tlk file in that folder. From that point on it should be available for adding to your modules.

CEP Support

The CEP team has endeavored to provide you with a trouble-free product, nohassle installation, and access to a wide array of community-produced content. We will try to provide support for the CEP as well although there are limitations to what we can do. The CEP team did not build most of the content in these haks and so we may not have the resources to fix bugs with individual content through the screening process we have tried to leave out material that is known to be problematic. With all of that said, here are the procedures for contacting the CEP team for support: 1. Before you report what seems to be an error with the CEP haks, refer to our Frequently Asked Questions (FAQ) document first! The FAQ can be found in the \cep subdirectory of your NeverwinterNights game installation. CEP team does not have the resources to address the same issues over and over again. 2. If the guide does not address your issue should you should refer to the more up-to-date FAQ at http://www.nwncep.com/ or on the Community Expansion Pack Forum FAQ posting. 3. Ask your question on the Community Expansion Pack Forum. 4. If the forum does not address your issue, contact us directly at support@nwncep.com. Please send all whining, flames and assorted unpleasantries directly to /dev/null (because we will if you dont). If you cannot do us the courtesy of asking for assistance nicely, do not expect a response.

 

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