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[NWN] Shall we use the Community Expansion Pack (CEP)
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<blockquote data-quote="Morrus" data-source="post: 1767675" data-attributes="member: 1"><p>Right, here's the status --</p><p> </p><p>I've CEP'd the module. For now, all that means is that it requires CEP, gives you the [player side] options and has one or two cosmetic changes around Ascension itself. The process of going through every single area, encounter and item and CEP-ing it is going to be a long one, so expect it to happen gradually.</p><p> </p><p>Here are the steps I hope to take; none of these have been done yet:</p><p> </p><p>1) Add CEP items to merchants.</p><p>2) Edit all encounters to include CEP critters (Driders! Yeah! Goblin Worg Riders! More types of spider than you can shake a stick at!).</p><p>3) Make cosmetic changes to areas to make them prettier. Possibly change the tilesets on some (the Tainted Desert, for example, does not use the Desert tileset because that tileset did not exist when it was written; similarly, the underdark just uses boring old mines and cavern tilesets).</p><p>4) Expand areas -- I intend to increase the size of the underdark significantly, with areas occupied by mindflayers, etc. </p><p>5) Add new areas -- probably some new areas to the east of town. Maybe a few others here and there (I want a ghost pirate cove near the docks!). I kight just steal some areas from Seviss Isles and import them directly (that module has an extensive underdark, for example).</p><p> </p><p>That's enough for now, and will take weeks, so expect these changes to slowly take place. I've put the "bulletin board" system back into the game (there's one outside the tavern, and one inside - BTW, I remodelled the tavern interior) so that announcements can be easily made.</p></blockquote><p></p>
[QUOTE="Morrus, post: 1767675, member: 1"] Right, here's the status -- I've CEP'd the module. For now, all that means is that it requires CEP, gives you the [player side] options and has one or two cosmetic changes around Ascension itself. The process of going through every single area, encounter and item and CEP-ing it is going to be a long one, so expect it to happen gradually. Here are the steps I hope to take; none of these have been done yet: 1) Add CEP items to merchants. 2) Edit all encounters to include CEP critters (Driders! Yeah! Goblin Worg Riders! More types of spider than you can shake a stick at!). 3) Make cosmetic changes to areas to make them prettier. Possibly change the tilesets on some (the Tainted Desert, for example, does not use the Desert tileset because that tileset did not exist when it was written; similarly, the underdark just uses boring old mines and cavern tilesets). 4) Expand areas -- I intend to increase the size of the underdark significantly, with areas occupied by mindflayers, etc. 5) Add new areas -- probably some new areas to the east of town. Maybe a few others here and there (I want a ghost pirate cove near the docks!). I kight just steal some areas from Seviss Isles and import them directly (that module has an extensive underdark, for example). That's enough for now, and will take weeks, so expect these changes to slowly take place. I've put the "bulletin board" system back into the game (there's one outside the tavern, and one inside - BTW, I remodelled the tavern interior) so that announcements can be easily made. [/QUOTE]
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[NWN] Shall we use the Community Expansion Pack (CEP)
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