Project q and cep

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Project q and cep

Post by janarah on Sat May 30, 2015 12:11 pm

Just a quick question, can project q be used with the latest cep, 2.61, or will modifications have to be made?

Second question. . .why are over half the clothing options just blank?

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Re: Project q and cep

Post by The Amethyst Dragon on Fri Jul 24, 2015 6:28 pm

Project Q and CEP are not compatible out of the box. They have conflicts between some files, some item types, some tilesets, etc. They can be made partly compatible by merging some of the 2da files into new ones that are then placed at the top of the hak order, but such a merge has not been released by anyone to the community to use (that merges only Q and CEP).

Clothing/armor part numbering was changed so that the number listed in the toolset exactly matches the model number to make things easier for scripters and custom content makers. Those "blank" ones are space anyone could use to make brand new parts.
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Re: Project q and cep

Post by janarah on Fri Jul 24, 2015 11:57 pm

Ah, that makes a bit more sense so far as numbering is concerned. Of course, this is something I am slowly working on, every other day or so. I might release it once I am finished, and if I can get project q and the new cep to play nice with out crashing then I'll post that up too. For some reason there are mainly tileset errors which keep causing crashes. . .of course I am no tileset builder so I can't exactly say what is wrong with it. I imagine it's something simple, like one of the expansions to one tile set or another which didn't mesh with q.
Anyway, if I can figure it out then I'll hand it over to the cep team first, I imagine it would be more useful to have a cep/q combination for future updates that plays nice.

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