NWN Community Expansion Project Pack v2.0

Bioware-CEP forums: http://nwn.bioware.com/forums/viewforum.html?forum=83 CEP Website: http://cepteam.dyndns.org/forums/index.php

Introduction

Welcome to the Community Expansion Pack (CEP) version 2.0! After a long and twisted road you finally have in your hands on the most up to date collection of community work for NWN. I’m sure what you create with this content will far exceed anything we have imagined!

For those of you who are new to the CEP, let me take a moment to describe its contents. This is a collection of hak packs from the previous six years of custom content, designed to work with BioWare's . These hak packs have been grouped and modified to work together for the betterment of the NWN community as a whole. You’ll find some of the best and most popular work available for NWN. Please join me and the rest of the CEP Team in thanking every person who has created this content for the community’s use.

Now, the CEP Team hasn't just sat back and mashed these haks into one huge collection of material. As you look through the content you’ll notice model, animation and texture corrections, new scripts, and completely new content unique to the CEP itself. All of this has been designed to work alongside the official content of Neverwinter Nights and all patch updates by BioWare; so you will be able to enjoy their high quality with as little fuss as possible.

Those of you who have traveled this long road with us will be pleased to see hundreds of new custom content items added to the already vaulted list available in the CEP. In addition to this new content, you’ll see some new tricks, scripts, and corrections to the previous content that you already have at your disposal.

The following documentation will help guide you through the installation and use of the CEP. We certainly hope that you are as excited about this new content as we are!

Enjoy the CEPv2! - CEP Team

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Introduction ...... 1 Requirements to Use CEP v2.0 ...... 3 Download Options ...... 3 Installation of CEP to NWN...... 4 Step 1: Open up the Compressed Folder(s)...... 4 Step 2: Move the Files to their New Homes...... 5 New Features of the CEP Hak-Set...... 6 The TOP hak ...... 6 The CORE haks...... 7 The ADDitional haks...... 8 Scripts & Blueprints...... 9 The sb-hak method ...... 9 The script/blueprint .erfs method ...... 10 Adding CEPv2.0 to Your Module...... 11 Introduction & Basic Installation ...... 11 How to install the script/blueprint .erfs ...... 13 When it already has CEPv1.x ...... 14 When it already has other haks... (and/or tlk file)...... 15 In Combination with Tileset Haks...... 20 cep2_add_tiles & loadscreens.2da...... 20 The Phenos Expansion Project ...... 21 include “zep_inc_phenos” ...... 21 Basic “Mount-Up” on Conversation ...... 22 Basic “Dismount” Using a Placeable Object...... 25 Intermediate “Fly & Land” Using a CLOAK!...... 26 CEP Content Contributions ...... 28 Obligatory Disclaimer...... 28 Contributor Acknowledgements...... 29 CEPv2.0 – 2DA Files & Locations...... 30 cep2_top_v1.hak...... 30 cep2_add_phenos2.hak...... 30 cep2_add_tiles.hak ...... 30 CEPv2.0 Team Credits...... 31 Harley59 – Public Relations & Team Spirit Motivator ...... 31 Shadow_Weaver – Senior Blueprint Specialist, Website Administrator, Expert Troubleshooter ...... 31 TheExcimer-500 – Hak ‘Combinulator’, TLK Editor, Model & Animation Repairman ...... 32 Ginasue – Public Relations & Tail-end of v2.0 Team Leader...... 33 420 & Throbblefoot – Blueprint Specialists ...... 34 1st Order of Role-Players’ Guild – Dedicated Play-Testers...... 35 Former CEP Team Credits...... 36 Kephisto – CEPv2.0 Team Leader until its tail-end...... 36 Doorman & NinjaTroll – Pre-CEPv2.0 Beta1 hak specialists ...... 36 Eligio_Sacateca – CEPv1.x Team Leader ...... 36

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Requirements to Use CEP v2.0 CEPv2.0 requires Neverwinter Nights version 1.68 with both expansions (HotU & SoU). This includes the following compilations: Neverwinter Nights Diamond, Platinum, or Gold (with HotU). When Neverwinter Nights patch 1.69 is available, we will update the CEPv2 files. At this time there are no plans to create a non-expansion edition of CEPv2.0 (i.e. without HotU & SoU).

Download Options There are three download options available for you to choose from: FULL Version (i.e. all the files in one download) in ZIP-compressed format FULL Version in RAR-compressed format Individual Hak Version – presented only in rar-compressed format. This allows you to download each hak separately and is provided primarily for our low-bandwidth users.

FULL Version File List All of these files are located in the one compressed file you downloaded: cep2_top_v1.hak cep2_core5.hak cep2_add_phenos2.hak cep2_core4.hak cep2_add_phenos1.hak cep2_core3.hak cep2_add_tiles.hak cep2_core2.hak cep2_add_sb_v1.hak cep2_core1.hak cep2_bluept_v1.erf cep2_v1.tlk cep2_scripts_v1.erf cep2_starter.mod

Individual Hak Version In order to reduce the number of downloads, we’ve tried to keep each package at around 50mb, sometimes including more than one hak. Here is the download breakdown: Download Files in Compressed Folder cep2_top_multi.rar cep2_top_v1.hak, cep2_add_phenos2.hak, cep2_add_phenos1.hak, cep2_v1.tlk. cep2_add_tiles.hak cep2_add_sb.hak cep2_scripts_v1.erf cep2_bluept_v1.erf cep2_core1.part1.rar cep2_core1.hak - You must download both parts before cep2_core1.part2.rar uncompressing this hak! cep2_core2.rar cep2_core2.hak cep2_core3.rar cep2_core3.hak cep2_core4.part1.rar cep2_core4.hak - You must download both parts before cep2_core4.part2.rar uncompressing this hak! cep2_core5.rar cep2_core5.hak

3 Installation of CEP to NWN Step 1: Open up the Compressed Folder(s) There are many compression options, however the most universal are the .zip & .rar. The .zip & .rar extensions represent compressed folders, which must be uncompressed before being usable by NWN. If you do not know how to uncompress these files, please read on. If you are already in the know, skip ahead to step two.

.zip .zip has a lower compression rate (hence larger file size), however .zip is also integrated into the Windows XP platform. If you are using Windows XP just double-click the compressed folder you downloaded and it will open just like any other folder on your computer. You can also use the ZIP utility, called WinZip; it is much more powerful and usable with many operating systems. You can download a “free trial” version of winzip from http://www.winzip.com. More details on WinZip are found on Wikipedia: http://en.wikipedia.org/wiki/ZIP_%28file_format%29. If you install WinZip, then you can open WinZip up first and then under file->open open the CEP .zip file you downloaded.

.rar The second most popular compression method is .rar. This has a higher compression rate, thus lower file size. However, you need a .rar program to uncompress the files. The trial- versions of the official .rar programs for Windows, Mac, & platforms are available from http://www.rarlab.com/download.htm. After you install winrar, you can use that program to open up the downloaded .rar version of CEPv2.

NOTE: if the file you are downloading comes in “parts” (for example the filenames contain part01, part02...), then you must download ALL parts to the same folder before uncompressing with winrar!

More information about .rar is available on Wikipedia: http://en.wikipedia.org/wiki/RAR

4 Step 2: Move the Files to their New Homes

Open up a window that shows your Neverwinter Nights Directory. Your NWN directory should contain these four folders: erf, hak, modules & tlk. If you do not see a tlk folder, don’t panic! Simply create a new folder called tlk.

To move the files:

From the downloaded compressed folder(s) that you’ve now opened: Move (click & drag) all cep2_XXX.erf files to the erf folder

Move (click & drag) all cep2_XXX.hak files to the hak folder

Move (click & drag) all cep2_XXX.mod file to the modules folder

Move (click & drag) the cep2_XXX.tlk file to the tlk folder

If you are a player only and not interested in Building modules with CEPv2 – then you’re done! Go forth and enjoy the many multi-player Persistent Worlds, Guilds, and single-player modules (from NWVault) that use CEPv2.0.

Feel free to drop a note or two at our Bioware provided forums: http://nwn.bioware.com/forums/viewforum.html?forum=83

If you want to contribute to the CEP project as a playtester, then please join up at our CEP website: http://cepteam.dyndns.org/forums/index.php

If you are a builder or just want to know more, then by all means continue reading.

5

New Features of the CEP Hak-Set Top, Cores, and Adds – oh my!

Before discussing how to install the new CEP into your worlds, it is important to understand the new structure of CEPv2.0.

CEPv2.0 is all about options! The community of NWN builders is vast, and diverse. It seems everyone wants the CEP made their way – which is all well and fine - after all, a Community Expansion Pack should suit the needs of the community. To this end we’ve spent countless hours, even days, just talking about how to improve CEPv2.0 so that it is flexible enough for the individual needs of a builder, without sacrificing its universal nature.

And so the CEP team paced and paced, then one day TheExcimer jumped up in his cage, striking his head: “Ow! I mean, Eureka! Let’s separate the hak-set into TOP, CORE, and ADDitionals!”. The rest of the team thought he had finally lost it, but he explained:

The TOP hak The Top hak goes on top of all the others. It contains only the 2DA files (except phenotypes.2da) and the ITP (palette structure) files for the entire CEPv2.0 package. This is a significant advantage over CEPv1.x for two main reasons:

A) Updating CEPv2.0! When new official content is released, the majority of the work in “updating” CEP to incorporate such material is in fixin’ 2DAs. Having a separate 2DA TOP hak should make CEP updates easier & faster (and require smaller downloads).

B) Combining CEPv2.0 with “other” haks. 99% of the time when you combine haks you need to incorporate the new content into the appropriate 2DA files. Having all of the CEPv2.0 2DA files in a separate hak in very convenient for builders to create their own TOP haks! Furthermore – if they combined some popular haks from the vault to work with CEPv2.0, then they can share their new TOP hak with others! PLUS – they can advertise their new TOP hak on the CEP forums.

“This will be great!” And someone heard the rejoicing in the CEP Team cage and threw down a plate of cookies.

Speaking of 2DA manipulations, TheExcimer-500 created a 2DA program (a Beta version that works well, but soon will be updated now that CEPv2.0 is out): http://nwvault.ign.com/View.php?view=Other.Detail&id=53492&id=1099

6 The CORE haks

The bulk of the goodies are contained within the CORE haks. These contain the item, creature, and placeable models and textures, but not the 2DAs, blueprints, scripts, or palette organization. Thus, builders can use all of the great content from CEPv2.0 in any way they want - with their own 2DAs, blueprints, or scripts.

Furthermore, when even more content is added in future CEPv2.x installations, additional CORE haks will be added alongside a new TOP hak.

The current CEPv2.0 CORE file distribution includes: Core 5 Items & Placeables Core 4 Body Parts & Portraits Core 3 PC Body Parts (example: armors, heads) Core 2 Critters & some Textures/Sound Sets Core 1 Textures for the Above

TECH NOTE: We’ve tried to keep the core haks to around 300mb & 15,000 or less objects.

Builder Note: Of course, later we’ll discuss this in detail, but the CORE haks are placed at the bottom of all CEPv2.0 haks starting at the very bottom with #1 and ascending the list to #5.

7 The ADDitional haks Now the “fun” begins...

Additional CEP haks means content that you can add to your modules IF you want to! For builders, these are OPTIONAL to use, yet since everyone downloads the entire CEPv2.0 set of haks, all of the players will have them. In the CEPv2.0 package there are four Additional haks:

SB_v1 All of the Scripts & Blueprints for CEPv2.0 (not including any crafting). We’re also providing an .erf for Scripts & Blueprints as an alternative to using the hak (see the section on Scripts & Blueprints for the details) Phenos2 These add in new phenotypes for the PC Races: Flying, 5 Rideable Horses, Phenos1 and 3 Rideable Ponies. See the section on Phenos Project for more info. Tiles Approximately 50% of those we surveyed from the PWARP program suggested that we combine the six Bioware Tileset Haks into a single hak file. This is that file! Adding this hak to the custom content list will replace the following Bioware haks (and we’ll update if they update): potsc_lscrns_2da, aurora_ttzinfo, aurora_tdtinfo, potsc_lscrns, aurora_tdt, aurora_ttz

TECH NOTES: cep2_add_phenos2.hak contains the phenotype.2da file – This file will need to be updated once NWN1.69 is released & its info incorporated with your own module’s Phenotype.2da. The phenotypes in CEP occupy spots 10 and up. cep2_add_tiles contains a loadscreens.2da file and its info incorporated with your own module’s loadscreens.2da file. Note this 2da is CTP Release 1 compatible!

BUILDER NOTE: All cep2_add_xxx haks should be placed below the TOP hak and above the CORE haks. cep2_add_phenos2 should be above cep2_add_phenos1 & you must use both of these, or neither – you cannot use just one as their files for flying & riding are distributed amongst the two.

Untested.... At the request of a community member, we’ve made the Phenos haks usable without the CORE haks and fully independent of CEP. This means if you only want to use the added phenotypes in your module, without the rest of CEPv2.0, in theory just add both of the phenos haks and it should work fine. We haven’t had the time to playtest their usage outside of the package, though. Nor will we provide immediate tech-support if they’re used this way.

8 Scripts & Blueprints A number of module builders requested that the CEP Scripts & Blueprints be either removed entirely from the hak-set, or placed in an .erf file so that they can be edited in the toolset. We’ve listened and thus in CEPv2.0 provide the scripts & blueprints in an optional hak file (noted above) and as an “import-able” erf. Thus, allowing a module builder to decide if and how to incorporate them.

Here I will only briefly mention the advantage & disadvantage to using either the hak or erf version. Experienced builders can edit or create their own sb_hak or erfs, and I’ll leave the details of “how-to edit” for our forums.

One advantage of both the hak and .erf is that they are small files that can be quickly updated should any fixes or additions be necessary.

The sb-hak method Advantages This is the easiest way to add in all the blueprints and scripts into your module.

It “hides” the cep scripts from the main toolset page; so that you’ll only see your own custom scripts in your module.

It uses no in-module resources! There’s a 16k limit to the total number of resources for your module [resources include areas, palette blueprints, scripts, etc...]. If these are part of a hak they do not count towards the maximum module limit.

Disadvantages To access a CEP script’s code, you can open the script editor (under Tools), then press the Open Existing File button and select the Hak Pak Resources Only radio button.

The main disadvantage is that you CANNOT edit a blueprint or script directly. You must edit a copy of them! Otherwise, when you load the module the hak will overwrite any of your edits. Thus, to change a blueprint or a script requires a NEW blueprint or script to be made.

9 The script/blueprint .erfs method This requires additional work to include these files. Under File in the Aurora Toolset, select Import, then find and import the .erfs as you wish.

Advantage The main advantage is that these resources can be edited as they are! Thus, you can easily open up a blueprint or script and make your changes.

Disadvantage Importing both the scripts & blueprints will use up module resources! Together they will use over 3.4k of the 16k resource limit! Most large modules importing the .erfs might be pushed “over” the maximum limit if these .erfs are imported.

Experienced builders can create their own .erfs or haks which contain only the resources they want to use. For more information, please visit our website.

TECH NOTE: To quickly determine how many resources your module is using: Step 1: open the module in the Aurora toolset Step 2: while that is running, open up your NWN directory and open the Modules Folder Step 3: right click on temp0 to examine its properties. Step 4: The # of files in temp0 is about the number of resources your module is using.

If this number exceeds 16k you’re in for some trouble; as excess resources will not load into your module leading to bizarre errors (missing areas, scripts, blueprints, encounters, etc...).

10 Adding CEPv2.0 to Your Module Introduction & Basic Installation

Due to the enhanced flexibility of CEPv2.0 as mentioned in the previous section, you may wonder just how difficult installing it can be. Not to worry folks, bringing CEPv2.0 into your worlds is really quite simple. The procedure below shows how to add CEPv2.0 to a module without any other existing haks. You should read over this section even if your module contains other haks (including CEPv1.x), just to familiarize yourself with the order in which CEPv2.0 haks are to be added. There are sections following this one to discuss how to add CEPv2.0 to a module that already has CEPv1.x installed, as well as how to add CEPv2.0 to a module that has other haks (such as the CTP). First things are first, and here’s how to add CEPv2.0 to a “blank-hak” module:

Installation to a Module without any Existing Haks Step 1: Open your Module in the Aurora Toolset Step 2: Click on EDIT from the menu-bar Step 3: Select MODULE PROPERTIES from the Edit drop-down menu Step 4: Click on CUSTOM CONTENT tab from the Module Properties Dialog-box

Step 5: Click on the TLK-LIST DROP-DOWN button and select cep2_v1.

Step 6: Click on the HAK-LIST DROP-DOWN button and select cep2_top_v#. Click Add.

Step 7: In the same manner as Step 6, select and add any of the cep2_add_xxx haks that you want to use. If these haks have a #, then the highest number is added first (i.e. phenos2, then phenos1).

Step 8: In the same manner as Step 6, select and add the cep2_core# haks starting with the highest number and adding ALL of the core haks ending with cep2_core1.

Step 9: Click OK – you’re done! – NOTE this will cause the module to REBUILD which can take a long time depending on the size of your module. (yes, long can be hours)

11 The Order of the haks shown on the custom content list IS IMPORTANT! It is always TOP on top, then any optional “ADDitional” haks you want to add, followed by ALL the CORE haks (with the highest number on top). If a hak is out of order, click on it and then use the Move Up or Move Down buttons to put it in its proper place.

Keep in mind that cep2_add_xxxx haks are OPTIONAL to use. You do not have to include any of them at all! See the section on The Additional Haks for more information.

Regardless of whether you use a CEP2 TOP hak or any CEPADD haks, you must use all of the CORE haks and they must be in the order shown (highest # above the others and counts down to core1).

12 How to install the script/blueprint .erfs If you decided to not use the script/blueprint HAK (cep2_add_sb_v1), but want to install the CEP scripts & blueprints via importing as .erfs (and hence editable), this section shows how to do it.

Note: as mentioned in the Scripts & Blueprints section you do not have to install either the hak or the .erf – you can opt-out and not have either “cluttering*” up your module. [*a common term used by those giving us “constructive criticism” – not meant to be derogative or dismissive of all the hard work done by the CEP blueprinters.]

How to Import an .erf

Importing .erf files is as easy as can be! Step 1: Open up your module in the Aurora Toolset Step 2: Click on FILE on the menu-bar Step 3: Click on IMPORT on the FILE drop-down menu Step 4: Find the .erf file you want to import and click OPEN

That’s it. Some .erf files give you warnings regarding missing resources. For the most part that’s fine. These generally refer to script libraries that are included in the .erf. They work, they just trigger an “alert” message when importing. For CEP .erfs, you can ignore these alert messages and continue with the installation.

Currently there are only two CEPv2.0 .erfs: cep2_bluept_v1.erf <- contains all the blueprints of critters, placeables, items, etc... cep2_scripts_v1.erf <- contains all the CEP scripts

TECH NOTE: there are some scripts in the blueprint .erf. These are scripts used by the blueprints and hence are exported along with them when creating the .erf file.

Builder’s Note: We plan on creating more .erfs and updating them as necessary.

You can delete unwanted blueprints/scripts very easily by the following procedure: Step 1: Click on FILE on the menu-bar Step 2: Click on Export on the FILE drop-down menu Step 3: Click Add Resources (you’re not adding, but this brings up...) Step 4: Select the type of Resource you want to delete Step 5: Select all the resources you want to remove and hit DELETE!

Now, if you want you can export the remaining resources you wish to keep as your own .erf.

More info on importing/exporting .erf files can be found on the Bioware Forums. Search Forums is your friend :)

13 Adding CEPv2.0 to Your Module When it already has CEPv1.x

So, you’ve been using CEPv1.x all along have you? Great! Now you want to update your world to CEPv2.0 and use all the added goodies, yet you’re concerned over what problems it will cause your module. Here’s where you’ll find the How-To and What- Happens-When info.

Installing CEPv2.0 in a CEPv1.x Module Step 1: Open the CUSTOM CONTENT tab of the MODULE PROPERTIES Box (see Steps 1-4 of the Basic Installation) Step 2: Select each of the CEPv1.x haks and hit the REMOVE button (thus removing ALL CEPv1.x haks from the list) Step 3: Follow steps 5-9 of the Basic Installation (adding the CEPv2.0 haks – DO NOT FORGET the CEP2_v1.TLK!

NOTE: this will cause the module to REBUILD which can take a long time depending on the size of your module. (yes, long can be hours)

What are the Consequences of CEPv2.0... You may have heard the phrase “CEPv2.0 will be 100% forward compatible with NWN”. Here are the changes that NWN1.67 & 1.68 have introduced and how they will affect your module & characters.

Cloaks: By cloaks I mean the inventory item cloaks, not the “capes” that are attached to an armor’s neck slot. All CEPv1.x cloaks will become NWN1.68 3D Cloaks. This means that when placed into an NPC or PC’s cloak slot a 3D cloak model will appear on that character. Furthermore their inventory icons will take on the new 3D icon appearances. We created a new Cloaks (non-appearing) base item which has 200+ 2D icons and which when used will operate just as they did in CEPv1.x. You will need to create a new blueprint for these 2D/non-appearing cloaks in your module.

We apologize to any builder who does not wish to have their modules “converted” to the new items introduced into Neverwinter Nights. We hope that you understand that the Community Expansion Pack must be 100% forward compatible with Bioware’s Neverwinter Nights. We spent many hours to create a “best-of-both-worlds” in CEPv2.0 where you can restore the original Cloaks by creating them under a new base item. For those that wish to override the new material, it is a “simple” matter to alter the baseitems.2da and cloakmodel.2da that are provided in the CEP2_top_v1 hak. We however cannot support such an alteration and you will need to update your version if those 2da files are updated by Bioware or CEP in the future. [If you do so, please leave the CEP lines intact – to prevent characters having the inventory bug – this means you’ll wind up with two sets of the identical base-items.]

14 Adding CEPv2.0 to Your Module When it already has other haks... (and/or tlk file)

Well now this gets... complicated. What makes content compatible with one another is how it is referenced in 2DA text files (i.e. files with the .2da extension) & its TLK file. 2DA stands for two-dimensional array, which means that it takes on a spreadsheet appearance with rows & columns. As it is a text file, it also means you can easily edit them with just about any text manipulator (such as Microsoft’s notepad). There are 2DA editors available for free from “The Vault”: http://nwvault.ign.com/

TheExcimer-500 created a 2DA editor which was used exclusively for CEPv2.0. It is in BETA are there are two known bugs that appear once in a blue moon (which will be fixed soon now that CEPv2.0 is out), however it is awesome for quickly comparing the differences between two large 2DA files (like the creature appearances.2da). You can download the Excimer-2DA Combinulator Windows program here: http://nwvault.ign.com/View.php?view=Other.Detail&id=53492&id=1099

The TLK file is a binary file, which means you need to use a TLK editor.

We tried a variety of TLK editors initially. The one used for the early work was a JAVA program called TlkEdit-R12b by EwaldTheUnimaginative: http://nwvault.ign.com/View.php?view=other.Detail&id=669

During the last two months of CEPv2.0 a new TLK editor hit the scene and we gave that a go and added a few hundred TLK entries with it. It is a Windows application created by Axe Murderer’s Killer TLK Program: http://nwvault.ign.com/View.php?view=other.Detail&id=1005

While we’re on the subject of programs that you’ll need to “combinulate” haks together, to open any hak file, you’ll need to use a hak-pack editor. Luckily you already have one – Bioware’s “Hak Pak Editor is the 'nwhak.exe' program located in the 'utils' directory where you have installed Neverwinter Nights”.

You should also know that with each Bioware update there can be 2DA changes made. CEPv2.0’s 2DA files were built using NWN version 1.68. When 1.69 is released we’ll released a new TOP hak with new 2DA files. To obtain a list of the current NWN 2DA files, visit the Bioware website: http://nwn.bioware.com/downloads/misc.html

15 The discussion on Hak-Pak combinulating can be quite complex depending on the particulars of the hak you’re using. For this documentation, we’ll just try adding together a “recently released hak called Spawns of Tiamat. And leave further discussion on other hak pack combination info to our forums. This “basic” instructions does not deal with cases when new models conflict with existing ones, that will be left to the forums for discussion.

Spawns of Tiamat by nirvy is available for download from NWVault: http://nwvault.ign.com/View.php?view=Creatures.Detail&id=550

We’ll start with the non-CEPv2b2 version, so download the spawns1.rar file (<6mb).

In general all haks except Tileset haks will conflict with one or more 2DA files in the CEP. So, unless the author states that he or she has made their hak compatible with CEPv2.0 & NWN1.68 (or the latest versions of them), then you’ll need to alter the 2DA files and create a new TOP hak:

Step 1: Open the .rar compressed file & extract the spawns1.hak Step 2: Open the spawns1.hak using the nwhak.exe in your NWN utils folder Step 3: Press the TYPE column to arrange the 52 files by type (thus seeing the 2DA files) Step 4: Now open the cep2_top_v1.hak in a new nwhak window (i.e. open another instance of that program) & press TYPE there as well.

Step 5: Check both haks for the same named 2da file. In Spawns of Tiamat, you’ll see there are three identical 2DA files. These are the ones that are of the greatest concern. Step 6: Extract both sets of duplicate 2da files to separate folders on your hard drive. To extract, click on each file (hold down Control and click to select multiple files) and then click on Resource on the menu-bar, then Export. Step 7: You can now open up the identical 2DA’s using a text editor and compare them line for line, or you can use my program, Excimer’s 2DA Combinulator, for this task.

16 Using Excimer’s 2DA Combinulator steps: Step 8: Click on Load 2da#1 and open CEPv2.0’s appearance.2da file Step 9: Click on Load 2da#2 and open Spawns of Tiamat’s appearance.2da file.

The first thing you’ll notice here is that there’s a long list in the “difference list” in the lower left corner. You’ll also notice that line 7 is highlighted on both 2DA’s, in the CEP 2da we have an entry for the “Parrot” which was introduced in NWN1.67. That bird is missing from Spawn of Tiamat’s 2DA, so if you used only Spawn’s hak, the NWN1.67 added critters would not appear. Since we’re building on 2DA#1 which is the CEPv2.0 2DA, we only care about finding the specific creatures in the Spawn of Tiamat hak. I thorough way is to scroll to the bottom of the “Difference List” and then click on the last entry (typically where the author’s add their content).

17

Hey, it worked! There’s all the new stuff! Notice that in CEPv2.0’s 2DA that the LABEL is **** which means it’s available, however, two columns over you’ll see under NAME “Bioware_Reserved”. Well, this means you shouldn’t add the critters at those row numbers because they could be replaced with “official” content in NWN1.69 or later editions. These should be left blank.

For this demo we’re just going to add in the Spawns and not the Colossal Black Dragons:

Step 10: Click on Item 40 in the Difference List, then click on the big button “Select a Row in 2da#1 to Replace”.

Notice that only that row appears in the 2DA#2 box, find a suitable row in the 2DA#1 (top) box to replace it with. There are 500 safe USER lines between 2000 and 2499. There are some USER lines below 1000, but I wouldn’t use them just in case NWN1.69 has a lot of content coming out and it overflows into those “safe” lines.

18

Step 11: Scroll down to line 2000 on the top 2DA box and CLICK on the **** under LABEL.

Step 12: Click REPLACE!

Step 13: Click on Items 39-33 and similarly add those critters to lines 2001 and up.

Step 14: When you’re done, Select “Write new 2DA from #1” from the menu-bar, and save the new 2DA in a different location.

Step 15: Clear both 2das and then load 2DA#1 for the next CEPv2.0 2DA you want to compare with the Spawns of Tiamat 2DA. Follow a similar procedure to add in the new lines to the CEP 2DA lines.

Now that you have all new 2DAs to use, you’ll need to add them into a new TOP hak for your module.

Step 16: Return to the hak file cep2_top_v1.hak and click FILE, then NEW.

Step 17: Drag the new 2da files you created into the hak spaces under RESOURCE

Step 18: Click on File then SAVE with a new hak name.

Step 19: Open your module up in the Aurora Toolset

Step 20: Under EDIT – MODULE PROPERTIES click on the CUSTOM CONTENT tab

Step 21: Add your new TOP hak above all the other haks, and the original Spawns of Tiamat at the bottom.

That’s it. You should now be able to use the new critters, if there are no new blueprints provided with the Spawns of Tiamat hak, drop down a chicken or another critter, and then look through the critter’s properties/Appearance list for one of the new critters (they’ll have the same name as in the 2DA file).

I know this was a very basic introduction to hak-combining. Every hak can be easy or complicated to combine, there can be lots of little quirks to get around (such as duplicate critters). In general, you’ll need to do some “2DA work” to get everything to play well together. We’ll be improving upon this documentation in our forums and in future CEPv2.x editions. If you have questions, feel free to ask.

19 Adding CEPv2.0 to Your Module In Combination with Tileset Haks

In general CEPv2.0 will not conflict with any Tileset-Only haks. Haks which contain only tilesets (not placeables, critters, or items) can be placed “anywhere” on the custom content list. However, for playtesting & troubleshooting purposes, you should place these tileset haks at the bottom of the list – below all CEP2 haks.

The exception to this rule of non-interference...

cep2_add_tiles & loadscreens.2da

The loadscreens.2da file in the optional-to-use cep2_add_tiles hak can “conflict” with tileset haks. We have updated it to work with the recently released CTP Release 1 by the Community Tileset Pack Team. This file includes all the loadscreen references for the ten tilesets in that pack – it DOES NOT contain the loadscreens themselves! What this means to you is that if you use the CTP Release 1 & cep2_add_tiles (which contains the six NWN1.67 tileset haks) that there will not be a loadscreens.2da conflict, but that you’ll still need to use the ctp loadscreens hak if you want to see their new loadscreens in your module.

However, we did not include any loadscreen references for TNO or other DLA images. We will include them once we know how they’ll be released to the public (as far as we know at the time of writing this document they’re only available through the premium module). If these are released officially by Bioware, we will update our loadscreens.2da file appropriately.

This doesn’t mean that you’re left in the waters without a raft when it comes to loadscreens & tilesets. You can edit & combine any loadscreens.2da with the CEPv2.0 one in cep2_add_tiles.hak. Follow the same procedure as outlined for combining appearances.2da.

20

The Phenos Expansion Project

I started this project to incorporate two of my favorite haks into CEP: GuS/NIC horses & NPC/PC Flying. Bioware greatly improved upon the usefulness of phenotypes with their NWN1.67 patch. Thus making it very easy to use phenotypes in the toolset & to also reduce duplicate armor models being required (hence dramatically decreasing the hak file size required for multiple phenotypes).

With the cep_add_phenos 1 & 2 optional haks installed into your module, PCs & NPCs can ride horses or ponies, and can “fly” with relative easy scripting. How easy? As easy as typing this:

include “zep_inc_phenos”

An include “script” is not an executable script, but rather a function library. This particular library in available through the scripts.erf or sb_hak and contains the following four functions to make all your flying & riding dreams possible: zep_Mount For PC Races & Dynamic Skeletons to ride either *P1* Horses or Ponies. zep_Dismount A function called to dismount a mounted rider zep_Fly For PC Races, Dynamic Skeletons, Brownies, Kobolds, succubus, Male/Female Vampires, and Eryines to switch to “fly mode”. zep_Fly_Land A function called to “land” a flying critter.

These four functions have a number of options available as to how to use them. They are also set with some default settings so that even the most basic scripter can use them.

21 Basic “Mount-Up” on Conversation with a *P1* Horses/Pony

What’s a *P1* horse or pony? Simple: any horse or pony that has the added *P1* to its appearance name. There are the “fatter” more Horse/Pony looking versions – they look rideable, compared to the thinner more “deer-like” horses. Currently there are five horses and three ponies that are rideable:

Let’s take one and make it “rideable” via a conversation event script. Place your *P1* horse (or pony) in the toolset and right click on it to open its object properties. Click on the Scripts Tab and write “mountup” as a new script name.

Press EDIT and then enter the following “code”: #include "zep_inc_phenos" void main() { object oPC = GetLastSpeaker(); zep_Mount(oPC, OBJECT_SELF); }

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Save the script and exit. Now your horse is rideable upon conversations with a PC or NPC of the appropriate race.

See, that was easy.

So what will happen when a PC rides this horse? There are some default settings I mentioned, here’s what will happen under those settings:

1) The horse critter that the PC talked to will be “stored” in the module (and vanish from the game) 2) The PC will have its phenotype changed to the appropriate type for both Normal/Large and that horse 3) The PC’s Movement Rate will increased to an appropriate amount for that horse.

That’s it. However, please note we’ve not given any method for the PC to dismount from the horse. Until we do, he or she will be stuck riding. But the dismount is just about as easy as mounting, as you will soon see.

23 Here’s the zep_mount function in all its glory: zep_Mount(object oRider, object oMount=OBJECT_INVALID, int nMount=0, float fWalk_Speed=fDEFAULT_SPEED, string sItem_ResRef="")

My that looks complex... and the reason for it is to give experienced builders a few options so that y’all won’t have to script it yourselves. oRider – this is the object you want to mount-up. As stated it can be any PC Race or a Dynamic Skeleton. So Dwarves, , gnomes can ride horses despite looking a bit silly. Likewise Humans, Elves, and Half- can ride the ponies.

To state what mount oRider will use you have two options: oMount <= This is a horse or pony creature in your module that the PC or NPC will interact with. Like in our example of placing the horse and using the MountUp script in its conversation event. Use OBJECT_INVALID if you DO NOT want to use this method.

If you do not use an object to Mount, then you specify directly the type of mount to create under the PC/NPC: nMount <= This is an interger to represent the specific mount to use. Constants built-in that you can use: nCEP_PH_HORSE_BLACK nCEP_PH_HORSE_BROWN nCEP_PH_HORSE_WHITE nCEP_PH_HORSE_AURENTHIL nCEP_PH_HORSE_NIGHTMARE nCEP_PH_PONY_SPOT nCEP_PH_PONY_LTBROWN nCEP_PH_PONY_BROWN

You can type those constants directly into the function. For example: zep_Mount(oPC, OBJECT_INVALID, nCEP_PH_HORSE_BLACK); will make oPC suddenly appear on a black horse. fWalk_Speed <= This is the speed adjustment that you wish to make. The Default settings will use the values we believed to work well. However, you may want to try others if you're not satisfied. It is given in meters/round. A human walks 1.6 m/r. Our default horses walk at 2.2 m/r. This compensates for any Haste/Slow effects (removing their speed adjustment, but leaving their attack/round and AC bonus). Under Default: Ponies are slower than horses. Aurenthil/Nightmare are faster. Use 0.0 to disable any speed changes. This is nifty if you want to sell different quality horses to the PC. sItem_ResRef <= This is the RESREF for a blueprint item that you want the PC to be given. It will check the PC's inventory and if missing, it'll add it. Typically this is used to create a “dismount” object. Keep in mind RESREF is not the TAG NAME!

More examples & information on this function will be available from the CEP-Forums.

24 Basic “Dismount” Using a Placeable Object

You can use any placeable object’s OnUse event script to have the PC or NPC dismount (you can also use triggers or door scripts to stop PCs from entering a building mounted).

It is very easy. Step 1: Place your placeable (hitching post, hay, etc...) and then right click-edit properties Step 2: Make the object Useable (and PLOT is probably a good idea) Step 3: Click on Scripts & enter dismount on the OnUsed Event, then hit EDIT Step 4: Enter the following script code:

#include "zep_inc_phenos" void main() { object oPC = GetLastUsedBy(); zep_Dismount(oPC); }

That’s it. Now when a PC uses the hitching rail or other object – under the default conditions, here’s what will happen:

1) The horse critter that the PC talked to will be restored to the location of the PC (if there was one). 2) The PC will have its phenotype restored 3) The PC’s Movement Rate will be restored.

Here’s the zep_dismount function in all its glory: zep_Dismount(object oRider, string sRemoveItem_ResRef="") sRemoveItem_ResRef <= This is the ResRef for a blueprint item that you want to remove from oRider

It should be stated that if oRider is not riding a *P1* critter, then nothing will happen – so it’s safe to use zep_dismount on any area transition you want without fear of it causing havoc in your games.

25 Intermediate “Fly & Land” Using a CLOAK!

Here we’ll use the zep_fly and zep_fly_land functions but as a twist we’ll make them take place whenever a PC wears a particular cloak.

First let’s make a 2D cloak (NOTE: all the new 3D cloaks are not yet functional): Step 1: Go to the ITEMS palette, and select CUSTOM Step 2: Right-click PLOT from the list and select NEW Step 3: Scroll down to “CLOAK, NO APPEARANCE” and select it (press next) Step 4: For name how about “Winged cloak” (something simple) – press next) Step 5: Select where you want to store the blueprint – how about PLOT? Step 6: Check Launch Item Properties & hit Finish Step 7: Select an appropriate APPEARANCE (how about #171?) Step 8: Feel free to enter a description – but at this point you’re done with the cloak.

REMEMBER OR WRITE DOWN the TAG NAME!

Step 9: Open the script editor (under tools). Enter the following script code: #include "zep_inc_phenos" #include "x2_inc_switches" void main() { object oPC; object oItem; int nEvent =GetUserDefinedItemEventNumber(); if (nEvent == X2_ITEM_EVENT_EQUIP) { oPC = GetPCItemLastEquippedBy(); zep_Fly(oPC,nCEP_WG_DRAGON_RED); }

if (nEvent ==X2_ITEM_EVENT_UNEQUIP) { oPC = GetPCItemLastUnequippedBy(); zep_Fly_Land(oPC, TRUE); } }

Step 10: Save this script with the same TAG NAME as the cloak!

That’s it... drop this cloak somewhere in your module to test it out. Notice that your PC will grow Red Dragon Wings if he/she doesn’t already have wings attached.

NOTE: There is a known bug involving 3D cloaks & wings. This bug carries through if you “fast-switch” between a 3D cloak and a 2D cloak. PCs can avoid this by “slow-

26 switching” – i.e. place the 3D cloak into one of the inventory tabs, thus emptying the cloak slot & then placing the 2D cloak with a Wings-Appearance as with the above script into that slot.

More examples & information on these functions will be available at the CEP-Forums.

27 CEP Content Contributions 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.

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:

Ø Making decisions on technical and functional quality Ø Renaming and renumbering models to play well together and with existing and expected Bioware content Ø 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) Ø Tweaking and cleaning up models where we felt necessary Ø Cleaning or replacing icons Ø Deleting redundant animations and super-modeling creatures to an appropriate parent Ø Creating DDS versions of large .tga files Ø Including only compliant models from a hak Ø Pretty much anything else we felt was necessary to maintain the integrity of the expansion pack

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.

28 CEP Content Contributions Contributor Acknowledgements

The content in the CEP was not developed by the CEP Team – it was developed by the community!

With our new website in place, we are enhancing the Content Contributor acknowledgement section of CEP. Making it “3D” – well web-enhanced anyway. Our website will include each work alongside the authors’ NWVault link to make it easy for that author to receive votes and user feedback on their works. We are also planning on bi- monthly features detailing all the work of specific authors. Furthermore, space will be provided on our website for authors to discuss their works in the CEP packs as well as discuss any works in progress.

Though we will try our best to avoid any omissions from the list of credits, if you are the author of a particular work and have not received an acknowledgement for it then please TELL US immediately! We apologize in advance for any omissions, and hope that if such an omission has occurred that you understand it was accidental and we will gladly make an amendment.

It is our hopes that this extra effort to develop a better symbiotic relationship between the hak-organizers of the CEP Team and the content authors; that this relationship will also inspire new talents to emerge and contribute to the Neverwinter Nights community. If you are a content author, please join us at the new CEP website as we want you to receive the credit you are due and the acknowledgement of the entire community that has benefited from your works.

We are looking forward to show-casing your incredible contributions to CEP and the Community at our new webpage.

To each and every author that has made the Community Expansion Pack possible:

THANK YOU!

29 CEPv2.0 – 2DA Files & Locations

This section lists all of the 2DA files included in the CEPv2 TOP & ADDitional haks.

cep2_top_v1.hak appearance parts_belt appearancesndset parts_bicep baseitems parts_chest cloakmodel parts_foot creaturesize parts_forearm placeableobjsnds parts_hand footstepsounds parts_legs placeables parts_neck portraits parts_pelvis ranges parts_robe soundset parts_shin tailmodel parts_shoulder wingmodel des_crft_aparts traps itempropdef vfx_persistent itemprops weaponsounds

cep2_add_phenos2.hak phenotype.2da

cep2_add_tiles.hak ttz01_edge loadscreens tdt01_edge

30 CEPv2.0 Team Credits Listed in the Order they Joined

Harley59 – Public Relations & Team Spirit Motivator Forum Crawler, Data Miner, polite, nice and helpful to a fault. I have probably read every post in the CEP forums since they were started. More than willing to do a 'search' for someone, especially if I 'remember' something about the question. I will search the internet for them also if I think that it would help.

Server admin of Terrapin with my husband CTripps http://nwvault.ign.com/View.php?view=Gameworld.Detail&id=553, Terrapin on the Vault, he is the main builder I keep track of the community, what is going on with certain things like say the CEP, CTP etc.

My natural skill you could say is Lore.

Harley(59)

The Devil's in the details..... also in the basement (this is a reference to a place in our world)

Shadow_Weaver – Senior Blueprint Specialist, Website Administrator, Expert Troubleshooter I joined the CEP team before the release of version 1 to help with 2da and tlk editing. I also helped out here and there squashing bugs and making sure the haks worked out with the right general idea.

Now, I administer the new CEP forums and website, offer advice and help troubleshooting any problems that arrise, and I helped in getting the blueprints out the door for CEPv2.

My personal NWN/NWN2 love is the Veiled in Mists Project: http://www.veiled-in-mists.org/, which I have been working on and off again for the last, well, 4 years.

I hope that you enjoy the CEP version 2 as a lot of blood, sweat, and tears have gone into it. I know I personally thank every last member of the CEP team that has helped this project see light since the first days.

Shadow Weaver

31 TheExcimer-500 – Hak ‘Combinulator’, TLK Editor, Model & Animation Repairman (also a script-wizard) Combined an additional 70+haks since joining the Team Completely updated the TLK to reference all objects – this will be now translated into other languages Fixed over 300 models – with some major fixes, including adding model parts and completely re-animating some critters.

Around September of last year I began a hak-compilation project that would work with CEPv1.x. Each and every critter and placeable was thoroughly checked and fixed before it went into the compilation. It was a vast undertaking, but I felt it absolutely necessary as it seemed to me that CEP would only be patched and that a v2.0 was not in the making. Around January this year I realized that a CEPv2.0 might just happen, and I noticed that their critter list resembled my own. So, I contacted Doorman (the hakman at the time) and offered a slew of my own model & animation fixes to the team. We worked well together through February until ill-fortunes befell Doorman. At this point the project seemed doomed. Doorman was the main “hakman” for CEPv2.0. So I took a deep breath and joined the CEP Team full-time to carry on the work.

Since then I have clocked a minimum of twenty hours per week on the project, many weeks easily forty hours and even some exceeding sixty hours (goodbye this year’s vacation-time).

Why? Well it’s all Bioware’s fault for creating such a perfect game. The moment they pre-released the Aurora toolset I was hooked! It was provided with a great multiplayer module (NWN) that ended with the phrase “endless adventures” – and never had truer words been spoken. As a self-taught ++ (learned Basic back on the Atari 400), I immediately took towards creating elaborate scripts to enhance the modules I was tinkering with.

Then on Feb. 4th, 2004 I formed the 1st Order of Role-Players’ Guild. With its emphasis on pen-n-paper campaign style modules geared towards a steady party of role-playing adventurers, I found myself expanding my knowledge into every aspect of module building – from creating a waypoint-driven cutscene suite of functions, to learning 3D model & animations for altering tiles and creating new placeables and critters. I discovered that with a lot of effort one could create an adventure with the precise atmosphere dreamt up by your imagination.

Well that’s part of my story, anyway. I am glad that CEPv2.0 is now in your hands, and that it forms a solid foundation for the continuation of the project both for NWN and for NWN2.

TheExcimer-500 (aka TJ) : website – http://members.aol.com/TheExcimer500/index.html

32 Ginasue – Public Relations & Tail-end of v2.0 Team Leader First off, hello everyone. Some of you knew me others do not. Let me give you an idea on who I am, and how long I have been a Role Playing Gamer.

Back in the 80's I got my first computer. It was a Tandy from Radio Shack and at that time there was no internet, or if there was, it was still in it's begining stages. The Tandy didn't even have a modum with it. It used Floppy Disk, for storing items. At that time, it has a 1gb hard drive, and everyone wondered if they would ever fill up that much space.

Over the years, as RPG's came out, I would get them and play them on my computer. As people learned more about these types of games the people out there started making them bigger and bigger, and then in time they realized that young people and some not so young, enjoyed playing them.

At the age of 42 I went to school to learn to repair computers. Received my AA degree in computer repair. Then found no job for an old lady, so did other things, but still computers where something I really enjoyed fooling with.

When BG2 came out, the list of codes, that people had had for BG1 wasn't available, so I found a program that allowed me to get those codes, and then I posted them on the BG2 board, on Bioware. A young man saw them, and asked me to come see his RP site, which I did, and over time, built my own RP Site.

Then one day a couple of friends from those two sites, asked me if I played NWN. I told them I did, and then they asked if I had ever played on line. Well I hadn't, so I joinned them on line one night, and that was it.

They took me over a few week to a few sites that they liked, and then one day we went to a place called Menzoberranzan. Well, that's where I found a home on line, and have now been there for the last three years. I started off as just one of the many players on there, and because of my background in running RP sites, and dming them, they asked me to become a DM on there.

My brother joinned me there on that site, and over time, we both came to be more than just players and dms of this site. My brother now hosts it on line, and I am the main builder of the areas for the module.

We first put CEP 1 on the site, about 2 years ago. Now we will be adding CEP 2 to it.

33 420 & Throbblefoot – Blueprint Specialists 420: CODI placeable blueprints (~30) and creature blueprints (~200) Throbblefoot: CODI creature blueprints (~30)

My wife and I started dating in the mid ‘90’s and together we got into multiplayer games like Diablo 2 and Quake. When Bioware announced Neverwinter Nights I dusted off my old Monster Manuals and Unlimited Adventures and introduced CRPG construction to my wife. Then I started buying the 3.0 D&D manuals in preparation for NWN.

Well, we’ve been addicted to NWN ever since and even turned one of our pet projects into a semi-persistent server called ThrobbleServ (after my wife’s NWN handle “Throbblefoot”). Having a few years of C++ under my belt (as well as a few scripting languages) it was pretty easy to teach myself to script in NWScript.

Being a big fan of : Torment I was sad to see CODI dissolve but was happy to get my hands on the CODI content released by Papermonk. In celebration I decided to run a Sigil server for one weekend featuring the CODI content, the Sigil tileset (http://nwvault.ign.com/View.php?view=hakpaks.Detail&id=6222) and the extracted music from Planescape: Torment (http://nwvault.ign.com/View.php?view=hakpaks.Detail&id=2347). In order to accomplish this my wife spent an entire weekend looking up official stats for the various CODI creatures and made blueprints for all of them while I made blueprints for the placeables.

Shortly after mentioning this project on the Bioware forums I was contacted by Shadow Weaver who was very interested in using our CODI blueprints. He was so impressed that I got the offer to do as many blueprints for the CEP v2 creature models as I could before it was released.

My efforts were rewarded first by a membership in the PWARP and recently membership into the CEP team!

Details on our server can be found here: ThrobbleServ : http://lucidmagic.net:8080/forum/index.php?showforum=36

34 1st Order of Role-Players’ Guild – Dedicated Play-Testers Began playtesting with CEPv2.0 Beta1; approximately seven guild bug-sleuths contributed towards making CEPv2.0 as bug-free as possible. Founded on Feb.4, 2004 by a group of experienced Dungeons & Dragons players, the 1st Order of Role-Players’ Guild embarked on a mission to bring a “pen-n-paper campaign” experience into Neverwinter Nights. Several of its founding members became expert module builders and storytellers integrating complex scripts, visual effects, and cutscenes to enrich the experience.

Passing its 2.5 year mark, the guild is comprised of about 18 gamers, half of whom are from the original D&D generation, and the other half mature younger role-players looking for a more satisfying approach to NWN. We have also expanded to other online games bringing to them a role-playing twist.

The guild currently features three DM’d campaigns using guild built modules customized towards the goals & storylines of each campaign’s party of heroes (or anti-heroes). Each active campaign is currently in need of a few experienced role-players who prefer gaming at a pace that permits us to savor emotional, intellectual and social challenges and where in-character tavern discussions about our encounters, plots, and backgrounds can sometimes consume an entire gaming session.

If you are a seasoned role-player with the desire to join a small guild of gaming friends and embark on a campaign-style adventure, then perhaps our guild is the right one for you.

We are also interested in other serious role-playing guilds wishing to combine resources to form a Community Role-Playing Network.

Our web-page: http://www.1storder.net Our web-forums: http://fora.1storder.net

35 Former CEP Team Credits Kephisto – CEPv2.0 Team Leader until its tail-end. Doorman & NinjaTroll – Pre-CEPv2.0 Beta1 hak specialists Eligio_Sacateca – CEPv1.x Team Leader

Other Members from CEPv1.x: CFX, Devon_V, Lilac Soul, Loki Hakanin, Maximus_IGN, Mermut, Rubberducky78, Seryn, Squidget, Aethelwyn, Geekgirljess, Koffein, Luna_C, SBird, & Shealladh

36