CEP 2.61
Aug 29, 2015 16:01:23 GMT -5
Post by thecapulet on Aug 29, 2015 16:01:23 GMT -5
In the coming weeks, I'd like to start working towards the upgrade. I figured I'd give it plenty of time before going live, both to allow people time to download it if they haven't, and to work on seperating all of the areas from the mod and integrating them into my core mod, which includes scripted systems specifically tailored to Wheel of Time roleplay rather than cookie cutter scripts used for amateur module developers.
CEP 2.6 and it's update include more cloaks, more armors, more robes, lots and lots of additional placable content, and most importantly, it fixes the model errors in a lot of stuff I've used to create our areas over the years. This will increase both performance and stability, along with the occasional aesthetic improvements. (For builders, it clears the previous palette out and removes many of the useless and broken beyond repair models/appearances that we constantly have to work around. It also cleans up the bloated CEP scripting system so it won't be in the way quite as much.)
The new core mod will include a new death system (or an old one, depending on how you look at it. It's the same as latest state TTA with a few stability improvements), a faction leader, DM, and player token system, a new channeling token that should integrate with previous scripts but allow us to remove the tons of useless unused items taking up inventory space. It will also include a new/old spellhook system from TA that allows more freedom in editing spells. I also intend to move many of the current widgets to custom actions that can be scripted to take advantage of many more triggers. So for instance, if you see a gateway and have the capability of learning the weaves, it'll trigger your token to allow you access to the custom action to try it out as well.
All of this is a month or two of work, so in all reality, it'll probably be delayed several times as I'm working through it. If I spit out an ETA, keep in mind that it is estimated, and likely to change.
If anyone has any questions, concerns, or requests, now is the time to voice them.
Download Location: neverwintervault.org/cep
CEP 2.6 and it's update include more cloaks, more armors, more robes, lots and lots of additional placable content, and most importantly, it fixes the model errors in a lot of stuff I've used to create our areas over the years. This will increase both performance and stability, along with the occasional aesthetic improvements. (For builders, it clears the previous palette out and removes many of the useless and broken beyond repair models/appearances that we constantly have to work around. It also cleans up the bloated CEP scripting system so it won't be in the way quite as much.)
The new core mod will include a new death system (or an old one, depending on how you look at it. It's the same as latest state TTA with a few stability improvements), a faction leader, DM, and player token system, a new channeling token that should integrate with previous scripts but allow us to remove the tons of useless unused items taking up inventory space. It will also include a new/old spellhook system from TA that allows more freedom in editing spells. I also intend to move many of the current widgets to custom actions that can be scripted to take advantage of many more triggers. So for instance, if you see a gateway and have the capability of learning the weaves, it'll trigger your token to allow you access to the custom action to try it out as well.
All of this is a month or two of work, so in all reality, it'll probably be delayed several times as I'm working through it. If I spit out an ETA, keep in mind that it is estimated, and likely to change.
If anyone has any questions, concerns, or requests, now is the time to voice them.
Download Location: neverwintervault.org/cep