Guidance on Updating from CEP 2.2 to 2.4+

#1

Hello folks,
We’ve decided to make the jump. However I’ve run into a snag. We currently have CEP 2.2 (v2b) and use its stated load order and haks. We also use several CTP haks. As it stands, the module loads and is playable.

When I go to update the module (change load order and remove old CEP HAKs that aren’t in the load order) the module fails to load (crashes to desktop on the load screen).

I took the CEP recommended load order, but still had “leftovers” from CEP that didn’t have a place. I tried to compile the mod without these HAKs (just the recommended load order) and got lots of errors, so I tried it with the leftovers above the 2.6 load order, but in their previous load order. None of that worked.

Now I’m at the point where I believe that some (or all) of those excess HAKs have to be removed, I’ve tried getting on the CEP Forum, but it says my account has been archived and i have to wait for a moderator to re-open it.

Is anyone expert enough in CEP to point me in a direction (other than “get gud”)?

I appreciate it
Sknymick

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#2

Could you post some screenshots of your module load order, limited to the CEP ones if you’re keeping it a secret?

It would help visualise the problem if we can see the load order at each state you reported, when module fails to load, recommended load order, etc.

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#3

@Kinslayer I’m afk right now. As soon as I get home I’ll snag Working info and attempted but failing info.

Thanks for the response

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#4

Ok,
Here are my load orders (Hidden because they’re a little ridiculous):

Currently Running:

Summary

CEP2_top_v22
CEP2_add_doors
CEP2_race
CEP2_add_phenos5
CEP2_add_phenos4
CEP2_add_phenos3
CEP2_add_phenos2
CEP2_add_phenos1
CEP2_add_sb_v1
CEP2_add_tiles2
CEP2_add_tiles1
CEP2_core6
CEP2_core5
CEP2_core4
CEP2_core3
CEP2_core2
CEP2_core1
CEP2_core0
CEP2_crp
CEP2_crp_s
CEP2_ext_tiles
CEP2_patch_v22b
CEP2_patch_v22c
CTP_common
CTP_bio_fix
CTP_genericdoors
CTP_loadscreens
CTP_blk_desert
CTP_brick_int
CTP_cave_ruins
CTP_dungeon_lok
CTP_dwarf_hall
CTP_elf_interior
CTP_exp_elf_city
CTP_goth_estate
CTP_goth_int
CTP_dungeon
CTP_babylon

Failed Load Order (mixture of CEP suggested, and legacy):

Summary
CEP2_add_doors
CEP2_add_loads
CEP2_add_phenos1
CEP2_add_pheos2
CEP2_add_phenos3
CEP2_add_phenos4
CEP2_add_phenos5
CEP2_add_reforge
CEP2_add_skies
CEP2_ext_tiles
CEP2_add_tiles1
CEP2_add_tiles2
CEP2_build
CEP2_custom
CEP2_top_2_65
CEP2_core0
CEP2_core1
CEP2_core2
CEP2_core3
CEP2_core4
CEP2_core5
CEP2_core6
CEP2_core7
CEP2_race
CEP2_crp
CEP2_crp_s
CEP2_patch_v22b
CEP2_patch_v22c
CTP_common
CTP_bio_fix
CTP_genericdoors
CTP_loadscreens
CTP_blk_desert
CTP_brick_int
CTP_cave_ruins
CTP_dungeon_lok
CTP_dwarf_hall
CTP_elf_interior
CTP_exp_elf_city
CTP_goth_estate
CTP_goth_int
CTP_dungeon
CTP_babylon

The currently running load order is exactly as the CEP 2.2 page directs (+ CTP). I just don’t know how to integrate/update to CEP 2.65.

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#5

Ok, I checked my archives but the only modules I have right now are CEP 2.6+, so what I say is untested.

“CEP2_add_pheos2”
I’m assuming that’s a copy error?

You have CEP2_add_phenos5 which is included to maintain backwards compatibility, so that’s good.

CEP_top_2_65 is listed as above CEP2_build and CEP2_custom but that shouldn’t matter unless you have added content to them.

I note a comment by Proleric on the CEP page that you should maintain inclusion of:
cep2_crp
cep2_crp_s
cep2_add_sb_v1 (you don’t have this in the second load order)

You might try isolating the ‘leftover’ which is causing the problem. Delete one of the patches, test, then restore and delete the next, etc. Hopefully it’s just one leftover is having a conflict

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#6

@Kinslayer
Yes, was a copy error. i had to hand jam all those hak orders into text files (I don’t know how to export them, and I wanted the text available, not just an image).

Did I read the Order Page wrong? This is entirely possible, but the page implies that the Optional HAKs come up top, then the “Core” stuff.

Regarding the _sb_v1, I found a “bug report” on the CEP Page. It suggested removing this HAK and importing the data from the ERF. I followed this step after trying with all HAKs present. So I’ve effectively gotten 3 failing load orders (as stated above, above + sb_v1 HAK, and another configuration I tried where I put everything not specified by the 2.65 load order below the specified load order).

This last is a sound piece of advice, that I am unable to accomplish. Due to personal problems with attention and memory (you’ll note that I disappeared for roughly 6 months), I won’t be able to accomplish this step. My computer takes about 45 minutes to compile the module after changing/removing HAK orders. As soon as I walk away from my computer, I will forget about it for hours, and won’t remember where I was (even with notes) when I return. I feel like it’s a cop out, but I didn’t want to ghost like I did last time.

I really appreciate you taking the time to think this through with me.

Sknymick

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#7

No problem! Sorry I can’t be of more assistance.

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#8

Greetings, Sknymick.

While I cannot speak for making sure CTP works with the CEP (I’ve never used it myself), I can hopefully help out when it comes to updating your existing module to a newer CEP.

Looking at your “not working” list, I do see several haks that could be removed because they are outdated or don’t do anything for version 2.65: cep2_patch_v22b, cep2_patch_v22c, cep2_add_racesA

cep2_build is designed to be used while building, but then remove it when you are done because it should only be used for blueprints (such as placeables) that you won’t need after making your areas.

If clearing those haks out of the list doesn’t work, please let us know. It’d be nice to get this working how you want it to.

Also, I found the email I get when new people register on the CEP forum (it’s a spam prevention thing). Your account is now active there. This is a good place to ask questions though, too, since many more people check here than visit that forum.

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#9

Thanks a lot @TheAmethystDragon,
I’ve made a copy of the working mod, changed the load order to reflect what I believe is your guidance (sometimes I fail to pick up on things, and assume things that weren’t stated at all).

Does it matter that the Toolset Hak Pak Conflict Analysis shows more conflicts than I could fit on a page? Most were dds and mdl, but there were also 3 2da’s. Some conflict between CEP and CTP, but mostly between several CEP HAKs. (See Below)

I do have a question about some of the CEP HAKs I have in the “functional” mod, that aren’t in the 2.65 order. Are those rendered redundant by another HAK, or should they be left in?

Anyway, I’ll set this to compiling and see what my results are.

Load Order I garnered from your preceding post
CEP2_add_doors
CEP2_add_loads
CEP2_add_phenos1
CEP2_add_phenos2
CEP2_add_phenos3
CEP2_add_phenos4
CEP2_add_phenos5
CEP2_add_reforge
CEP2_add_skies
CEP2_ext_tiles
CEP2_add_tiles1
CEP2_add_tiles2
CEP2_custom
CEP2_top_2_65
CEP2_core0
CEP2_core1
CEP2_core2
CEP2_core3
CEP2_core4
CEP2_core5
CEP2_core6
CEP2_core7
CEP2_crp
CTP_common
CTP_bio_fix
CTP_genericdoors
CTP_loadscreens
CTP_blk_desert
CTP_brick_int
CTP_cave_ruins
CTP_dungeon_lok
CTP_dwarf_hall
CTP_elf_interior
CTP_exp_elf_city
CTP_goth_estate
CTP_goth_int
CTP_dungeon
CTP_babylon

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#10

Ok,
Update. I changed the load order and compiled the module. Long story short, it didn’t work. When I tried loading, it crashes to desktop. Below are some things I noticed while building/compiling:

The first is my list of errors when using the functional 2.2 load. The second is the errors after attempting the 2.65.

Errors when applying 2.65 load order:

The Blueprint zep_xblmh_004.uti was not found and will not be loaded into the inventory of constablehampir.utc.
The Blueprint zep_xblmh_004.uti was not found and will not be loaded into the inventory of deputyarjento.utc.
The Blueprint zep_poisspear.uti was not found and will not be loaded into the inventory of goblinspiderri.utc.
The Blueprint zep_falchion.uti was not found and will not be loaded into the inventory of highwayman1.utc.
The Blueprint zep_falchion.uti was not found and will not be loaded into the inventory of highwayman2.utc.
The Blueprint zep_xblmh_004.uti was not found and will not be loaded into the inventory of leistranguard001.utc.
The Blueprint zep_poisspear.uti was not found and will not be loaded into the inventory of zep_gobspidrider.utc.
The Blueprint zep_xblmh_004.uti was not found and will not be loaded into the inventory of constablehampir.utc.
The Blueprint zep_xblmh_004.uti was not found and will not be loaded into the inventory of deputyarjento.utc.
The Blueprint zep_poisspear.uti was not found and will not be loaded into the inventory of goblinspiderri.utc.
The Blueprint zep_falchion.uti was not found and will not be loaded into the inventory of highwayman1.utc.
The Blueprint zep_falchion.uti was not found and will not be loaded into the inventory of highwayman2.utc.
The Blueprint zep_xblmh_004.uti was not found and will not be loaded into the inventory of leistranguard001.utc.
The Blueprint zep_poisspear.uti was not found and will not be loaded into the inventory of zep_gobspidrider.utc.

These seemed to duplicate themselves. Once when compiling creatures, and once when compiling items.

The entire list of errors is 1285 lines long, and I don’t know how you want me to convey that to you.

Standing by for further cogitation :slight_smile:

Sknymick

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#11

@TheAmethystDragon I have successfully updated to 2.65. We had some Bioware scripts that we had edited for the Henchmen, and I dug those out (removed all non-stock Bioware scripts).

Now I’m having a problem with something causing crashes in the main town. When I deleted everything (EVERYTHING) from the area, it loads and runs fine. So I’m deleting placeables (alphabetically) to see if that’ll fix it.

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#12

We’ve found the problem (at least very close). We had 1 NPC (or possibly 3) that had more spells and feats than their level allowed. They were all lvl 1 Bards, and I didn’t document what feats and spells they had. When I made them lvl 5, changed the 1 females head and clothes and the crashes stopped.

NPC(s) was fine in 2.2, but when we updated to 2.65, it caused a server crash.

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#13

Just dropping by to say now I’m about to update a module to 2.65. This thread may well come in handy.

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#14

Let me know how it goes. We are still rooting out doors and NPCs that cause crashes, etc…

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#15

Well uh, that was easy. I just added in the extra haks, switched from v21 to v26 tlk and top hak. The only issues I’ve seen so far are the wings and tails are messed up.

Despite my feeling that there’s an iceberg below the waterline it’s all grand!

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#16

That’s awesome man. Our problems likely stem from non-CEP sources, but it’s the process of upgrading that brings them to light… OR CEP doesn’t like something we did and is letting us hear about it

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