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8/27/2005

Neverwinter Nights

Player’s Guide, v1.52


http://www.nwncep.com/

Community Expansion Pack 1


8/27/2005

Table of Contents

Welcome to the Community Expansion Pack ……………………………………….3

The Features of CEP …………………………………………………………………..4

Obligatory Disclaimer …………………………………………………………………..7

Introducing the CEP Team …………………………………………………………….8

Installing CEP (For Players) …………………………………………………………..9

Installing CEP (For Builders) ………………………………………………………...12

Patching CEP (For Players) ………………………………………………………….17

Patching CEP (For Builders) ….……………………………………………………..20

CEP Support …………………………………………………………………………..25

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8/27/2005

The Community Expansion Pack


If you are a player and have downloaded a module that requires the Community
Expansion Pack (CEP), you can go directly to Getting Started for Players.

If you are a module builder or custom content creator and want to use the CEP in
your new module, you can go directly to Getting Started for Builders.

Welcome to the Community Expansion Pack


With well over 1,000,000 downloads since its release in March of 2004, the
Community Expansion Pack (CEP) has surpassed most people’s expectations in
terms of popularity and of becoming a single, integrated source of high-quality
custom content for Neverwinter Nights.

As a player, you download the CEP once and you can use it to run any CEP-
compatible modules. If you have never used custom content before, don’t worry:
the CEP does not affect your NWN game installation. It is simple – taking only
minutes to install – and is only used if you play a CEP-compatible module. You
don’t need to understand haks, talk-tables or all of the complicated jargon around
custom content. It’s that easy and you will be amazed by what it can do for the
look and feel of those CEP-compatible modules.

As a module builder, you can make use of the CEP content to greatly expand
the resources you can use to tell your stories, to captivate your players, and to
wow your audience. It is easy to install and the new content is right at your
fingertips. Tried, tested and true. If you have been overwhelmed by the idea of
learning how to merge hak paks, the CEP is for you. Even if you know how to
build your own content but have been disappointed at the lack of quality in what
is available, the CEP is for you. If you still want flexibility in your modules, you will
find that it is easy to build upon the CEP itself – and you don’t have to worry
about players downloading huge hak paks for a single game. After you download
the CEP itself, you should also get the supplementary material in the Module
Builders Guide (that material is for module builders – you don’t need it if you just
want to play a CEP-compatible module).

Still not convinced? The watchword of the CEP Team is more. More content.
More quality. More flexibility. More more. Here is what you get with the CEP :

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More Content
The CEP gives you access to the best custom content on NWVault as well as
material that is unique to the CEP.

• New creatures that are not available anywhere else including crabs (both
normal and giant sized) and animated objects (books, chairs, tables, etc.)

• Over 460 community creatures from fiends like the Gelugon to new goblin
models, giant ants, owlbears, and everything in between

• Wing and tail nodes added to many of the humanoid creatures in the CEP
– a feature you will not find anywhere else

• New dragon, bird and erinyes wings, as well as a cat’s tail for NPCs

• Two new dynamic creatures suitable for PCs: the Wemic and the Brownie

• 15 completely new weapon types including the falchion, maul, nunchaku,


and trident

• New components for thousands of unique weapons

• 1270 new inventory icons including rings, robes and books

• 94 new items from holy symbols to musical instruments

• 329 new small, large and tower shields

• New components for thousands of unique armor and clothing types,


including Lisa’s "clothes horse" inventory with robes, gowns, kilts and
other fashions

• Over 1,500 new placeables from plates and bowls to siege engines, ships
and towers

• 130 new NPC portraits for dwarves, elves, gnomes, halflings, humans,
half-elves, half-orcs, wemics and driders

• All of the new creatures and placeables come with blueprints so that they
can be literally dropped into your module and used or can be modified as
you see fit. Many of the new clothing and items come with blueprints so
that you can see the realms of possibility with these. Because of the vast
number of permutations of this content it was impossible for us to provide
blueprints for all of this new content

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More Quality
The CEP isn’t just about quantity – it is about high-quality content that plays
nicely together. The CEP Team has published a set of standards for community
content and has applied these standards to the community content on NWVault
to build the CEP. For the material included in the CEP we undertook to scrub and
update it.

• Textures cleaned up and converted to DDS format for better performance


on your PC and to save space for downloading. We saved literally
hundreds of megabytes of space this way

• Weapon and other item models renamed and renumbered so that they do
not overlap and can be used together

• New colors added to many weapons to provide the full 3 color options
used by Bioware. All weapons now have the 4th color introduced with HotU

• Clothing models renamed and renumbered so that they do not overlap


and can be used together. Note: Lisa’s clothes horse was deliberately not
renumbered so that existing ERFs and PCs using her clothes could be
imported into CEP-compatible modules with minimal fuss

• Animated models super-modeled where appropriate to eliminate


redundant animations and reduce file size. This saved over 50MB of
space

• Placeable models renamed to meet Bioware standards so that use-nodes


would work properly

• Icons for all types of items cleaned up and added alpha-masks where
required

• Eliminated overlap with Bioware content so that CEP content does not
break things in the original game

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More Flexiblity
It is not just about a one-time expansion pack. More flexibility to keep up to date
with all of the new content that the community produces is key. To help
accomplish these goals and simplify use of the CEP, the CEP team will adhere to
these principles:

1. Do no harm to CEP users and their game installations.

2. Minimize unnecessary changes and manual effort when patches or new


content come out from Bioware by centralizing these changes and
structuring the CEP products to minimize re-downloads.

3. Make it easy for module designers to use CEP content and to add their
own content on top of the CEP – still without requiring huge downloads.

4. Remain consistent with the thematic and world view guidelines


established by NWN.

5. Be inclusive of as much content off of NWVault as possible without


violating these guidelines.

We would like to thank our supporters, those who have built and played modules
for the CEP, and those who have provided us recommendations to continue to
improve it. We hope you enjoy the CEP.

If you have additional feedback or ideas for how we can improve this product,
please e-mail support@nwncep.com.

Enjoy!

‐ The CEP Team

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8/27/2005

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.

If any original author wishes to remove their work from the cep, arrangements
can be made. Please contact us at support@nwncep.com. 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:

• Making decisions on technical and functional quality

• Renaming and renumbering models to play well together and with existing
and expected Bioware content

• 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)

• Tweaking and cleaning up models where we felt necessary

• Cleaning or replacing icons

• Deleting redundant animations and super-modeling creatures to an


appropriate parent

• Creating DDS versions of large .tga files

• Including only compliant models from a hak

• Pretty much anything else we felt was necessary to maintain the integrity
of the expansion pack

We have posted inventories and allowed authors to opt out of the compilation. 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.

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8/27/2005

Introducing the CEP Team


The active CEP team currently consists of the following willing souls:
• CFX
• Devon_v
• Eligio_Sacateca (Founder and leader of the CEP Team)
• Harley59
• Kephisto
• Lilac Soul
• Loki Hakanin
• Maximus_IGN
• Mermut
• Ninjatroll
• Rubberducky78
• Seryn
• Shadow_Weaver_VIM
• Squidget
We also appreciate the early contribution of now-inactive members:
Aethelwyn, Geekgirljess, Koffein, Luna_C, SBird, Shealladh
Thanks also to our testers and others who provided support:
Jeff Miller S. Barnard scott barnard
Shadowhawk RedR Lisa
Frostbite
Special thanks go to Ewald the Unimaginative for his blueprint resref updater and
to juleslawrence for his demo module, to Maximus_IGN for his support with
NWVault, and to Grumalg for allowing us to use his Placeables with a Twist
v0.42 hakpak as a starting point for the cepplace.hak. Thanks also to Zibli for
allowing us to use his Realms of DragonReach Creature hakpak as a starting
point for the cepcreature.hak. Any problems with the CEP or anything we broke
in converting those haks to the CEP is our fault, not theirs. If we missed anybody,
apologies in advance (you can blame Eligio).

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Installing CEP (For Players)

You must install the CEP on to your machine before using a module that requires
the CEP. The simplest way to do this is to download the CEP self installer :

o cepv152.exe

This file is a self-installing executable and will install the latest version of the CEP
plus this document, a readme file, and links to the CEP website. Just double click
the file and follow the on screen instructions. That is all you need to do. Now load
up that module and away you go.

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For those that prefer not to use an installer we also have you covered. Its
relatively easy to manually install CEP.

1. Download one of the CEP haks:

o cepv152_man.zip (manual install, zip format), or

o cepv152_man.rar (manual install, rar format)

Note: You only need the ZIP or RAR version, not both.

Unzip or Unrar the download files (make sure you check the option to
maintain the directory structure when uncompressing) and place the
following hak paks into your NWN/hak folder :
cep1patch.hak
cepanatomy.hak
cepbaseitem.hak
cepcreature.hak
cepplace.hak
cepportrait.hak
ceptexture.hak
There are three haks in CEP which are specific to what version of
Neverwinter Nights that you have. To help you install the right ones we’ve
made three folders – named HotU, SoU, and Live. Choose the one that
best matches your version of Neverwinter Nights and copy all of its
contents (which are three hak files) into your NWN\hak folder.

Which folder do you use? Have no fear. Simply read on and we’ll give you
some great pointers to help you select the right one.

The HotU folder contains the three haks for versions of Neverwinter Nights
that either have both expansions installed (Shadows of Undrentide and
Hordes of the Underdark) or only Hordes of the Underdark.

The SoU folder contains the three haks for versions of Neverwinter Nights
that only have Shadows of Undrentide installed.

The Live folder contains the three haks for versions of Neverwinter Nights
that do not have either expansion installed.

Important – If you have Neverwinter Nights Platinum Edition then use the
HotU folder.

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Once you have selected the correct folder, open it and copy the following
three hak files into your NWN\hak folder. These three hak files are :
cep1patch152.hak
cep1patch150.hak
cep2da.hak
2. Place the talk table

cep.tlk

into your NWN/tlk folder.

Important - If you skip this critical step then CEP will physically work but
just about everything in it will have strange names and phrases. Its very
important that you place this file into that folder. Again, its very important!

If you don’t have a tlk folder simply create a new folder in your NWN
directory, name it “tlk”, then place the cep.tlk file in that folder. From that
point on you won’t have to worry about it.

3. Place the CEP Open Day.mod and CEP Starter Module.mod modules in
your NWN/modules folder.

The CEP Open Day module (created by juleslawrence) showcases some


of the awesome content available in CEP. There are also countless CEP
modules available on NWVault, including a continuation of the NWN
Original Campaign by Seryn, a member of the CEP Team. A high number
of Persistent Worlds and guilds are currently running the CEP as well.

That is all you need to do. You are now officially able to play CEP modules, PWs,
and experience everything that CEP has to offer.

Enjoy!

‐ The CEP Team

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8/27/2005

Installing CEP (For Builders)


You must install the CEP onto your PC first and then attach it to your module :

1. Follow the instructions from the section “Installing CEP (For Players)”.

Important - The CEP Starter Module already has CEP in it and is provided
as a quick and easy method for you to start a new module without manually
adding all the parts of CEP into it. The next time you want to start a new CEP
module, just start the toolset, open the CEP Starter Module, then save it
under the name of the new module you want to make.

2. Open your module in the toolset. If this is an existing module, we highly


suggest that you first save a backup copy of your module before making
major changes to it like adding CEP. This is a good practice in general.

3. If this is an existing module, you should do a Rebuild of your module


before adding the CEP haks. This will let you clean up any existing
problems with your module before adding the CEP. Another good reason
to first make a backup copy of your module before making major changes.

a. Select “Build Module” from the “Build” menu of the toolset.

b. Make sure the “Missing Resources” and “Compile” boxes are


checked. You do not have to check “Unused”.

c. Select the “Build” pushbutton.

d. Review and correct any errors before proceeding.

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4. Select Module Properties from the Edit menu. Your Module Properties
window should look like this:

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5. Choose the Custom Content tab.

Near the bottom you will see a combo box. Select the drop-down arrow
and scroll through the list of all haks in your \hak folder. Add all of the haks
so that they appear in the following order : The order is important!
cep1patch152.hak
cep1patch150.hak
cep1patch.hak
cep2da.hak
cepanatomy.hak
cepbaseitem.hak
cepcreature.hak
cepplace.hak
cepportrait.hak
ceptexture.hak
6. At the bottom you will see another combo box labeled Custom Tlk File.
Select the drop-down arrow and scroll through the list of all talk tables in
your \tlk folder. Add:

cep.tlk

to your module as well.

Important - If you skip this critical step then CEP will physically work but
just about everything in it will have strange names and phrases. Its very
important that you place this file into that folder. Again, its very important!

If you don’t have a tlk folder simply create a new folder in your NWN
directory, name it “tlk”, then place the cep.tlk file in that folder. From that
point on it should be available for adding to your modules.

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Your Module Properties - Custom Content window should look like this:

7. Switch to the Events tab. Using the drop-down combo box, set the
OnEquipItem field to zep_onequip. Note: This step is only required if you
want to activate the gender restriction property. This property is used on
some custom content items to ensure they are only worn or wielded by the
proper gender.

8. Select OK to close this window. At this point the toolset will rebuild your
module.

9. Save your module (we suggest you do a Save As… and change the name
in case there is a problem. This is a good practice in general when making
major changes to modules).

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10. At this point everything should work. However, there have been bugs with
the Aurora toolset in the past. Just to be safe, we recommend the
following additional steps:

a. Close the toolset (not just your module but the entire Aurora
toolset).

b. Restart the toolset.

c. Reload your module.

d. Click on an area to bring up the palettes. Right click on a custom


palette. Select Refresh Palette. This will ensure the new palettes
and items show up in the toolset.

At this point you can use the new custom content in your module. If you don't
want to go through all of this, you can use the CEP Starter Module that we
provide. It already includes all of the haks, the dialog talk table, and the script
hooks discussed above.

We have provided new item palettes so it is not necessary to import resource


files or blueprints to access the new content. This content has default
descriptions - you may “Edit Copy” them as you like to create magic or mundane
items for your module.

Note: The new creatures, items and placeables haks include a modified custom
palette (the palette is the tree view of items in the right-hand pane of the Aurora
toolset). If the palette is not updated for you automatically when you add the new
haks and talk table, right-click on any entry in the palette and select Refresh
Palette. You can also use Refresh Palette to restore any of the CEP blueprints
later if you accidental delete them.

Enjoy!

‐ The CEP Team

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8/27/2005

Patching CEP (For Players)


In addition to the newly updated baseitems and portraits 2da files, v1.52 contains
updated custom heads, which were inadvertently broken by other improvements
and fixes that were recently made to the game. Commonly referred to as "broken
heads" these were not caused by CEP itself or any specific content creator.

The CEP Team gives special thanks to Lisa for single-handedly fixing all the
various custom heads and then providing the CEP Team with the fixed versions.

This is above and beyond other ways in which Lisa provided support and
workarounds for the community to adjust to the unexpected behavior of custom
heads that had worked prior to the new changes to the game.

Lisa, from everyone on the CEP Team - you have our eternal thanks! :)

There must be a previous version of CEP installed on your machine for the patch
to be truly effective. It doesn’t really matter which version of CEP you have
installed, such as v1.51, v1.50, or even an older release. Just make sure that you
already have CEP installed before applying the patch. How do you patch CEP?

The simplest way to patch CEP is to download the CEP patch v1.52 self installer:

o cepv152_patch.exe

This file is a self-installing executable and will update CEP to v1.52 plus this
document, a readme file, and links to the CEP website. Just double click the file
and follow the on screen instructions. That is all you need to do.

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For those that prefer not to use an installer we also have you covered. Its
relatively easy to manually patch CEP to v1.52. Again, there must be a previous
version of CEP installed on your machine for the patch to be truly effective.

The steps for patching CEP to v1.52 are as follows :

1. Download the zip or rar version of the CEP patch v1.52 :

o cepv152_patch.zip (manual install, zip format), or

o cepv152_patch.rar (manual install, rar format)

Note: You only need the ZIP or RAR version, not both.

Unzip or Unrar the download files (make sure you check the option to
maintain the directory structure when uncompressing) and open up the
folder. It should have have three folders and so many items in it.

2. There are three haks in CEP which are specific to what version of
Neverwinter Nights that you have. To help you patch the right ones we’ve
made three folders – named HotU, SoU, and Live. Choose the one that
best matches your version of Neverwinter Nights and copy all of its
contents (which are three updated hak files) into your NWN\hak folder.

Which folder do you use? Have no fear. Simply read on and we’ll give you
some great pointers to help you select the right one.

The HotU folder contains the three haks for versions of Neverwinter Nights
that either have both expansions installed (Shadows of Undrentide and
Hordes of the Underdark) or only Hordes of the Underdark.

The SoU folder contains the three haks for versions of Neverwinter Nights
that only have Shadows of Undrentide installed.

The Live folder contains the three haks for versions of Neverwinter Nights
that do not have either expansion installed.

Important – If you have Neverwinter Nights Platinum Edition then use the
HotU folder.

3. Place the following hak paks (from one of those folders) into your
NWN/hak folder :
cep1patch152.hak
cep1patch150.hak
cep2da.hak

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Since you already have CEP installed a “Confirm File Replace” dialog box
will show up, explaining that “This folder already contains a file named” –
with the name of each of the three given, one at a time. In all cases, click
the “Yes” button and the patch will update what’s in your NWN\hak folder
with the newest version of CEP v1.52.

4. Place the cep1patch.hak into your NWN\hak folder. Since you already
have CEP installed a “Confirm File Replace” dialog box will show up,
explaining that “This folder already contains a file named “cep1patch.hak”.
Click the button, “Yes”, and the patch will update what’s in your NWN\hak
folder with the newest version.

5. Place the talk table

cep.tlk

into your NWN/tlk folder. Since you already have CEP installed a “Confirm
File Replace” dialog box will show up, explaining that “This folder already
contains a file named “cep.tlk”. Click the “Yes” button and the patch will
update what’s in your NWN\hak folder with the newest version.

Important - If you skip this critical step then CEP will physically work but
just about everything in it will have strange names and phrases. Its very
important that you place this file into that folder. Again, its very important!

6. Place the CEP Open Day.mod and CEP Starter Module.mod modules in
your NWN/modules folder.

The CEP Open Day module (created by juleslawrence) showcases some


of the awesome content available in CEP. There are also countless CEP
modules available on NWVault, including a continuation of the NWN
Original Campaign by Seryn, a member of the CEP Team. A high number
of Persistent Worlds and guilds are currently running the CEP as well.

That is all you need to do. You are now officially updated to CEP v1.52 and able
to play CEP modules, PWs, and experience everything that CEP has to offer.

Enjoy!

‐ The CEP Team

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8/27/2005

Patching CEP (For Builders)


You must install the CEP onto your PC first and then attach it to your module :

1. Follow the instructions from the section “Patching CEP (For Players)”.

Important - The CEP Starter Module already has CEP in it and is provided
as a quick and easy method for you to start a new module without manually
adding all the parts of CEP into it. The next time you want to start a new CEP
module, just start the toolset, open the CEP Starter Module, then save it
under the name of the new module you want to make.

2. Open your module in the toolset. If this is an existing module, we highly


suggest that you first save a backup copy of your module before making
major changes to it like adding CEP. This is a good practice in general.

3. If this is an existing module, you should do a Rebuild of your module


before adding the CEP haks. This will let you clean up any existing
problems with your module before adding the CEP. Another good reason
to first make a backup copy of your module before making major changes.

a. Select “Build Module” from the “Build” menu of the toolset.

b. Make sure the “Missing Resources” and “Compile” boxes are


checked. You do not have to check “Unused”.

c. Select the “Build” pushbutton.

d. Review and correct any errors before proceeding.

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4. Select Module Properties from the Edit menu. Your Module Properties
window should look like this:

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5. Choose the Custom Content tab.

Near the bottom you will see a combo box. Select the drop-down arrow
and scroll through the list of all haks in your \hak folder. Add all of the haks
so that they appear in the following order : The order is important!
cep1patch152.hak (make sure this hak is at the top of the list)
cep1patch150.hak
cep1patch.hak
cep2da.hak
cepanatomy.hak
cepbaseitem.hak
cepcreature.hak
cepplace.hak
cepportrait.hak
ceptexture.hak

6. At the bottom you will see another combo box labeled Custom Tlk File.
Select the drop-down arrow and scroll through the list of all talk tables in
your \tlk folder. Add:

cep.tlk

to your module as well.

Important - If you skip this critical step then CEP will physically work but
just about everything in it will have strange names and phrases. Its very
important that you place this file into that folder. Again, its very important!

If you don’t have a tlk folder simply create a new folder in your NWN
directory, name it “tlk”, then place the cep.tlk file in that folder. From that
point on it should be available for adding to your modules.

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Your Module Properties - Custom Content window should look like this:

7. Switch to the Events tab. Using the drop-down combo box, set the
OnEquipItem field to zep_onequip. Note: This step is only required if you
want to activate the gender restriction property. This property is used on
some custom content items to ensure they are only worn or wielded by the
proper gender.

8. Select OK to close this window. At this point the toolset will rebuild your
module.

9. Save your module (we suggest you do a Save As… and change the name
in case there is a problem. This is a good practice in general when making
major changes to modules).

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10. At this point everything should work. However, there have been bugs with
the Aurora toolset in the past. Just to be safe, we recommend the
following additional steps:

a. Close the toolset (not just your module but the entire Aurora
toolset).

b. Restart the toolset.

c. Reload your module.

d. Click on an area to bring up the palettes. Right click on a custom


palette. Select Refresh Palette. This will ensure the new palettes
and items show up in the toolset.

At this point you can use the new custom content in your module. If you don't
want to go through all of this, you can use the CEP Starter Module that we
provide. It already includes all of the haks, the dialog talk table, and the script
hooks discussed above.

We have provided new item palettes so it is not necessary to import resource


files or blueprints to access the new content. This content has default
descriptions - you may “Edit Copy” them as you like to create magic or mundane
items for your module.

Note: The new creatures, items and placeables haks include a modified custom
palette (the palette is the tree view of items in the right-hand pane of the Aurora
toolset). If the palette is not updated for you automatically when you add the new
haks and talk table, right-click on any entry in the palette and select Refresh
Palette. You can also use Refresh Palette to restore any of the CEP blueprints
later if you accidental delete them.

Enjoy!

‐ The CEP Team

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8/27/2005

CEP Support
The CEP team has endeavored to provide you with a trouble-free product, no-
hassle installation, and access to a wide array of community-produced content.

We will try to provide support for the CEP as well although there are limitations to
what we can do. The CEP team did not build most of the content in these haks
and so we may not have the resources to fix bugs with individual content –
through the screening process we have tried to leave out material that is known
to be problematic.

With all of that said, here are the procedures for contacting the CEP team for
support:

1. Before you report what seems to be an error with the CEP haks, refer to
our Frequently Asked Questions (FAQ) document first! The FAQ can be
found in the \cep subdirectory of your NeverwinterNights game installation.
CEP team does not have the resources to address the same issues over
and over again.

2. If the guide does not address your issue should you should refer to the
more up-to-date FAQ at http://www.nwncep.com/ or on the Community
Expansion Pack Forum FAQ posting.

3. Ask your question on the Community Expansion Pack Forum.

4. If the forum does not address your issue, contact us directly at


support@nwncep.com.

Please send all whining, flames and assorted unpleasantries directly to /dev/null
(because we will if you don’t). If you cannot do us the courtesy of asking for
assistance nicely, do not expect a response.

‐ The CEP Team

Community Expansion Pack 25

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