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NWN HAKPAKS

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Title  Killer Horse Pack v1.1 by Axe
Author  Axe Murderer
Submitted / Updated  11-19-2006 / 06-07-2007
Category  Combos - All-In-One
Expansions  Works on all versions
Description
Axe Murderer's Killer Horse Pack v1.1
=======================================

This is a companion package for use with the CEP2 v1.0 or later. Using it without CEP2 installed in your module won't work. It will not work with CEP1 (any version). It makes it simple to add rideable horses of varying qualities and types into your module without having to do any scripting or blueprint building. The system incorporates horse ownership concepts allowing all rideable horses to be owned by a specific PC or NPC. It also includes a stable subsystem which allows you to designate stable areas that automatically generate steeds for your players to use, as they are needed. The stable subsystem comes complete with a steed merchant who will determine a price for the steeds, adjust it according to some skill checks both the player and the merchant make against each other, then lists all the horses and prices for the PC to choose from in a conversation. Also includes a stablehand subsystem which allows you to make NPCs that charge a fee to tend horses for PCs, keeping them safe from theft.

The package includes an erf file and a hak file containing all the scripts and blueprints required by the system. No CEP2 content is overwritten or replaced. Be sure to read the Readme file in full as it describes the whole system and how to set up and use it.


Note: Multiplayer testing of this package was extreemly minimal.


Version 1.1- Fixed some minor bugs.



Requirements.
==============

You must have the NWN game installed, both expansion packs SOU & HOTU, and
patch version 1.68 or later to use this package. You must also be using the CEP2 v1.0 or later in your module. The KHP system should be compatible with all custom content you add to your module. It will not work with CEP1, you must be using CEP2. It was developed and tested on a module with CEP2 v1.0 and CTP Release 1 both fully installed using all hak paks from both
packages.

Files

NameTypeSizeDownloads
How_I_built_the_demo_module.txtHow_I_built_the_demo_module.txt
Submitted: 11-19-2006 / Last Updated: 06-07-2007
txt6.85Kb206
How I Built The Demo Module...a step by step text description of how the demo module was created from scratch.
NWN_Killer_Horse_Pack_v1.0_by_Axe.zipNWN_Killer_Horse_Pack_v1.0_by_Axe.zip
Submitted: 11-19-2006 / Last Updated: 11-20-2006
zip170.84Kb386
This is version 1.0
NWN_Killer_Horse_Pack_v1.1_Demo_by_Axe.zipNWN_Killer_Horse_Pack_v1.1_Demo_by_Axe.zip
Submitted: 11-19-2006 / Last Updated: 04-18-2007
zip97.75Kb192
This is a demo module showing how to set up the system. I used the hak installation method (see the readme in the main KHP package) to install KHP into the module.

This is the version 1.1 demo module.
NWN_Killer_Horse_Pack_v1.0_Demo_by_Axe.zipNWN_Killer_Horse_Pack_v1.0_Demo_by_Axe.zip
Submitted: 11-19-2006 / Last Updated: 02-14-2007
zip97.49Kb190
This is the demo module that uses version 1.0
NWN_Killer_Horse_Pack_v1.1_by_Axe.zipNWN_Killer_Horse_Pack_v1.1_by_Axe.zip
Submitted: 11-19-2006 / Last Updated: 04-18-2007
zip174.41Kb244
Axe Murderer's Killer Horse Pack v1.1
=========================

This is a companion package for use with the CEP2 v1.0 or later. It makes it simple to add rideable horses of varying qualities and types into your module without having to do any scripting or blueprint building.

The package includes an erf file and a hak file containing all the scripts and blueprints required by the system. No CEP2 content is overwritten or replaced. Be sure to read the Readme file in full as it describes the whole system and how to set up and use it.

Note: Multiplayer testing of this package was extreemly minimal.

Version 1.1- Fixed some minor bugs.


Requirements.
==========
You must have the NWN game installed, both expansion packs SOU & HOTU, and patch version 1.68 or later to use this package. You must also be using the CEP2 v1.0 or later in your module. The KHP system should be compatible with all custom content you add to your module. It will not work with CEP1, you must be using CEP2.

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Comments (30):

1 2 3

Posted by Axe_Murderer at 2007-04-1514:08:12    
I will take a look and see if there is anything I can do about it. I suspect that I won't be able to stop that from happening however. There is no way in a script to detect when a DM possesses something and I think when you do it is probably hosing up the effects used to make the horse go into limbo while a PC is mounted. All I can suggest right now is to avoid possessing the horses. If you have possessed one and the PC mounts it while you are in control I am not sure what will happen, but I would not be surprised if things get messy (2 humans trying to control the same npc is bound to cause some kind of havoc). If you do end up in the situation you described, simply using the DM console to delete or kill the PC's invisible horse should reset the PC so he can get another. If that doesn't work it could be some CEP2 problem too.

Posted by Perigryne at on04/15/07
--sorry-- After DM posession of horse, on the next PC dismount, the horse becomes invisible and undetectable (completely unusable), but is still in the object directory of active objects. getting a new horse from that point on yields same result. --horse disappears on dismount and remains invisible. Other than that - it's a fantastic system. Thank you. _________________________ Currently working on The World of Caudor

Posted by Perigryne at on04/15/07
Having an issue.. I'll test further, but it's multiplayer, and appears to be when a DM takes over your horse while invisible.... I'll confirm and repost when I can prove it. Perigryne, PWA World of Caudor worldofcaudor.com _________________________ Currently working on The World of Caudor

Posted by Axe_Murderer at 2007-03-1404:01:00    
E-Mail me your script and I'll take a look at it.

Posted by destinyzalias at 2007-03-1321:33:02    
I'm a complete newbie here, but I totally need some horses in my module. I used the CEP one, but it didn't aquire to my tastes. Now your horses seem awesome and all, but Im having a problem with compiling my oncliententer script ... #include "_horse_ride_inc" ... has a problem (unknown state in compiler), and i cant figure out how to fix it. Help me out? _________________________ -Destinyzalias

Posted by Axe_Murderer at 2007-02-1401:44:21    
OK I added a demo. Link above to download it.

Posted by DM_Spike at on02/11/07
After spending 2 days of trying to work out how to set the variables, I finally got it to work. A demo mod would be very helpful to people with less modding experience. Once it got working I found it very pleasing to use. Good work Axe.

Posted by Axe_Murderer at 2006-12-1621:28:45    
Somebody asked how to make transitions that only the dismounted could go thru, so here is what I gave him: // Transition Trigger OnEnter script or // Door OnAreaTransitionClick script //::////////////////////////////////////// #include "_horse_ride_inc" #include "x0_i0_transport" void main() { object oPC = GetEnteringObject(); if( !GetIsPC( oPC)) return; if( GetIsMounted( oPC)) { FloatingTextStringOnCreature( "To enter there you must first dismount your horse.", oPC, FALSE); return; } object oDestination = GetTransitionTarget( OBJECT_SELF); if( GetIsObjectValid( oDestination)) TransportToWaypoint( oPC, oDestination); }

Posted by Axe_Murderer at 2006-12-0816:45:13    
It's a piece of cake to write a transition script. Just use the GetIsMounted function from my library and if it returns TRUE, don't let them thru.

Posted by Axe_Murderer at 2006-12-0816:42:07    
If you only want unique steeds, you will have to write your own stable_on_enter script to spawn them. The only thing I put in related to controlling what steeds a stable spawns is the variable that lets you supress the chance of getting the unique ones. No, it definitely will not work with the existing CEP dismount function. My system has a totally custom version of both the mount and dismount functions (because that's where all the CEP bugs were located). My functions are directly derived from theirs however so you can compare the two and see the differences.

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