The main file includes everything you need to play
Description
Set in the Savage Frontier, you begin in the Frontier town of Secomber. What ever it is that motivates you...........you are sure you will find it here. You have heard rumours about Monsters becoming more common at certain times......Many of the people you met on the way looked fearfull, their eyes darting about......Searching the undergrowth for signs of ambush. You have just arrived in Secomber, and are now standing in front of a large Hall. -Added Hakpaks - Spidersquad by Storvik - Babies & Great wyrms by Karras- You just have to see the Colossal spiders : )
Posted by Koderic ( ..xxx.xxx ) at 2003-10-25 08:34:00
This module appears to be very well written, but it is extremely buggy and for me became unplayable very soon as my character became �stuck� and unable to move or do anything.
Since there are so few well written modules out there that I�ve liked, I decided to debug this one. It�s extremely salvageable and worth playing once it�s been repaired.
These problems are not entirely Craig Watson�s fault. A majority of the errors are from the HCR rules, which are fully installed but not completely implemented. And I�d blame Archaegeo�s (author of HCR) lack of decent documentation and lousy programming logic. I�ve had the same problems attempting to implement HCR into my own modules and end up stripping them all out and using my own scripts. HCR just introduces numerous bugs and bloats the modules with megs of unneeded code.
Craig, I recommend stripping out all the HCR and only using the scripts you intend to use and customize them to your module. This would also reduce your module size by about 5 megs probably. That�s what Bioware did with �The Fields of Battle�. In that module, they repaired and streamlined the original HCRs so much, it�s all new code. They were so nice to their community members, they never complained :p If Archaegeo doesn�t like it, tough, he should have did a better job releasing them and at the very least admitted to the problems instead of denying them (yes, I�ve butted heads with him long ago)
Also, at the end of these repair instructions is a list of un-used scripts that can most likely be safely removed. You can find this out by selecting the �unused� box when you Build the module (see my notes below about Building).
1. Open area 'Inn of the Blue Wolf' and select the creature 'Vothan'. In its properties, edit script for 'nw_ch_aca' (onRespawn). It will say this script doesnt exist (which is the problem for all these creatures of Merchant faction) and create new script with the following lines:
void main()
{
// enter desired behavior here
return;
}
This will repair all the creatures with this missing resource. Not sure what was the original intended function, since its missing, so above script is just a generic behavior.
Most likely the original script may have called the anti-theft functions when the merchant spawns, but its not working very well anyways and needs re-integration.
2. Open script �a_oneliner� and comment out all the lines except line 1 with the �#include�. You can add a �void main() {}� if you like to avoid the compiler complaining. This is where my problem was..this script allows a mob taunt you during fights. Problem is, it�s poorly written, so the mob continues to try talk even after death. Since the speaker no longer exists nearby, you receive a message �object is too busy to talk to you� and your char freezes up on this bad logic loop.
3. Repair these scripts to remove compile errors:
a_00theifmobhb : add '#include "theft_functions" as line 1.
a_begintalk : add 'object' before oPCU on line 5.
a_c2default2s : change 'CombatTalk' to 'NW_FLAG_SPECIAL_COMBAT_CONVERSATION' on line 28
a_oldchk : comment out lines 10 and 11. (adding '//' before each line.)
a_percevetalk : delete extra '}' on line 25.
a_rnd_skeletonb : on line 20, change 'sart' to 'Sart' and delete '== TRUE' at end of that line, leave the '== 1' there, thats proper Boolean logic with this particular expression.
a_rndwalkb : remove 'main' in line 3.
a_spawnwithrun : line 68, change 'True' to 'TRUE'.
bennyoff : add '#include "NW_I0_GENERIC"' on line 10 and change 'True' to 'TRUE'
custom_cli_onent : Remove this script completely...its entirely buggy and not used anyways. (Right click on script, select Remove)....use 'hc_on_cl_enter' script instead, if wanted, on the 'onClientEnter' option of the module properties, but this would enable all of the HCRs.
hc_in_rezpen : add '#include "dnd_inc_exp"' after line 1.
hc_inc_timecheck : add '#include "hc_inc_pwdb_func"' after line 1.
subraces : comment out lines 47 and 48. AREA_UNDERGROUND and AREA_ABOVEGROUND are NWN constants, I think, and should not be assigned integers. A new variable name should be used if these scripts are to be used...Like 'AreaUnderground'. This doesn�t seem to affect module, since these scripts are never called anyways, but comment them out to avoid errors.
nw_o0_respawn : There�s an error in here I couldn�t identify immediately...most likely burried in the damn HCR scripts. It is probably safe to delete this script to revert back to the original campaign nw_o0_respawn script since very little of the HCRs are being used anyways. (you can't delete campaign scripts, just override them, why your suppose to make a new script name when modifying them to avoid confusion....damn it Archaegeo!!!)
These changes elliminate all compile errors and missing resources except for nw_o0_respawn. This does not fix the logical errors that may persist in the HCR scripts.
Once you�re done making the repairs, rebuild the module using Build ---> Build Module. I know this may take several hours and many clueless people will argue it�s not needed...but from a programmer's point of view, you always build a program after you�re finished. This compiles all the scripts into binary and locates any possible errors. Read the NWN Lexicon Help documentation, under Primer - #include and BubaDragon's guide to NWNScript Debugging if you don�t believe me. This documentation is a must for anyone attempting to use NWScript.
Theres probally more errors, I have feeling...but good luck, Craig, this should help you!!
Posted by Swampthing ( ..xxx.xxx ) at 2003-10-21 23:30:00
I am enjoying this mod, but I have encountered a few problems with the various henchmen.
I can recruit them initally, but when I tell them to leave my party, there are no more dialogue options giving me the chance to recruit them again. They do not seem to level up either. I am currently using Grimlor, and I am level 6, but he still remains at level 4.
As a result I have been forced to stop playing, but I am looking forward to an updated version
Posted by Craig ( ..xxx.xxx ) at 2003-02-19 06:52:00
Hello everybody : )
At the moment I am not online............I should be back
on soon, I will update the module meanwhile. Glad you have
all been enjoying it.
Craig.
Posted by Nitos ( ..xxx.xxx ) at 2003-02-10 03:13:00
Craig,
I'm stuck in Zorlac's tomb! My lvl 11 monk easily defeated
him and his people. But I can't get out.
The exit becomes highlited when I slide my cursor over it
but nothing happens when I click on it.
I'm so sad. There's much I haven't done.
Posted by Nitos ( ..xxx.xxx ) at 2003-02-08 21:44:00
Craig,
I really like your mod. It is *huge*, which I love! It�s
well balanced, not boring, and my PC's progression has been
going smoothly--I'm not finished yet.
I have a few notes:
- A detail: night falls suddenly. It�d be better for the
mod�s mood to have it fall gradually.
- Have you tried to create packs of wolves? They could be
peaceful until attacked. Or they could be observed
attacking a prey of some kind�it would then be for the PCs
to decide what to do about it.
- I really like your forest to the north of the city (don�t
remember the name): it�s really dark and gloomy. And that
red is really good. Good stuff.
- At the North West corner of the area called �Misty Forest
Edge� there is a blue zone (a link to another area) that
doesn�t lead anywhere. It just becomes blue when I slide my
cursor over it.
- The half-orc waiting on his own in the forest (the one
that can be used as a companion) never actually moved once
he became my PC�s. He fought the spiders I brought him by
running towards him, but he actually never moved. The dwarf
companion works very well.
- Now for the big thing: you *have got to use a spell
checker* my friend! Please. It is *very* distracting to go
through the mod and constantly see spelling mistakes. It
kills the mood really. Here are the few I�ve noticed: it is
not �governer� but �governor�; the half-orc Gargor (is that
the name?), once he is activated, says something like �� to
there recent troubles�: it�s �� to their recent troubles�;
often times I read NPCs say or yell �Feel my wraith!�: it
is �wrath�; it�s not �bulleton� but �bulletin�; the hunter
who�s attacked by the bear in one of the Wilderness areas
says �Stay back FEIND� when it is �FIEND�; a lot of NPCs
say �basterd� instead of �bastard.�
All right , back to the game!
Posted by Martin ( ..xxx.xxx ) at 2002-11-09 10:48:00
I sent you an E-Mail and I was wondering if you got it.
Posted by shadowvyce ( ..xxx.xxx ) at 2002-11-05 08:12:00
Craig, wow, this is an amazing mod. There's alot in here
to learn from(or import from).
As always Great job
Shadowvyce
Posted by Craig ( ..xxx.xxx ) at 2002-10-31 04:27:00
Thanks for the feedback Major ; )
- The problem with the quests is due to the limited
knowledge of scripting I had (Even with the wizard) thus
most will give rewards to the party members when they
haven't got the Item, I will fix this for the next version.
- Same problem with the librarian and the Orbs, He's only
supposed to hand one out : )
- The crashes are a mystery, I have come across a few
strange occurances and am working to sort them out.
Good work Major : )
Posted by The Major ( ..xxx.xxx ) at 2002-10-31 00:42:00
Like your Module.
Have been playing thru it with 2 friends as a multiplayer
group.
Noticed the following:
- Most Quests don't seem to be properly set up for
parties, 1 party member can hold the quest item while
others can claim the reward... multiple times. So far this
seems to apply to every quest except below.
- When you return from Zelbross and hand the Orb to the
librarian, the librarian won't talk to anyone except the
character who was first to hand in the orb. (The rest of
our characters still have our orbs. Will that cause a
problem later?). Also the Journal doesn't update properly
when the Librarian hands out the quest, although it fixes
itself when you return from the Misty Forest.
- Also, we suffered multiple crashes in the High Moor
Dungeon for no apparent reason. We left the area and
things stopped the game seemed to become stable again.
The Major.
Posted by Cythwydd ( ..xxx.xxx ) at 2002-10-29 10:30:00
Single player mod.
Posted by Tanaka ( ..xxx.xxx ) at 2002-10-28 10:45:00
Hey Cyth, weird...i tried both entrances,with other party
members, and Solo. Each time I locked up. Not a system
lockup, but more like a left click lock up. I could right
click anything I wanted to, but trying to move or attack
just didn't work. Are you running this as an online Mod? Or
single player?
Posted by Cythwydd ( ..xxx.xxx ) at 2002-10-27 19:01:00
No problems traversing the sewers at all. Of course, I
used the northern entrance so I'm not sure if the southern
one is causing the problems or not.
Posted by Craig ( ..xxx.xxx ) at 2002-10-27 15:34:00
Good work Cythwydd : )
You have found a fair few errors, lol most of them are
silly little things I always forget to sort.
I have noticed the error in the underground passage, The
same thing happened in another part of the module, I have
to remake the area to fix it : |
Did you manage to traverse the sewers without any
problems? Theres been some problems in that area.
Tanaka mate, The only advise I can offer for now is to
avoid the sewer : ( sorry. I'll try and get an updated
version uploaded soon.
Posted by Cythwydd ( ..xxx.xxx ) at 2002-10-27 15:24:00
Should read that map pin just says "place text here"
Posted by Cythwydd ( ..xxx.xxx ) at 2002-10-27 15:22:00
Ok, this module is a beast! It's huge. And as to be
expected, there's some problems with it. While I'm no
where near done, here's some issues I spotted that can be
fixed for your next update.
--- Blank Journal entry after delivering the letter to the
High Mage
--- Gnollan's quest. Foudn all four pieces, but he doesn;t
recognize that I completed his quest completely.
--- On the Notice board, it states that Jacob the Bartender
is in the Hog's Head Tavern, when he's really in the Drunk
Dragon
--- In the Dark Cavern, the map pin is a
--- When you leave the dark cavern, you show up at the
entrance to the underground passage rather than at the trap
door you entered in.
--- Numerous spelling errors (Dark Sheild to point out one)
--- Conversationless NPCs. At least add some flavor text
above their heads. Old Man and Human Mercenary in town are
two examples of this.
--- The Cave Entrance by the Orcs... No transition to a
cave complex?
Pet Peeve - houses/monster huts with no doors, just open
gaps.
Other than that, it looks good so far. Am running through
it with a Sorceror and haven't really needed a Henchman
yet, but is looking like I'm gonna have to hire one.
Brings back memories it does...
Posted by Tanaka ( ..xxx.xxx ) at 2002-10-27 13:06:00
Hey Craig,
I'm jones'n over here!! ;-)
Any insight into that Sewers prob? I'm dyin to get in there.
Thanks
Posted by Craig ( ..xxx.xxx ) at 2002-10-26 16:50:00
Tanaka - I have come across the problem in the sewers, the
same thing happens to me ??? I'm not positive what is
wrong but I think it may have something to fo with a file
in the Hakpak : ( Another upload will come once I have
fixed the error.
Sorry about any loss of enjoyment
Posted by Craig ( ..xxx.xxx ) at 2002-10-26 14:41:00
This is bad! I will investigate immediately!
I have never come across anything like this, Testing will
commence immediately.
Thanks Tanaka : )
Posted by Tanaka ( ..xxx.xxx ) at 2002-10-26 12:26:00
Actually it happens everytime I attack a gruop of monsters.
I tried it a few times and it happens everytime. Please
help!!
Posted by Tanaka ( ..xxx.xxx ) at 2002-10-26 11:42:00
Had some problems in the sewers Craig. My friend and I kept
getting imobilized as soon as we walked down the steps in
the sewers. It happened like 4 times...had to reload each
time. Please help.
Posted by Tanaka ( ..xxx.xxx ) at 2002-10-25 13:48:00
Hey Craig,
I have been testing your Mod online. It rocks!! Last night
some "evil" PC jumped in and started killing townsfolk(he
refused to put his weapons away in town). I told him
that "Evil has no place in the Frontier!" and then I rocked
him, Banned, and Booted him. It was funny.
Anyways, just wanted to let you and whomever reads this
that this Mod is really good.
PS> Any of you Savage Fronteir addicts can jump in my
server whenever you want. Please bring your gameface, keep
the Evil to a minimum, and remember to put those weapons
away in town. ;-)
Servername: Tanaka
I'm usually on most nights from about 10pm-2am Eastern Time
in the USA.
You must be Logged In to post comments in this section.