A remake of the classic Nordock's PW. This is CEP-compatible, and integrated; HCRv32, CNRv305--heavily augmented, Kittrell's Persistent Banks, cnr craftable furniture for player houses, 50 all-new areas, another high-level mega-quest, and much more. Requires the Nordock-CEP hakpak to play. Upgraded to CEPv150 and NWNv164.
Posted by Zonum at 2005-11-16 23:26:54 Voted 9.00 on 11/16/05
Hi hmmmm what is the chance you still read this..???
IF YOU DO PLEASE A LITTLE HELP
I know you have version 11 going but it uses other programs like MySquel and others that I have no idea how they work :_(
My problems is that for compiling it show some resources missing.
I am talking about the hark_i0_hc_lib file and all the hark files for conversation what should I do about it also mention that some .UTI files are missing and some items will not be added to the merchants?? I think it is talking about the old ATS system that is no longer used but still why does it still ask about those files.
There is the huge Hak of Nordock-CEP I think it has some nice template in it but where are they in the world I didn�t see any area using them.
Do you have the basic fix copy of Nordock for 1.66 without the Hak�s if you do can you post it PLEASE!!!!
THANK YOU!!!!
I hope you get this ;)
Posted by Narook ( 202.43.xxx.xxx ) at 2005-03-01 03:31:00
I'll look at switching over when it becomes avail for download. Just depends on what all our players want. But i shall check it out.
Posted by Narook ( 202.43.xxx.xxx ) at 2005-02-23 19:44:00
Hey there. I was hoping i could get some help in solving an issue i found. While doing some more testing today i noticed that while you are down and bleeding that the creatures still attack. I had a quick look at the code and got a headache. lol. So any help would be great.
I have been trying to get into your game, but there is a password, and I don't know what it is.
I have been having a lot of problems accessing the forum yesterday and today, so I can't login or anything. Pretty annoying, I was looking forward to testing to your MOD.
udoh
Posted by Narook ( 202.43.xxx.xxx ) at 2005-02-15 19:08:00
I'll have to look into PRC a little more then, find their web page and read through it. It sounds good, but i don't like forcing people to download too many hak pack, especially the large ones. Sounds like it could be fun though. And you think you will have this done on the weekend?
Posted by horred ( 68.255.xxx.xxx ) at 2005-02-15 12:40:00
Sorry, no documentation on my CNR additions; I've also added a lot in the PRC version. The best thing I can advise is to buy the recipe cards in-game--it might take less time than reading through the scripts.
Brief synopsis on PRC: adds 50+ new races, 100+ new prestige classes, and 100's of new spells and feats. Good, fun stuff--perfect for a hack n' slash megamod like this. ;)
Posted by Narook ( 202.43.xxx.xxx ) at 2005-02-14 21:31:00
Ahh, yes, of course. I just seen it come off the char sheet and then have to work it off in the soul gem and figured it was losing it twice, which is the way it feels. But i understand your explaination. As for the CEP-PRC version, no idea at this stage. I have been away from NWN online for about 2 years now, so i am trying to catchup. :) I'll have to look into PRC and see if it something i like. Also, do you have a document/web page/anything that lists the CNR recipies you have used without going through the scripts?
Posted by horred ( 69.212.xxx.xxx ) at 2005-02-14 19:59:00
Well, technically, you're not losing twice the experience. Your experience loss is "stored" in the gem. You can pay for it either by a financial penalty of 10 gold per point, or if you're too poor/frugal, you can work it off with the 70/30 cut in your earned XP. Without something of this nature, what was the point in pinning you with a soul gem in the first place? I think it's much friendlier than the 5% XP/ 25% GP penalty that Bioware instills on you, by default.
If you're looking for a different value than the default 1/2 a level system, go into jm_respawnsystem.nss. Line 148 reads:
(Actually, yours might say 0.00, depending on which version of this you're using--the newer or the older). This is the toggle for XP loss on death. There are many other toggles in this area of the script, you can set what you like.
If you still feel that I'm doubling your loss, change the value to 1.00. That should do the trick--though I personally don't feel that is a strict enough penalty.
To turn the soul gem off entirely is a far more complex matter; it is a system that I developed for this mod, and I didn't build in an "off switch". You'd have to run a search for "SoulFrag_NOD", and comment out every line you find it on in the module. That "should" do it, and "should not" cause any additional complications.
I hope you're planning on switching over to the cep-prc version, when I release it (hopefully) this weekend. While it requires yet more hak paks for your players (the PRC ones, specifically)--it also adds many new features and fixes many of the bugs inherent in this version.
Posted by Narook ( 202.43.xxx.xxx ) at 2005-02-14 13:11:00
First of all, great job on the conversion from ATS to CNR. I have been looking over the module to use for my group of friends to play. I have found a few errors here and there, easy enough to fix. Some blueprint errors on the build too. Just wanted to let you know about those. However, the one i am having the problem with the most is the xp loss on death. If i set the rezpenalty in the hc_defaults to 0 it stops taking xp off the chars when they die, however the soul gem also has no xp penalty either. If i set the rezpenalty to 1 then it takes the xp off the char and then adds it to the soul gem too. So you are actually losing twice the amount of xp. Any suggestions to help solve this?
Posted by horred ( 69.212.xxx.xxx ) at 2005-02-03 13:02:00
The fixes are filling in, this is nearing completion!
For those who plan on running this cep-prc: I "highly" suggest getting your MySQL databases installed and running, ahead of time. I use the database: nwn in this. Naturally, if you take the time you can change this to whatever you like.
I can't offer much help in getting NWNX and NWN-FF, or the MS-SQL/MySQL running. This was my first experience with it, and I muddled my way through. All I can say is: it's worth the effort, once completed.
Release will be early next week, if not sooner. I could release it now, but I'd rather keep bugtracking for a few days--to make it as smooth and cool as possible.
I'm also getting a forum set up, to handle this mod. It will be hosted at the same place as my BG2 forums: Forgotten Wars Projects. Hopefully it will be operational by release time--if not, soon thereafter.
Cheers!
Posted by horred ( 68.255.xxx.xxx ) at 2005-02-02 09:22:00
Progress! All erf's imported, and this monster runs this time! Yay!
I added the time stop fix; thanks, TDK.
I also figured out a way to get wanderings "off your back", thanks to a fine function: GetFirstObjectInShape. They will port in from a 20m sphere, looking for 1) a placeable 2) a waypoint, and 3) a trigger. They'll only spawn right in your face by default. Not tested yet, but it's what bioware used in HoTU rest ambushes.
Posted by horred ( 69.212.xxx.xxx ) at 2005-02-01 13:44:00
Thanks for the time stop fix, TDK. I'll try and get it into the cep-prc version. ;)
Speaking of which; sorry, but I've been swamped with my BG2 mods the past week or so. 5 more big erf's to import, a couple days of testrun, and I'll release it. I'll aim for a week from now.
Thanks for your patience!
---Horred
Posted by jedimage ( 64.81.xxx.xxx ) at 2005-01-28 17:56:00
hi horred :),
i think with regard to the spawns it would be better if creatures spawn a off the beaten path a bit and wander around a set path or even randomly and might encounter you ..or not depending on whether cross their path and whether or not u spot them first and deck them with ranged weapons etc..i often wander along with my ranger in stealth mode and the camera zoomed up close behind my char ready to take my foes out as they come into range..there is no chance of this kind of game play when they spawn right next to you...u can trigger spawns via hotspots on the ground as well as far as i understand..maybe that would work better. i dont know too much about the building of these worlds so i can't be much help there but i will gladly help you playtest this mod as i am quite familiar with the nordock world and would love to host it on my own server.
i have some other ideas i will email to you as well when i have the time.
thanxs as alwayz :)
Posted by horred ( 69.212.xxx.xxx ) at 2005-01-17 05:45:00
Sigil333:
1) This problem was fixed in the cep-prc version. If you want to fix this in this version, simply change the faction of the deathkeeper to Dungeon Master.
2) Some of the factions reverted to their "parent factions" when I exported/imported the areas from my old version(by mistake); I obviously missed a few. I'll take a better look at them in the upcoming version--emphasis on loknar and UD central.
3) By "spawns", do you mean the random wandering monsters? I haven't found another way to implicate them, besides using the pc's location. I could make a complex waypoint system, but that would no longer be "random" --as this system currently is.
hello again..a few problems i have come across:
1.if you are drow or duergar and die you cant leave the nexus plane as the death keeper is hostile.
2.why are npc's attcking each other?..i witnessed priestess feng in loknar and her guards systematically kill all the spiders.
3.spawns jus appear right next to you and attack rather than spotting you and then proceeding with their attack routines.
i will let you know of anything else i come across
i hope these problems can be sorted because this mod rocks
thanx for all ur hard work :D
Posted by Rosso ( ..xxx.xxx ) at 2005-01-11 11:46:00
The module base and some documentation would be more a marvellous thing, but you are right, most people can get the goodies from the PRC-CEP version and make something for themselves with not much work. I´ve only tested your other version playing, didn´t have the time to check it on the toolset yet. That´s why i´m saying all the documenting rant, in other modules it was pretty difficult to figure what was going on (some people make pretty good working things, but their coding way is too confusing). I´ll play around with Aurora in some weeks to see how easy/difficult is to use it as a base module, but i´m pretty busy for the next 4-5 months, so I can´t tell if I´ll get anything to work.
For me is enough that people like you release truly working things like this module merging the NwN mods I like the most :) I understand that there´re many games out there (probably too many of them for my mental health :P), and if one is no-modder like myself, you just make what you can with what you get from the talented ones. Just don´t forget NwN when you return to BG2 ;)
Keep the good work, we´re all waiting to see that PRC-CEP version! :)
And forgive my english, simply don´t have the time to develop my writing skills as the reading ones in a foreing language i don´t use at work :(
Posted by horred ( 68.255.xxx.xxx ) at 2005-01-10 12:59:00
Thanks, Rosso. I'm glad things look good to you. Actually, I did have the idea of making a mod base package; similar to the "cookie dough" package, but with more involved. I even had started working on it, before I got wrapped up in this massive nordock's conversion.
I din't really plan on documenting this particular mod, in that respect; but if the interest is truly out there, I may consider following through with my earlier package. For me, a lot of it could be done by simply exporting the added features from this mod (or, better yet--the cep-prc version I'm finishing up). Something like that, I would take the time to document better, in greater detail.
But keep in mind that this is NOT the only game I mod for. I am quite well known, in certain circles, for my work on Baldur's Gate 2. I made a "compatability" mod called the Big Picture, which in my absence (NWN modding has taken my time up lately) has become something really, really big. People are actually making mods FOR it now! ;D I owe it to these dedicated fans to make something new and great; they so richly deserve it. My time after the cep-prc release will most likely be dedicated to this purpose. Sorry if that wasn't the answer you were looking for, but--they were here first. ;)
Posted by Rosso ( ..xxx.xxx ) at 2005-01-09 13:30:00
Hi!
I think this module is a great idea! I´m myself looking for something like a base module with the major community systems for making my own modules (feed up with changing my pcs and those of my LAN gaming group with every damn single hak most people use in their creations...). The greatest thing in NwN would be an standarized system for everything, not only CEP.
There´re a great variety of systems for the same things (or close ones). ATS, CNR, and the like. Is a real chaos for me :( The things i look for are graphics things (mainly CEP, something with good tilesets, and probably a CEP companion if possible, but with CEP is enough for me), a player based item creation with options more close to pnp (CNR, ATS and the like seem to do the trick), a race/classes system (the PRC is the best, doesn´t matter if the system is somewhat difficult for a newbie, is the best with that pesky bio harcoding... And also you get a great spell system with it!), and something for death, rest, eating and so (which mainly does the HCR). If someone gets an improved AI for henchmen and familiars (and monsters if possible), better summons more close to pnp and things like that, i´d be the paradise for any d&d lover :)
Horred, I don´t know if you are trying to make something like this, or only making a good version of Nordock, but if you are taking the great work of making all of these working together, myself and a great number of community fans would praise you if you make it documented and easy to modify without touching the main systems (mainly making areas, npcs&monsters, dialogs, items) :) I´m tired of trying to use undocumented and custom modified modules for making a easy base for my LAN campaings :( It doesn´t need to be a detailed documentation, only a guide of which systems are being used, how to use the module as a base module (which resources/scripts/haks are needed to extract the things as easy as possible). As a newbie builder, I´ve no idea of how difficult is it to make easy for using it to make new modules, but it´d be a great thing and I´d be most gratefull for any help to get something like this working. The only people here at Spain that make things like this are mainly interested in PW, and are not likely to share their work with DM LAN people like me :(
nordock with cnr...this is very cool :D
i cant wait to explore it properly,
thanx for all your hard work,
ps.wish you hadn't removed the multiple henchmen.
Posted by horred ( 69.212.xxx.xxx ) at 2005-01-04 14:06:00
No reason that I know of--I added the zep_crafting erf in. I'll try it out later today/tomorrow, when I get the beta version of the cep-prc mod running on my own server, and get back to you.
Posted by Ox ( 24.214.xxx.xxx ) at 2005-01-03 19:03:00
Is there a reason you cannot craft helmets or add robes in this world? We downloaded Lodor and couldn't do it there as well. Is there something we're missing? (Running our own NWN server)
Posted by horred ( 69.212.xxx.xxx ) at 2004-12-30 10:14:00
Oh, one more thing to do to "leave the CNR system alone." Make sure the settings in cnr_persist_inc, cmd_persist_inc, and cpv_persist_inc call for the campaign database instead of th+e persistent. Open the files up, you'll immediately see what I mean. Comment one out, uncomment the other--that's it!
And I forgot to mention--in order to use Primogenitor's PRC Character Creation convo, you WILL need NWNX2, Fast French's system, and MySQL with MyODBC. I'll probably release the mod without this system (I have a copy preserved for this), and include the CCC files, plus my alterations, in an optional erf (and a slightly different hak)--in case some people don't want to screw around with MySQL. "IF it's feasible...." The downside is: in order to include a PRC character, you'll have to make a PC in one of the various character creators and import it to the server vault manually.
Posted by horred ( 69.212.xxx.xxx ) at 2004-12-30 10:03:00
Yes, it can be done--but I doubt I'm going to take the time to script it myself. This conversion has already eaten up most of the last week, and everytime I turn my head it seems something else needs fixing, that worked fine before.
There are 2 things you can do to avoid this:
1) leave the cnr system alone. It should still work fine off the campaign database system. Just make sur the setting: DATA_IS_PERSISTENT.... is set to zero in cnr_config_inc. After all, the main reason for doing the CNR with MySQL is so you can "power tweak" the recipes while in-game. I did it to see if I could get the system to actually work. The code in cnr v 305 was obviously for an earlier version of MySQL, if indeed it ever actually worked. It works now, as far as I can see.
2) write a script that calls up the campaign database info, and then write the info to the sql DB. Commands like GetCampaignInt() and SqlExecDirect() are your best friends in this enterprise.
Posted by TDK ( 156.77.xxx.xxx ) at 2004-12-29 16:36:00
The PRC sounds really cool..
When you get it done I'll definatly start using it on my server.
Along those lines... will there be a way to migrate the data from the previous CNR database to the new SQL database, wouldn't want my players to loose anything.
Posted by horred ( 69.212.xxx.xxx ) at 2004-12-29 14:37:00
The prc-cep version is in the testing stages, at last! It took me several days to get the MySql working, and properly--then, several adjustments to the system--in particular, to make the CNR database compatible...but I finally got it. Expect this version in a few days' time. I will upload the hak and tlk files for it, in case somebody wants to come check it out on my server (Horred's PlagueZone, in the action section).
Posted by jedimage ( 64.81.xxx.xxx ) at 2004-12-27 11:24:00
Yah, what Nabutiger said!
Save me from having to do it myself :)
oh and the prc people have an ingame Character Creator as well as the external java one.
thanks
Posted by Nabutiger ( 195.132.xxx.xxx ) at 2004-12-26 12:29:00
When will the mod with the PRC will come out?
Posted by Horred ( 69.212.xxx.xxx ) at 2004-12-25 16:57:00
Here is the update, sorry for the confusion...
I have a new version of this in the works; it incorporates the Player Resource Consortium into the mix. For those who don't know, the PRC adds dozens of new races, classes, and spells (and more) into the mix. Good, good stuff!
I couldn't beat the one downside of PRC; you have to make your specialty race in an external Character Editor and import the .bic into the main server. If anyone has a good procedure for doing this in-game, please drop me an e-mail.
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