Zorco's Keeps is intended as a CEP 1.5 compatible character waystation with persistence. It can be used Single Player or local vault Multi Player/LAN and offers player housing with persistent storage, persistent banking, and a persistent message board. Players can spend their gold at the many merchants that sell nearly every item in the OCs and about 1000 unique items. Or create your own custom weapons, custom clothing, custom armor, custom helmets, and custom item enchantment. A Casino with gambling and gaming is also available. This is not a Character builder. No XP can be earned in this mod and there are no quests. However a light degree of roleplaying is still maintained. *Requires Tileset HAK - Stilgar's CCS version 0.349b or later* *You do not need to save your game with this module.* You should export your character when you end a session.
Posted by Walbart2 at 2012-01-04 22:48:08 Voted 10.00 on 01/04/12
An excellent idea. Though I am just learning to use the toolset this has inspired me. Now to experiment, expand, and implement! I hope to determine reasonable game prices for furnishings and integrate with: CEP, horse stables, sub-races, sleep-able beds, and useable book racks. Perhaps I'll even give a try at implementing patrolling guards! Thanks.
Posted by TimG at 2011-01-21 05:18:59 Voted 9.75 on 01/21/11
This is one of my favorite things I've downloaded. Is there any way to update it to newer CEP content? I tried working in the toolset but it didn't turn out.
Posted by Gwydion669 at 2009-11-23 20:33:36 Voted 9.00 on 08/02/08
MackyMac: I'm betting it's not a NWN update issue but probably a CEP update issue. I don't think that the Mac version has a toolset which would allow you to easily check which haks are required ... isn't there an "error log" text file in the root directory on the Mac?
More recent versions of CEP don't have all the same hak files from older versions. If you've removed older CEPs, rather than just overwriting those files with the same name, you'll be missing some of the haks required. If you can track down the hacks required, I remember there being a few places on the CEP boards with links to places where those files can be downloaded individually.
Or perhaps someone here with a toolset would be willing to list the CEP haks required by the mod? I'm afraid mine is no longer what would be considered "standard issue." :)
Posted by MackyMac at 2009-11-01 23:18:53 Voted 10.00 on 11/01/09
This has been a must for me. I could not recomend it enough.
The only thing is that now that I have up graded to the 1.69 patch, I get a "missing hak" message when I try to start up Zorco's. I have the CEP loaded, so as far as I can tell this is a 1.69 issue (I'm running NWN on a Mac if that makes a difference)
If anyone's still viewing this board, any ideas on this?
_________________________ I'll tell you all my secrets but I lie about my past
Posted by edosan at 2009-10-01 13:54:19 Voted 10.00 on 10/01/09
I'm running into two persistent bugs when I run this mod:
1. When I take my guy's helmet off and try to put it into inventory, the helmet vanishes. Now, I don't like helmets, but they're useful, and I'd sort of like to keep them.
2. When a character talks to the fletcher and asks to see thrown weapons, the game crashes to the desktop. Well, first I get an error message. I can get a screenshot if that would help.
Are there any solutions or workarounds for these issues?
I really do love the concept and, for the most part, execution of this module, which is exactly what I've been wanting to tie together the various modules my guys go through.
Posted by sirveaux at 2008-11-13 07:41:22 Voted 9.00 on 11/13/08
With the discussion about updating to the latest CEP/patch versions, is there any link where someone has updated, or a similar mod the is updated? I love the idea of this mod, but hate having to re-dye all my cloaks. If anyone can help, it would be appreciated, since I have neither the time nor skill to do this myself.
Posted by Jackal_GB at 2008-08-09 22:08:04 Voted 9.50 on 08/09/08
Good to see you are still around caesarbear! Zorco's Keep was a great idea! I do have to thank you for your original efforts on this module, there's lot's of good stuff!!
I have used your base module and heavily modified it to my own requirements. I would suggest a CEP v2.1 update for those who are not as versed in everything NWN, like ourselves.
I think a vote of 9.5 is generous...considering I had to update the mod to CEP 2.1 myself.
Sure, go ahead. I'm currently still doing NWN1 stuff. My first NWN2 project is already planned but it isn't Zorco2. When (and if) I get around to making a persistent waystation for NWN2 it will be very different.
Posted by Gwydion669 at 2008-08-06 20:11:53 Voted 9.00 on 08/02/08
Yay! (Happy Dance)
Would it be okay with you if I explore it in the toolset and work on a NWN2 version? Or is that hopefully one of the "other projects?"
Posted by Gwydion669 at 2008-08-02 21:52:40 Voted 9.00 on 08/02/08
Ahh, what the heck. Always loved the concept ... might as well get around to voting.
Posted by Gwydion669 at 2008-08-02 21:49:35 Voted 9.00 on 08/02/08
If anyone's curious ... I changed this to use CEP 2.1 and v1.69.
So far, the CEP item mirror is broken and the 2 NPC's in the tailor shop have heads and robes but no bodies. Some of the cloaks do not show up properly.
I, too, will work on fixing ... but I'm a scavanger, not a programmer or toolset maestro. May take a while.
Posted by Gwydion669 at 2008-08-01 22:52:14 Voted 9.00 on 08/02/08
SweeneyTodd: If you could do that, it would be great! Mine own skills are insufficient to the task, I fear. I haven't seen hide nor hair of the creator in a while and it would be nice to see someone adopt this (and maybe update it to CEP2.1 as well, hint, hint).
For some reason, a friend has tried to use this as well, but it refuses to load for him. This version seems not to work on a Mac.
Posted by SweeneyTodd at 2008-07-24 09:19:42 Voted 9.50 on 07/24/08
Found this really useful back in the day; figure I'll see if it needs any tweaking for 1.69. _________________________ Penumbria - A NWN Homestead
Posted by Elhanan at 2008-01-10 23:48:50 Voted 9.50
jksghvwq - Yes; we get it. You would have done it differently w/o any mistakes, bugs, or problems. U Rule....
I just find it rather unusual as one that has no real Tech skills, that I have not experienced such difficulty. Strange, ain't it?
But perhaps it has to do with better access to my keyboard without having one arm dislocated from patting myself on the back, and one foot stuck in my mouth....
Posted by jksghvwq at 2007-12-29 15:53:16 Voted 1.00 on 12/29/07
And the bug is probably also related to the fact that the shopkeeper inventory usually won't contain any items unless you click the tabs back and forth. Meaning whatever method you have set up to generate their selective type-based inventories is the problem. It's a stupid idea to begin with, and this just makes it worse. I also don't like the fact that the weapon seller won't buy a sword unless I'm shopping for swords. Like he's never heard of a goddamn sword if I told him I want to look at axes. That's retarded.
Posted by jksghvwq at 2007-12-29 15:50:24 Voted 1.00 on 12/29/07
Furthermore:
1. Items randomly disappear from my inventory when I use this. I can't discern the trigger. I bought a bag of holding in the library, verified that it was in my inventory, walked to the other end of the library, and the bag was no longer there.
2. Shop owners will bill me for items and then not give them to me. I can replicate this. It occurs most often when I just sold them an item, especially if it was an item I had equipped.
These are probably the same bug.
So as far as I'm concerned, the module doesn't work at all. Its entire purpose is item management, and it fails at safely managing items.
Posted by jksghvwq at 2007-12-28 22:34:25 Voted 1.00 on 12/29/07
Why isn't CEP in the "required hakpacks" list? This does, in fact, require CEP. It's not merely "CEP compatible". It is "CEP dependent".
Posted by Elhanan at 2007-12-15 00:54:26 Voted 9.50
filofax - Your wish is available. Check out the forge works; on the Eastern side of the city, I believe.
Posted by filofax at 2007-12-14 12:43:37 Voted 10.00 on 12/14/07
Brilliant! been using this for ever. Thanks for a great mod. I would like a shop to enchant items, but that does not detract from my overall enjoyment. The only other mod that I rate as highly is 'A Dance for Rogues' pt 1
Thanks again
Filofax
Posted by herrjeff at 2007-09-27 06:45:12 Voted 10.00
Is there a rogue merchant somewhere? I can't find any traps.
Posted by Elhanan at 2007-06-07 07:36:32 Voted 9.50
Wished to post another request, if it is possible. I find it difficult to return as often as I would like, and have to re-purchase estates fairly often. Within the context of a society without rapid transit - or simple players with dying gray matter - could you extend the current time of vistation to ca. 6 months? Thanks!
Posted by sirspanky at 2007-03-31 11:30:13 Voted 10.00 on 03/31/07
Forgot to vote!
Posted by sirspanky at 2007-03-31 11:21:50 Voted 10.00 on 03/31/07
lol ;-)
Posted by Razide0506 at 2007-03-30 08:20:40 Voted 9.50 on 03/30/07
I've been having a lot of fun with this utility mod. Although I haven't bought any houses, I've traded with the merchants a lot, because the selection of gear is excellent. I love the armor appearance modifier and the forge too, and I also get rid of all my leftover plot items here as well. What I really like, however, is that when I'm not happy with a character but don't want to lose his gear, I put it in storage here, go recreate the character in a character building mod, and then come back here and get all his stuff back. I'd been wanting something like that for a long time, and so finding this was fantastic.
I only have a few minor criticisms: First, I'd prefer it if all the merchants were in one place - perhaps an arcade style building with each merchant in a different stall. When I'm buying stuff, I generally need to go back and forth between the various merchants to make sure I'm getting the right mix of properties and not duplicating anything, and so it's annoying to have to run back and forth between the magic shop and the other shops. Second, there seems to be a bug with the chest right by the starting point - the one where the NPC throws away the rags. I put some stuff in there at one point, and now it seems to be multiplying - particularly scrolls. Even though I've emptied it out a couple of times, every time I open it, it's full of stuff. What's more, there are now multiple copies of scrolls that I've put in there, in stacks of 10.
Finally, the one thing that would make this perfect is a leveller and trainer. That way, I'd have all my utility needs in one place, and wouldn't have to switch between modules.
There's no single command to clear the public storage, although I'll consider adding it. The easiest way to clean the storage out is to dump the contents onto the floor and restart the module. (Roman will have a lot of work to do while you're away.)
Posted by sirspanky at 2007-03-18 11:02:58 Voted 10.00 on 03/31/07
Hi caesarbear - how do I get rid of the items in the free public storage area? It's gotten full.
Posted by Steve_Savicki at 2007-03-05 12:21:08 Voted 1.00 on 03/05/07
Any word on when Infinite Explorations will be completed to the final version? _________________________ Steve's Characters - please don't forget to vote on them if you play them.