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NWN MODULES

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Title  CHAINMAIL - Beta 8a
Author  kadamait
Submitted / Updated  11-08-2004 / 03-11-2005
Category  Capture The Flag
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  Forgotten Realms - Seviss Isles
Gameplay Length  Unlimited
Language  English
Races  All races with subrace support.
Tricks & Traps  Light
Roleplay  Light
Hack & Slash  Heavy
Classes  All classes.
Scope  Epic
DMNeeded  Occasional DM Needed
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  Any
Max # Players  Any
Min # Players  Any
Min Character Level  Any
Content Rating  Teen
Alignments  All alignments.
Description
CHAINMAIL is the continuation of the popular 'Seviss Isles' releases. This beta build has known issues, but is provided as a public release so that World Builders and DM's can preview some of its new features (some are still under development). This build is stable and may be used as a playable Persistent Virtual World (PVW). Please do not report any bugs or issues regarding this build. The download includes 6 maps and a readme file. Please read the 'readme', as it outlines the module�s changes since R4b.

Files

NameTypeSizeDownloads
chainmailbeta8a.zipchainmailbeta8a.zip
Submitted: 11-08-2004 / Last Updated: 03-11-2005
zip13.7Mb1195
--
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Comments (220):

  1  2  3  4  5  6 .. 8 Next>

Posted by kadamait at 2009-10-14 10:06:05    
Quick update. I am going to post a tech-preview, of sorts, for the upcoming PLATEMAIL (SI6) release in a few weeks (3-4 weeks). It will consist of a stripped-down version of CHAINMAIL that is being used for the conversion over to the new source (i.e. most dungeons, Underdark, and Cania removed) and will feature some of the basic systems in place (not all but some of the major ones sans their bells and whistles). For example the new spawn system will be present but its extended event handlers will not be fully implemented (i.e. Balors exploding on death). There will also be a number of nuances in this tech-preview due to the transition over to the new code, which should not affect playability, but will cause such minor things as trolls not regenerating (and similar lacking functionality).

I will post again with a pointer, or similar, to the PLATEMAIL (SI6) download once it is available.

Posted by dguntner at 2009-09-03 20:12:54    
Dave's Place is up and live, running PLATEMAIL pretty much 24/7. See the link in my posting below, and then click on the link to the website for support on that page. Anyone who wishes to play-test - or just play :-) - is welcome. Come and watch the successor to CHAINMAIL grow!

--Dave

Posted by dguntner at 2009-07-14 11:32:00    
I didn't forget to E-Mail you - Karl slightly misunderstood what I've been doing at this time. He knows I'm planning on putting a test server up to allow those brave enough to deal with something that has (alpha) in the name to play test. I just haven't gotten to that stage yet. I've got to get a support web page up and running so that people will have links to the hak paks needed and so on. I'll see if I can make the time to do that by this weekend sometime, and if I can, I'll see about getting that server online on a more 24x7 basis so that people can play test it.

Sorry for the confusion. Don't worry, O-Man, I haven't lost your address, nor forgotten about you. :-)

--Dave

Posted by Ondaderthad at 2009-07-14 07:02:36    Voted 10.00 on 10/30/07
It would help if dguntner posted the details of his server. ??
And he forgot to email me about it. :(
I would love to help with the debug/testing ...

_________________________
The Best PW system is getting even better.
PLATEMAIL Tech Preview

Posted by kadamait at 2009-07-13 15:22:56    
Just wanted to post again with a quick update...
1 - David G. has a server up that is using dev-builds; be warned though it is 'alpha'. The module being used has been stripped of most dungeons, Cania, and the Underdark to ease the complete-overhaul and new 'systems' going into SI6 (NOTE: These regions will be re-added though, each as a separate module, with more detail, bundled in the SI6 download).
2 - A new fast, very-flexible and feature-rich spawn system is now dev-complete but not yet implemented (NPC function lists are currently being converted).
3 - There is a new high-performance database system, BDX that handles variables, items, and creatures; inspired by NDBE.
- There is a lot more going on, but those rank as the top-3...
Virtually everything is being code-reviewed and overhauled daily... There is still a lot of work to be done but it is coming along. I just wanted to make a quick post to let everyone know, that there is daily-work/development being done for this next release, SI6 (Seviss Isles 6 - "PLATEMAIL").
thanks,
--k

Posted by frudillao at 2009-06-13 21:48:29    Voted 10.00 on 06/13/09
All this time I had thought I voted. Sorry man. This really has the best and most unique scripts on the vault. Almost nobody can do better( just my honest opinion). and the design is very well done as well. Just a great experience to play. And glad your back. Many have tried but only 2 people i know understood your work. Just amazing work.
_________________________

Posted by dguntner at 2009-06-10 22:57:48    
Well, look what the cat dragged in! Howdy, Karl. Nice to see you're still alive and kicking, after disappearing without a trace a couple of years ago. :-) Click on my profile when you see this (IF you see it... ) and mail me. I'm not sure if the last E-Mail address I had for you still works.

--Dave

Posted by Ondaderthad at 2009-06-10 22:08:06    Voted 10.00 on 10/30/07
That's the best news I heard for a long time. I was just posting on the Bioware forum about this module and found out that you are still around. Hurray.
Can't wait to see the latest developments.

_________________________
The Best PW system is getting even better.
PLATEMAIL Tech Preview

Posted by kadamait at 2009-05-28 09:33:25    
Hi, it has been awhile but I have recently been developing CHAINMAIL for an eventual release. The module is scaled down a lot and the code and architecture is very-much improved. The module is being developed as a pure campaign setting providing additional support for things as dynamic faction assignment, any NPC is able to become an associate, plus more... adventures and additional regions (i.e. Cania) will now be 'plugged-into' the module. Furthermore, it will continue to use XP1, XP2, CEP 2.2 and the CCP (CCP provides a nice assortment of animals). The project name is "PLATEMAIL" and more info will be posted regarding it here. At this point I cannot answer any questions regarding dates, take requests, etc. Please do not post questions here yet regarding the PLATEMAIL project (aka Seviss Isles 6 - "SI6") as I will not be visiting this site anytime soon again, at least not until the development reaches the next benchmark. I would like to say more but at this point, I cannot say too much for certain, except that this next release should be the best and bug-free yet.
Thanks,
--k

Posted by Ondaderthad at 2007-10-30 22:07:00    Voted 10.00 on 10/30/07
This module has the best scripts ever made for Nwn.
I have revived it and now hosting the Famous Seviss Isles once again.
Available on Gamespy section PW Story.
Server name: Area32 [CEP2]
ip: 72.54.15.109:5121

Submited to the nwvault Gameworld today subject to approval.

_________________________
The Best PW system is getting even better.
PLATEMAIL Tech Preview

Posted by jim ( 58.227.xxx.xxx ) at 2006-03-30 03:23:08    
Great. Thanks!

Posted by Chazman11 ( 4.159.xxx.xxx ) at 2006-03-11 13:53:20    
Oh well I guess nobody comes here anymore. Thanks anyway... Sad to see this Module/PW die off

Posted by Chazman11 ( 4.159.xxx.xxx ) at 2006-02-06 23:48:10    
Has anyone got that version X-Humed mentioned available for download yet? I would sure like to check it out. Thanks in advance.

Posted by OUTLANDER ( 70.185.xxx.xxx ) at 2006-01-29 03:02:22    
I guess this is no longer under development?

Posted by Mindtsatic ( 62.254.xxx.xxx ) at 2005-11-10 09:05:43    
X-Humed, does your updated version include MYSQL support? - anyhow either way I would appreciate it if you could send me your version I look forward to taking a look at it with a view of hosting it.

Thanks in advance

Posted by darkhorse ( 24.166.xxx.xxx ) at 2005-10-26 16:38:22    
Email me a .rar or .zip of the modified version and i'll work on hosting it.

Posted by qeylIS_Kahless ( 194.149.xxx.xxx ) at 2005-10-01 06:40:26    
I am interested too!!!!!!

Would be happy to hear from you!

Regards,
qK

Posted by Gorg ( 69.175.xxx.xxx ) at 2005-09-26 23:49:31    
I would love to get a hold of that version! Please e-mail me!

Posted by X-Humed at 2005-09-25 02:20:02    
Hi there everyone!

just to say me and my group of players have been playing and enjoying this mod for a long time now.
we have made quite a number of modifications and fixes to the mod, including:

-fixes/tweaks to custom treasure scripts; added in multiple custom treasure chests to dm area to overcome nwn limitation of 25 pages per chest; added in 600+ new custom magic items
-fixed construct tomes
-more destinations available from portals
-fixed bugs and tweaked forge scripts
-fixed/tweaked soulstone/empty soulstone scripts and drops

...and many more bits and pieces i can't remember right now!

if anyone is interested in trying our tweaked version, please say so. i don't have any hosting, but if people want to try it and someone could host a download for it, just post and let me know.

i am, and always will be, in awe of, and in debt to, the creator of this amazing module, which has given so much gaming pleasure to me and my friends.

Posted by Gorg ( 69.175.xxx.xxx ) at 2005-09-18 11:47:18    
Any contact with Karl? Any idea if this is still being worked on?
This mod is too good to let die dammit. Karl, you have to finish it.

Letting this mod die is akin to a Dr. standing idley by while a woman gives birth and does nothing to help it.

Karl, this is your baby, don't stand idley by! Help it into the world and nurture it. I've adopted your baby here, and love it, even with it's faults. It's time to complete it!

With love and admiration...

-Gorg.

Posted by Placard ( 201.239.xxx.xxx ) at 2005-09-02 21:56:07    
Hi, how can modify the xp?

scale to xp i set 0 and give much xp

Posted by Placard ( 201.239.xxx.xxx ) at 2005-09-02 20:08:48    
Hi, dguntner, you have a patch for fix the minor bugs in chainmail or a 8c version?.


Thanx and greetings

Posted by Chazman11 ( 206.222.xxx.xxx ) at 2005-08-15 22:15:16    
Thanks Dave(as always ;-) ) we are greatful for your reply. Let us know if / when you do make any updates available. I join you in hoping Karl one day returns to this project. Its an incredible world, it would be a shame to see it die off without truly reaching the hights it could reach.

Peace, and thanks again.

Posted by dguntner at 2005-08-12 15:16:22    
I haven't heard anything from Karl in months, I'm sad to report. Last message I got from him, about 2-3 months ago, was that he thought he'd be able to put some time into it in a week or two. I've been able to fix a number of bugs in the module I'm running at Dave's Place. If and when I get time, I'll upload it to my CHAINMAIL page here at the Vault. But I don't have Karl's notes regarding the main quest and so on, so I'll never be able to finish that. :-(

I, too, hope that Karl will come out of hiding some day. If he doesn't, then I fear that the CHAINMAIL project is indeed dead. A shame, too, since it had such amazing promise, even if he did love heartbeat scripts too much for the overall health of a stand-alone server. :-)

--Dave

Posted by Chazman11 ( 131.103.xxx.xxx ) at 2005-07-25 12:19:24    
Well since its been a while and no reply to you highlandervii I will just add that I sure hope that a final working version is eventualy made. Its a great PW module.

Posted by highlandervii at 2005-07-08 20:17:24    
Is this a mod in progress still? Just wondering if it was going to get past beta...?

Posted by dguntner at 2005-06-25 15:02:50    
So far, testing looks good on the change to keep Strongholds from disappearing when a player goes out the front door. I did, however, find that the function which lets a player rotate the position of the Stronghold also changes the exit point - and it is also using that 8.000f vector value. Make sure that you go to the function which does the rotation (don't have the toolset open right now, so I can't remember the name of it. Search for "rotate" in ka_i_stronghold and you should be able to find it; then, look for a "vector" line which looks like the one I describe in the previous message and make the same change there. Then you should be good to go.

One other thing - make sure you warn your players to not place their Stronghold too close to another player's Stronghold. If their exit point is set too close to the other Stronghold, which is a spawned placeable object, that other Stronghold will disappear.

Probably need to put in a check for something like that.... :-)

--Dave

Posted by dguntner at 2005-06-24 22:54:28    
I think I've discovered the cause of the Strongholds disappearing when you walk out the front door. It looks like Karl added a safety check so that when you exit, if any spawned placeable object is 8 meters or closer to the spot where you're going to appear, that spawned placeable object is destroyed to keep you from becoming trapped inside its bounding box. Unfortunately, it looks like he forgot that the code which creates the Stronghold sets your exit location just about 8 meters every time. And since the Stronghold *is* a spawned placeable object..... Oops. :-)

I haven't yet tested this, but I believe the fix to be this: Edit ka_i_stronghold and look for the KaStrongholdCreate() function. Then find the line which says this:

vector vecDiff = Vector((8.000f * cos(fFacing)), (8.000f * sin(fFacing)), 0.0f);

Change both of those values to 8.500f and then be sure to recompile the scripts so that everyting will be using he correct updated version of ka_i_stronghold (which is an include). Have your players enter their Strongholds after a server restart, talk to the command statue and convert their Stronghold back into a deed and then re-place the Stronghold (which will reset the exit location to the new values). If all goes well, Strongholds that disappear when a players exit them should be a thing of the past.

--Dave

Posted by Gorg ( 68.232.xxx.xxx ) at 2005-06-16 13:40:45    
When is a new version coming out with the working golem construction and strongholds not dissapearing?

Posted by chrno ( 85.192.xxx.xxx ) at 2005-06-11 14:30:41    
It's a great module!
I'm running it on my server, but I have some problems adding PRC Pack 2.2c support. After adding prc haks and scripts to module content, toolset crashes with access violation during script compile, on "__npc" script in particular. I compiled module using PRC nwnnsscomp, it encountered no such errors. But now my players report me that they get nor exp for killing mobs, nor even server message that mob have been killed. Is there any way to fix it?

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