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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 (30):

1 2 3

Posted by Placard at 2005-09-0221:56:07    
Hi, how can modify the xp? scale to xp i set 0 and give much xp

Posted by Placard at 2005-09-0220:08:48    
Hi, dguntner, you have a patch for fix the minor bugs in chainmail or a 8c version?. Thanx and greetings

Posted by Chazman11 at 2005-08-1522:15:16    
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 2005-08-1215:16:22    
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 at 2005-07-2512:19:24    
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 2005-07-0820:17:24    
Is this a mod in progress still? Just wondering if it was going to get past beta...?

Posted by dguntner at 2005-06-2515:02:50    
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 2005-06-2422:54:28    
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 at 2005-06-1613:40:45    
When is a new version coming out with the working golem construction and strongholds not dissapearing?

Posted by chrno at 2005-06-1114:30:41    
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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