Balanced and tested for single-player, but should work in multiplayer.
Language
English
Level Range
Designed for a single first-level character of any class.
Races
any
Tricks & Traps
Light
Roleplay
Heavy
Hack & Slash
Medium
Classes
any except paladin
Scope
Part of Series
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
01
Max # Players
01
Min # Players
01
Min Character Level
01
Content Rating
Teen
Alignments
Non-good strongly recommended! Good characters will shift to Neutral upon loading the module!
Description
WARNING: THIS MODULE DOES NOT CURRENTLY WORK WITH HOTU, AND MAY NOT WORK WITH v.1.61 AT ALL. I'll fix it when I can, but that involves a bunch of uninstalling/reinstalling expansions, and a friend has some of my NWN disks right now. The problem is with polymorphing into a raven to fly back to your lair, which isn't necessary to finish the mod but eliminates a LOT of walking since you go back home often to build new skeletons. In Bone Kenning you play a thanaturge, a necromancer from a long family tradition who animates bones through a ritual called the Incant of Reanimation.
Just to say that I did exactly what neclon explained and I even added the CEP for flavor/flavour. It works. I can fly. Cool!
Posted by Green at on08/15/05
Brilliant module and I so hope you make more!
Posted by Plantae at on08/12/05
Nearly perfect. This module kept me playing until I finished. The henchman customization is a truly original idea, and the story elements in this module are top notch. Bravissimo, Mr. Lewis.
Posted by dumbwinter at on08/02/05
this module is NO MORE compatible with all versions. serious bugs on nwn 1.66, and it's a real pity, since the story and the world are very well developed (at least the parts I was able to look). please update!! 8"((
Posted by neclon at 2005-07-1823:20:59
Remember to save and compile the script and save the module. It will not effect saved games you must start over for this fix to work. Yay for bioware storing the whole module within the save game... It isnt necessary but good idea to keep the indentations that are in place in the script... makes for good coding =P. Sorry for the previous shoddy testing I'm not a patient person LOL.
Posted by neclon at 2005-07-1823:17:28
Ok... so the fix I posted below actually seems to only partially work. Problem now is with ActionForceMove which seems to transcend jumptolocation... And movetolocation seems to conflict with removing the commandability. So in short... Follow previous instructions to open module and go to module_useitem script. Scroll down. Find the block of code right at the end that starts with "if(iFly)" Make that whole chunk of code (starting with the open bracket { and ending with the close bracket } look like this: if(iFly == TRUE) { AssignCommand(oPC,ClearAllActions(TRUE)); AssignCommand(oPC,ActionMoveToLocation(lMove,TRUE)); AssignCommand(oThrall,ClearAllActions(TRUE)); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eEther,oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eRaven,oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eWisp,oThrall); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eWisp,oFamiliar); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eWisp,oCompanion); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eWisp,oSummoned); ApplyEffectToObject(DURATION_TYPE_PERMANENT,eWisp,oDominated); DelayCommand(6.0,RemoveEffect(oPC,eEther)); DelayCommand(6.0,RemoveEffect(oPC,eRaven)); DelayCommand(6.0,RemoveEffect(oThrall,eWisp)); DelayCommand(6.0,RemoveEffect(oFamiliar,eWisp)); DelayCommand(6.0,RemoveEffect(oCompanion,eWisp)); DelayCommand(6.0,RemoveEffect(oSummoned,eWisp)); DelayCommand(6.0,RemoveEffect(oDominated,eWisp)); DelayCommand(3.0,AssignCommand(oPC,ClearAllActions(TRUE))); DelayCommand(3.1,AssignCommand(oPC,ActionJumpToLocation(lDest))); }
Posted by neclon at 2005-07-1722:47:29
The fix I just posted was done and tested with SoU and HoTU installed, game version 1.66
Posted by neclon at 2005-07-1722:39:19
I tried the previous stated fix and it did not work. For 2 reasons. 1. I was loading a save game and it appears that the original module is stored inside the save game (so if you change a module and load a save you're not getting any of the changes). 2. Even on new game the listed fix did not quite cut it. I had to also upp the delay on the removeEffect lines to make it work. For fun and self-satisfaction I adjusted them so the raven flies shorter before jumping to crypt and I remain a raven for a second or so before reverting. Here's the details for anyone that's interested: 1. Open NWN and click on the Toolset 2. Load Bone Kenning I 3. Expand scripts and scroll down to module_useitem and open it up 4. Scroll to the bottom of the script(Wes has a commented out version of the listed fix not sure if he updated it then found out it did not work or what) 5. Find: DelayCommand(3.0,AssignCommand(oThrall,ActionJumpToLocation(lDest))); 6. Change the 3.0 to 3.1 7. Look up above the previous 2 lines where you see 2 chunks of lines with "DelayCommand(3.0,AssignCommand" and "DelayCommand(3.0,RemoveEffect" 8. Change the 3.0 on these to something like 6.0 9. Save and Compile (top-left button in the editor there) 10. Save the module This should fix the Raven thing for all future new games. Unfortunately saved games have the broken module within them and I am unsure if/how you could fix them. If you made it very far through the game with this bug and don't want to start over you're SOL I think.
Posted by Vimsen at on05/23/05
.
Posted by melusine2lilith at on05/11/05
Unusual atmosphere, ingenious use of henchmen, great story. Wish there was a sequel!