Hello fans, TDMUCDv9_4, the original Module Base has added CNR3.05 and D&D 3.0. Added Food Thirst, Alcohol and several other neet twists on the game. Resting, Death, Dying, Respawning, Tired, Exaustion, Fatigue. It is all persistent and very easy to use.. Just use this as your module base. You must read the Readme's for said systems included to use them, they are just installed and ready to go.
What you get -
CNR 3.05
NPC Act 6.0
DMFI 1.7
CODI Combat AI
CEP Pack Animals
Fireworks
Rubbish Devour
True Trolls
BBS
Flying
Forceable Doors
Merchant Cleaner
Sitable Moveable Placeables
TimedTorches
XP for Traps & Locks
Cut n Dry n Enjoy
The Dungeon Master
**** Added a ERF to fix Random Puking and Passing out when not drunk is no longer need. It is only for those who downloaded the previous version
**** Added a ERF to fix Random Puking and Passing out when not drunk! Simply Import and overwrite.. Mega-easy.. Only needed if you have the old download pre 9-23-05
Posted by Cernunnos at 2008-12-02 09:54:33 Voted 10.00 on 12/02/08
Super Awesome. I hope you are still around, Sir Garrett, so you can know how much I and all the players at Lost Isles of Avon Bryn love your base mod!
Stop by some time (we're in Gamespy under RP) and we'll buy you a drink at the Purple Pixie Tavern! _________________________ World of Abred Forums: Link
"'Don't you want to join us?' I was recently asked by an acquaintance when he ran across me alone after midnight in a coffeehouse that was already almost deserted. 'No, I don't," I said. - Kafka
Posted by The lowest of all things ( 207.68.xxx.xxx ) at 2006-05-29 05:27:06
Come to think of it... Nothing really needs to be done does it...
Posted by The Lowest of All Things ( 151.199.xxx.xxx ) at 2006-05-27 02:47:34
Was just wondering if this would be updated to the new patch. If anyone has would like to see it posted. I never got around to doing anything with the last version of this I got unfortunatly but have time now. Sooooooo update to 1.67 coming maybe? Please...
Thanks for the poistive comment, but I too have found the CNR xls file a bit awkward to read. And thus alas, I too am learning and would like a CNR Row of 'Ducks'.
Anyway.. Hope its all cool.
Posted by The lowest of all things ( 70.106.xxx.xxx ) at 2005-09-22 08:16:08
I finally found the premade CNR plants, thank goodness, so you can forget that part of my post. Still wouldnt mind seeing that ordered CNR area :)
Posted by The lowest of all things ( 151.199.xxx.xxx ) at 2005-09-22 04:43:47
Nice set of scripts you've gathered to use. A bit much more than I had planned on using but I guess its nice that its there in case I want to expand. You did one thing I have always wanted to do and use the fadetoblack when pc's rest.
One thing I noticed, or maybe missed, is no CNR plants have been premade. I'm not that great of a scripter and it would have been nice to have all basic items already made, but not that big a deal I can probably find some help with my questions.
Another thing I think would be nice in ready to make PW mods like this one would be an area in the setup .mod that had all the CNR gathered ingredients premade and set up in rows according to thier skill level use. Would make it very simple to see what the progression should be for placement. Its kinda difficult to tell by the included CNR xls.
Thanks for a nice PW starter mod and maybe you or someone could put together that basic CNR set-up mod. I'm sure its not just me that cant get that CNR .xls down. Pretty please :)
Posted by The lowest of all things ( 151.199.xxx.xxx ) at 2005-09-22 04:38:43
Nice set of scripts you've gathered to use. A bit much more than I had planned on using but I guess its nice that its there in case I want to expand. You did one thing I have always wanted to do and use the fadetoblack when pc's rest.
One thing I noticed, or maybe missed, is no CNR plants have been premade. I'm not that great of a scripter and it would have been nice to have all basic items already made, but not that big a deal I can probably find some help with my questions.
Another thing I think would be nice in ready to make PW mods like this one would be an area in the setup .mod that had all the CNR gathered ingredients premade and set up in rows according to thier skill level use. Would make it very simple to see what the progression should be for placement. Its kinda difficult to tell by the included CNR xls.
Thanks for a nice PW starter mod and maybe you or someone could put together that basic CNR set-up mod. I'm sure its not just me that cant get that CNR .xls down. Pretty please :)
nope, its complete.. I left the starting store 'not there' and the journal entries 'empty' so you could do your own. I guess a little more explantion was needed. To add a store, give it the tag zud_m_startstorea. To edit the journal entries, (used for rules blanks), make 4 seperate entries with Finish box checked and numbered 1 - 2 - 3 - 4. I use the first one for DM's Rules, and 2-4 for other player info.. Thanks for the post.