Zombie Survival Base Module Read Me Document
By: A. Scott Bay and Zunath
Welcome to the Zombie Survival Base Module!
What this is:
This is a complete recreation of the original Zombie Survival module that has now been taken off the Neverwinter
Nights Vault. The original Zombie Survival was created by Ronin_DM (Mark J. Hadley) and this is a recreation of his
work. This module has been designed to allow you to create your very own survival horror module. The basic premise
is to band together with the other survivors and search areas for useful supplies. The module is designed to be a
low and extremely difficult world.
Players will most likely die many times before they learn the ropes. This is intended! The world you create should
promote teamwork and survival between players. This is -not- a normal module and thus the level cap should be set
to level 2. As said before, the aim of player should be to survive and not to focus on levelling up. All experience
has been turned off to enforce this. The only way a player may level up is by gaining "Badges" or witnessing
"Experiences". Additionally, if players can defeat special enemies (Zombie Behemoths and Zombie Burrowers) they will
also obtain a special badge.
I have included some very basic demo areas to show off the features of the module. I suggest not using my areas in
your module, mainly because they are extremely simple and look horrible. :) Besides, where's the fun in not being
able to create your own areas?
Most scripts have been commented to inform you on how to modify them. If they do not suit you, then use what you
wish. The only thing I ask is to keep the credits included and hopefully updated if you use someone else's work. :)
For more information refer to the other instructions included with this package.
Currently, the base module features:
- Perma-death
- Player controlled boats
- Custom Zombie respawner
- Breakable weapons
- Server Information book to keep your players up to date
- Area despawner
- All items dropped are destroyed script
- Completely randomized clothing for zombies and PCs
- Scavangeable areas
- Limited-use torches
- Food system
- 25 Zombie types
- Zombie Disease
- Midnight Frenzy Hour
- Badges
- "Experiences"
Original concept by: Ronin_DM (Mark J. Hadley)
Installation:
Place Zombie Survival Base Module.mod in the modules folder of your NWN directory.
Then, open up the module in the Neverwinter Nights toolset and start building away! Be sure to keep backups
periodically to prevent data loss. The only limit is your own creativity. Have fun! :)
July 16, 2006 Update:
- Badges and experiences added.
- A total of 25 zombie types are in the module.
- Zombie Kill tokens will be given to players when they kill zombies now.
- Message Giver triggers added.
- Zombies will now equip their randomly generated clothes automatically
- Zombies will no longer be able to open doors (INT set to 3)
- Universal Dye Kit added.
- Zombie Disease installed
- Easy Badge Giver added
- "Experiences" added
- Demo areas created
- Text files to explain how to use each system added.
- Probably more stuff, but I can't think of what right now. =D
February 11, 2008
- Module updated to CEP2.
FOR MORE INFORMATION: Refer to the conversation file "use_server_book". Under the credits section are links to all
of the systems in use for this base module. If you need more information for a particular feature, that is the best
place to look. Additionally, if you want to contact me personally, my e-mail is [email protected]
Disclaimer: The original concept for this base module was conceived by Ronin_DM (Mark J. Hadley). While many of the
ideas are the same all of the features, systems, etc etc... are publically available or created specifically for
this module. Aside from the scavenge system, this is not a work of Ronin_DM (Mark J. Hadley).
Additionally, if you use this base module please leave the credits alone. This community works very hard, and a
little credit for all their hard work goes a long way. :)
Enjoy!
If you have some more questions please feel free to send them to:
[email protected]
Hey, sorry about the lack of response. I'm pretty sure all you need to do to update to CEP2 is remove the 1.53 haks and place the CEP2 ones in correct order.
If I find the time I'll post an update to this.
Posted by Vampiric at 2007-12-20 11:37:54 Voted 10.00 on 12/20/07
yea, i wonna use it with CEP2, anyone know how to update it??... :/ i rlly wonna use it, but i dont have v1.53, it needs an update to v2.0 :( _________________________ VämÞï®ìç
Posted by Vampiric at 2007-12-20 11:03:49 Voted 10.00 on 12/20/07
omg man, this so awesome!!, I so usin this to help with my zombie mod! keep up teh awesome work! _________________________ VämÞï®ìç
Okay Hi I'm using this mod to make a ZS (of course) and was wondering about a few things.
1. The Dye Kit is only a bleech kit (just wanted to let you know)
2. i made a new scavenger (Junk004 or whatever) and put it into the variable place but when PCs go to search nothing happens.
By the way Excellent job on this mod! _________________________ Me = BIGGEST N00b Ever!
Well, I hate to do this right after announcing it, but I can't finish the Zombie Survival: Future Base Module up. It causes a conflict with my regular server and causes players to not be able to see their spellbook and among other things.
Honestly, I haven't gotten far but if anyone wants to take up the project, I'm happy to send the module to them.
Just want to make myself clear: A modern day Zombie Survival -is- possible but if you host a regular NWN server, problems will occur. =D
I am currently at work creating the Zombie Survival Base Module: Future module. This version of Zombie Survival will use d20 modern hakpaks and will hopefully have a spawn system this time around.
A. Scott Bay (the scripter that made the disease system) has decided not to make the spawn system after all. There are a number of spawn systems out there, and he feels that most people will just use a different spawning system.
It is possible to use the default Bioware encounter triggers to spawn the zombies, but is quite a bit more work. (Note that this is probably the easiest way to handle securable areas and two encounter triggers have been included in the palette.)
Some options that you can consider are: BESIE, NESS, or any system that will allow you to randomly spawn the zombies throughout the area to random waypoints. You can also just place the zombies down and they will respawn to the nearest waypoint.
I will be submitting the updated package to the vault shortly, and it should be up either sometime tomorrow or later tonight.
:) I should have an update for it either tomorrow or Thursday. It'll include a completely working spawn system and possibly the disease system.
Hopefully Frenzying (is that even a word?!) will also be in. Additionally, there will be a few starter areas that include examples of all of the area types.
Also, I'll be dividing up the instructions into seperate text files so that they're easy to read. :)
I'm like to says thanks for this. I been wanting to setup a server based on Zombie Surival Mod system. This will really help out about. I'll be keeping a close eye on the updates to this mod.
Next update will have the following:
- Zombie Kill tokens given to players killing zombies
- Frenzy Kill tokens given to players killing zombies during zero hour
- Badge triggers
- Message triggers
- 10 new zombie creatures
- Zombies will equip their randomly created clothes automatically
Possible additions for next update:
- Disease system (players can be diseased when hit by zombies and eventually turn into a zombie themselves)
- Zombies spawned OnEnter of an area. This will remove the need to actually place zombies in the area. Everything will be automatically done for you. All you need to do is place the waypoints.
I am debating including some basic test areas for you all to see how area creation is done exactly.
I figured out the bug with zombies not equipping armor. :)
After a few hours of getting script help, it turns out the zombies don't have the feats to equip the armor. =D
All you have to do is give each zombie the correct feat (Armor Proficiency: Light) and they will equip the randomly generated clothes automatically. You might want to give them feats to equip all types of armor just in case.