The Kingdom of Paramon PW has been running online since about March 2003. While I intend to keep KoP online for our session based play, I thought that others might benefit from use of this module.
This is the latest version of KoP. I will update the version here as I change things for the official version.
The module is built to be ran as a PW and particularly used when there is a DM available to run events.
There are things you can do when soloing, but that is not the focus of this PW module. Furthermore, many aspects in the module have been partially removed or disabled as we have progressed the storyline over time (the world changed based on PC actions). I may, if people desire, add those elements back in over time.
Features of this module include several hundred areas and tons of custom systems. A focus has been placed on making a strong play environment with a touch of realism.
To figure out what systems are used in the module, please see the documentation available for my universal basemod. There are countless goodies that you can find on your own as well :)
I do not plan to offer an official guide on "how to play/use" this module. Most things are automated or can be figured out by just playing around with the toys you get when you log in. Also, the documentation for the basemod, though incomplete, has enough information to keep builders happy for a very long time.
080909 Update: Tweaked some areas, added Shayan's Item Level Restrictions (can be toggled off).
022209 Update: Upgraded to CEP2.2 . . . and that is about all for now :)
022109 Update: Fixed a few more bugs, updated a few rule-sets, changed a few more things with the lycanthrop system.
021309 Update: Bug fixes a plenty. Added user suggestions as appropriate. Changed lycanthropy system a bunch. Reworked vampire subrace. Added more encounters.
01272009 Update: Fixed more bugs and worked a bit on balancing issues. Removed old DMFI and updated to newest version to be compliant with changes in 1.69 update. Turned on level gap control and prestige class controls by default (can be changed via module variables).
011909 Update: Fixed many bugs and reworked things based on user suggestions. Reworked much of the subrace engine and will continue updates there in the future. Some area redesign and script performance tweaks.
121208 Update: Fixed a few bugs and addressed some player/user suggestions. Added back the entire desert nation region of Alnarma and ported epic quests back in using the newer basemod systems.
082608 Update: Fixed a few bugs here and there; particularly in the Plane of Fire Flame Weaver Guild areas.
081208 Update: Added a haunted manor house to Eastern Gates Approach.
Added two more options for Gold Weight System. On the module variable list, leave the INT GoldEncumbrance set to "1" if you want to keep gold encumbrance as is (the DOA system). Set the value to "2" if you want to use UOAbigail's system instead (a single item holds weight). Set the value to "3" if you do not want to use any gold encumbrance system at all, but have PCs that formerly did have gold encumbrance. Set the value to "0" if you have never used the mod and do not want gold encumbrance.
072808 Update: A few bug fixes. Added a plane of fire and a guild in the plane of fire for sorcerers, bards, assassins, clerics. Added two new religions with representation found in the guild in plane of fire.
072008 Update: More area redesigns have taken place. I have added more encounters and balanced out some of the encounters that existed.
071308 Update: A complete reworking of the module has been done. Many areas are redesigned and the entire code base is rewritten. The module runs much more efficiently and is much smaller.
The module is now compatible with version 1.69 as well as CEP2.1.
More static quests and story lines have been added.
WARNING: Given that all the code work is changed, the DB setup is very different now. Your old Databases will not be any good in this version . . . in other words you will need to start with fresh databases. Just delete the old ones after retrieving items and info you need and the module will create databases from scratch as needed.
One last thought . . . I also removed the entire Alnarma region (the desert areas) until I rework them a bit. They will be back soon I hope.
1/25/07 Update: Fixed a few things. Most striking fix is that of some databases. Seems NBDE was not playing nicely with a few systems I wrote.
Posted by Noisia at 2010-04-03 17:13:43 Voted 10.00 on 04/03/10
absolutely superb Vuldrick. will you be updating to CEP 2.3? i know you are very busy though so if its not possible then its understandable. *votes 10 anyway* :D
Posted by Jackal_GB at 2009-02-28 13:45:49 Voted 10.00 on 02/21/09
Thanks for the reply Vuldrick, and I do appreciate the help. I'm sure others would find the information useful as well. :)
I am glad you are finding the module useful in whatever way you can. I will try to get a list of recently fixed code for you on updates, but I have a serious issue being that organized :)
It seems like I work on about 15 things at once . . . anyway, let me see if I can come up with a list. _________________________ Vuldrick Garrison
Sorry I am behind the 8-ball with replies. Been busy of late. I will try to see if I can get the movement rate adjustments to tie into the module enter and rest events so it is more consistent. That has been a known issue for a while, but I always forget to fix it :P
You will find many areas that are un-finished. We are slowly working on stuff as we need it, but there is always plenty to do. It seems like a PW never gets finished, but I guess that is the point. Just watch for updates and if you do any work on areas yourself, feel free to send them to me so I can check them out.
Hope you enjoy the mod. _________________________ Vuldrick Garrison
Posted by Jackal_GB at 2009-02-22 10:20:14 Voted 10.00 on 02/21/09
Exporting an area doesn't export the scripts. That would be uneccessary anyways, as I could just simply select all the module scripts and export them instead. But by importing all of the scripts from an updated module, I would be overwriting any existing scripts that I may have edited or adjusted. Hence the request for the names of any updated scripts.
I belive you can export a base area of the new module and import it into your module to update all of the scripts.
Posted by Jackal_GB at 2009-02-21 21:39:52 Voted 10.00 on 02/21/09
As I plan on re-launching my PW I ran in '04 sometime in the near future. I wanted to do some updating and get a solid persistant base system together to run it. Your base mod offered a lot of great options and I planned on using it. Then I stumbled on your KoP mod by accident. As it is being updated frequently, I have decided to use this PW module as my base instead of your official "base mod". While I have no plans to use most of the areas of your world intact, some of the areas are definately worth absorbing into my project. My only issue is I cannot keep updating to a newer version of your module with all of my own work already mixed in. So I was wondering, if you make any important script fixes that affect any of your systems, could you please post the names of the updated scripts. I can then re-download the module and rip out the updated content.
My thanks to you Vuldrick, for all your work on the excellent scripting packages in both the base and KoP versions of your mod.
Wow, this has come a long way. Thought I'd post some minor issues I've had so far.
1. The racial/armor movement adjustment stuff is cool, but like the original code the movement changes are not applied when the user just enters the module (so you can run around full speed until you take your armor off.
I also think the adjustment is not applied after you've rested. Sorry I didn't take good notes.
2. The Lingering Leaf in Midgard doesn't have a link to the area, maybe this just isn't done yet.
You gonna add horses? The movement adjustments would really make poeple want horses.
Fixed more bugs and worked a bit on balancing issues. Removed old DMFI and updated to newest version to be compliant with changes in 1.69 update. Turned on level gap control and prestige class controls by default (can be changed via module variables). _________________________ Vuldrick Garrison
Major update just uploaded. So far as the memory fix goes . . . I have things working for the most part. Just leave the sub-storm systems off (as I have it set up now) and things run great. I will try to get those special storm systems going ASAP.
I am also still working on the subrace engine . . . but that will take a while to finish the rest of the modifications on since it has so much code. Most of the popular subraces are running nicely now. _________________________ Vuldrick Garrison
Posted by crazedmages at 2008-12-30 15:35:26 Voted 10.00 on 12/30/08
Right on. As always, I admire how easy you are to fixing things and providing support. Thanks, Vuldy. _________________________ People react violently to fur rather than leather because it is easier to pick on rich chicks with bad taste than biker gangs.
I am working on a fix for a memory leak in the system. _________________________ Vuldrick Garrison
Posted by crazedmages at 2008-12-13 18:42:28 Voted 10.00 on 12/30/08
The weather system is awesome and soemthing I would love to use. Yet I have found it crashes me after a few hours of being up. I went ahead and turned it off as I was using your base mod. Just wondering if there has been any updates or fixes for it as being such a good system I would hate to have to leave it off. _________________________ People react violently to fur rather than leather because it is easier to pick on rich chicks with bad taste than biker gangs.
Posted by DM_Necros at 2008-11-03 14:58:20 Voted 10.00 on 10/29/08
I did not know that. I knew I had it set up right. I thought about checking the portals though since it wasn't working. I will check it out, thanks.
To DM_Necros: I did not make a No Level Loss option. What you are looking at is a part of HABD systems, which I only use to some degree as currently configured. Those things are not used in the current respawn system; at least as I have it configured. You can reconfigure the death system to use the HABD death rules, but then you will need to stop using the fugue plane. I suppose I am trying to say that the fugue death system is independently operated as compared to HABD systems. You must chose and configure to your tastes.
The respawn controls that are currently used are all in the fugue at this point, or in the raise dead and res scripts for PCs that have clerics with them. Check out the code in the respawn portals. _________________________ Vuldrick Garrison
Posted by DM_Necros at 2008-11-02 18:54:35 Voted 10.00 on 10/29/08
I seem to be having a problem with the no_level_loss_from_xp_penalty (I think that's the name of the switch.) With the few numbers of players on I wanted to let players keep their levels even if they died. That said, the value was false when I edited it, which I changed it to true. It seems players are still losing levels from respawning though.
I intended to make the Undeath to Death wand as a tool to bring back Vamps . . . but I changed my mind. I honestly forgot to remove the wand. Perhaps I could make it work in the future? _________________________ Vuldrick Garrison
I have an update coming soon with some areas that use to exist in the old version of the mod . . . I have been upgrading them for months to go with the new base mod setup. So my interest is high.
The addition will bring about the rebirth of the entire Alnarma Desert (currently missing) as well as an underdark city. The underdark is devoid of quests, but Alnarma Desert areas are mostly epic questing (in fact it is Ghool's Tomb of Horrors tweaked to fit in the world of Irithia).
If you make any progress on the weather system let me know. I am working on a couple other projects right now, but I do intend to work on the weather system to tweak it some more . . . just not sure if I can make it very efficient given the nature of what the system does. _________________________ Vuldrick Garrison
Posted by DM_Necros at 2008-10-29 16:22:05 Voted 10.00 on 10/29/08
It works great. Jstwebbrowsing and I are trying to adjust a couple things atm but the mod runs great. You did a good job on the mod. Almost all the players love the world and how interactive it is.
I do have a couple things I am working on, or trying to work on. Due to the fact that vampires turn PC's into vamps with just a bite, we are trying to figure out how to seperate the bite into two bites, one to drain blood, the other, an embracing bite, to create progeny. I know that this is not how it works in AD&D, but we have already had one accidental turning and it would be possible for another easily if people didn't pay attention.
Lastly, the Death to Undeath DM tool does not seem to work, either that or we just don't know how to use it. Does this bring back permadead vamps or does it only bring back vamps whos body had died? Also, I don't know how to delete the vampire DB to bring back permadead vamps, just in case it is needed. I deleted it once, moved it to the desktop, but the mod didn't seem to create a new DB for them, maybe it just didn't have a reason to yet or not. I didn't know so I put it back in.
I will need to see if there is any way to refine the weather system loops then. I had a feeling they would eat some resources.
Hope things work better for you with it turned off :) _________________________ Vuldrick Garrison
Posted by DM_Necros at 2008-10-26 22:46:09 Voted 10.00 on 10/29/08
Okay, I have learned something.
The weather system eats up the RAM. This would be okay exept the mod is not turning loose of the ram it is using. I have the weather system turned off and the memory usage has stopped going up so rapidly. As it is now it should run for a while but every two to three minutes something fires that raises the memory usage by 80 to 100kb. Also it raises about 500kb when someone logs in. It seems the problem is still there but with the weather system turned off it has slowed down the problem a lot.
To DM_Necros: The newest thing I have added is the weather system. If there is a leak, my first place to check would be there. Try disabling the weather system all together and see if you get the same problem. _________________________ Vuldrick Garrison
Posted by DM_Necros at 2008-10-26 00:58:03 Voted 10.00 on 10/29/08
I have noticed what seems to be a memory leak with my server. NWServer's memory usage gets up to 120MB by the time the mod is loaded. After that, it climbs anywhere from 10MB to 150MB every 30 seconds or so and never goes down. This causes my server to crash anywhere from 6 to 10 hours. I am running the server on a vista computer just so you know.
The reason I am posting this here is because I was wondering if anyone else had noticed this or if I am the only one having this problem. I am trying to track down the problem so I can fix it because I can't have my server going down every 6 to 10 hours. I was wondering if there was anything in the mod or if it was even possible for the mod to cause this problem, the database or anything? These are just ideas and keep in mind I have no idea what is causing the leak.
Perma-death happens if the PC has no deity and this is usually the only time it happens. You can remove the robes of eternity by using the DMFI DM wand to destroy that object while it is in their inventory . . . thus bringing the PC back to the game world.
Vampire death is scripted to be permanent since it is such a powerful subrace. You would have to basically delete the database to save that vampire PC. _________________________ Vuldrick Garrison
Yup, I want bug reports so I can fix them. I haven't reproduced this yet, but I will keep trying. If I get a fix I will post it for you. _________________________ Vuldrick Garrison
Posted by DM_Necros at 2008-10-23 23:29:01 Voted 10.00 on 10/29/08
I am having a problem with the mod right now. Several of my players have ended up permadead, which I know can happen. Basically I need to know how to reverse this, as DM I can't even seem to remove the robes of eternity from a char.
Also, I was test playing a vampire and I bit a PC lol. This of course turned him into a vampire, which I didn't know happned actually as I was under the impression that you could only do that if you bit their corpse. The vampire later died and I could not raise him even with the DM death to undeath wand. The vampire is also considered permadead now and I cannot seem to reverse the effect here either. Nor am I able to remove the vampire subrace from a player.
Do you know how to undo any of this by chance?
Posted by DM_Necros at 2008-10-22 16:43:32 Voted 10.00 on 10/29/08
After restarting the computer completely the levelup worked oddly.
Posted by DM_Necros at 2008-10-22 16:37:50 Voted 10.00 on 10/29/08
I am hosting the world along with a friend of mine and I have noticed a problem I am having. I had a test char I was playing around with and the char died. After going through the portal the char lost a level of exp which it regained later. The problem with this was after regaining the exp the char cannot take the next level because the mod gives the error the char has too many feats. Of course now I have to completely delete the char and make a whole new one because the database remembers everything it seems, even after a char is deleted and one is made with the same name. I just wanted to get this straightened out before it happens to a player and they get discouraged.