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.
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 ADD, 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.
Posted by Vuldrick at 2008-10-2912:32:16
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 on10/29/08
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.
Posted by Vuldrick at 2008-10-2606:54:21
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 on10/29/08
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.
Posted by Vuldrick at 2008-10-2507:32:11
To DM_Necros: 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
Posted by Vuldrick at 2008-10-2507:29:39
To Jstwebbrowsing: 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 on10/29/08
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 on10/29/08
After restarting the computer completely the levelup worked oddly.
Posted by DM_Necros at on10/29/08
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.