Update (10/7/07): Update 1.2 is done. In addition to the new module version, you'll want mdrn3_top, mdrn3_base, and mdrn3_class, as well as mdrn2_tlk (the new version), from the Haks page. See pdf file for a list of new features.
Update (4/12/07): Significant bug fixes; see hak page for details.
Important Update (3/19/07): Gray Sector, an out-of-the-box DM'd adventure, is now included in the base module.
Update 3/30/07: Bug fixes to Gray Sector and some other scripts.
4/3/07: New forums are up! See the link below.
This is the first non-beta D20 Modern Team release; it includes all-new material as well as modern-related resources from the NWN community, compatibility with CEP 2.0, a new base module with a complete translation of D20 Modern rules to NWN, a detailed manual on how to play, DM, and build using the system, and a complete out-of-the-box DM'd adventure.
To install the D20 Modern system for NWN, you'll need the base module and haks/material located on this download page. You'll also need CEP 2.0, which is on NWVault (see the CEP page for installation information of CEP). Unzip or unrar all .hak files to your nwn/hak directory. Unzip other material to the directories included in the archive files: the .mod file to nwn/modules, the .tlk file (mdrn2_tlk.tlk) to nwn/tlk (you may need to make a directory), the .wav ambient sounds to nwn/ambient, and the .bmu music to nwn/music.
Important: When creating new characters, you must create them locally, not on a server.
Also, you must use the following technique exactly:
Load NWN, select New -> Other Modules -> choose Modern Base -> select Use Premade Character (do not select New Character from the first menu) -> then, select New Character button below the Show Pregenerated Characters checkbox.
If you don't do this, the game will crash, so be sure to do it as described.
You can then save your character (Export Character) and provide your .bic file (from nwn\localvault) to your server host. To run a Server Vault game, you'll have to have players send you their character (.bic) files that they made locally and put them in your nwn\servervault under their player name.
Base module (now including DM'd adventure!), manual, DM Guide, credits, and tlk file; updated 10/25/07 for new bug fixes. You'll need to get those new haks to run this, as well as an update to the tlk file.
Posted by boodah at 2008-09-28 03:12:06 Voted 9.25
Another bug: In the Modern Exterior Tileset it is not possible to attach doors to the apartments terrain type.
Posted by boodah at 2008-09-28 02:52:13 Voted 9.25
Good news about 1.4. I wanted to report another small bug. If you create a npc with the charismatic class, he/she will not be created with scripts. Not a big problem as you can load them in after creation, but if you don't know about that, the charismatic npcs are completely useless.
And 2.00? Any teasers about new content/features at this time? If I could add a request: I would like to see firearm animations for the modern minotaurs (I use them as troll npcs).
Ah, okay, thanks for the info. I'm pretty sure that VanyaMia and Gulfwulf are already working on that problem; so it should be fixed in the 1.4 version release. VM said a few days back that 1.4 should be ready for release soon, but I can't provide an exact date for that. Otherwise the team is going to be working on version 2.0.
Anyways, Gray Sector will be updated to 1.4 when that release is done, but we probably won't be keeping it as part of the base module for 2.0.
Posted by boodah at 2008-09-20 03:09:23 Voted 9.25
Okay, sorry for spaming, but I have found out what the problem was: It's the ride skill in the inc_d20 script. My temporary solution is to simply add // before the ride skill entry and all scripts compile without error. I'm not sure though in which way this could break any inner mechanics in the whole d20 system.
Posted by boodah at 2008-09-20 02:44:26 Voted 9.25
Man, one should never post something on a side that doesn't allow to edit posts if one has drunk and smoked too much...
Anyway, here is a list of the scripts that don't compile:
I guess the problem is with one or both of the original nwn scripts that got probaply changed in 1.69...
Posted by boodah at 2008-09-19 18:20:17 Voted 9.25
Yo, Purple Puppy, mon ami, I think rpgfan is referring to the scripts that don't compile correctly after rebuilding a D20 MM module with the 1.69 version of nwn. If you don't know what I'm talking about, just try to add a new hak (like one of UDP ones) under module properties and click on rebuild/check. There are a lot of d20mm scripts that get a compile error. I almost started to cry when I saw this and I don't got a friggin' clue why it is that way. Hope you can fix that somehow, 'cause I wouldn't like to start from scratch with my Shadowrun Mod and throw the 80+ hours I worked on it in the thrash can.
But I really appreciate what you did with this game and I really think that you are the most awesome guys (and gals) in the whole community for giving me the chance to realize my dream about a decent Shadowrun PC Game. Anyway, I'm not talented at anything regarding coding and stuff, but if you (the Modern Mod Team) need help in any way, please feel free to contact me and I will help in the best way I can.
@rpgfan: could you be a little more specific about which parts aren't working? It's difficult to fix something without knowing what the problem is. Thank you. _________________________ [Country House Interior Tileset] [Cyborg Factory Module]
Posted by rpgfan at 2008-07-16 10:32:57 Voted 2.00 on 07/16/08
had to drop vote because it does not work with 1.69. please fix.
Posted by kcthecook at 2008-03-03 09:14:34 Voted 8.00 on 03/03/08
Need lots of haks, though the concept is unique. The DM requirement makes it hard to play for the average online gamer. Good story, though.
Posted by Kelkesh12345 at 2008-02-25 14:55:39 Voted 10.00 on 02/25/08
Give or take a few bugs, this is the greatest achievement on the Vault since CEP. _________________________ Back in action, been out of the community for a while.
Posted by Friar at 2007-12-30 14:36:47 Voted 10.00 on 12/20/07
No DM and no vehicle operation unless I can figure it out; but there really isn't any need for one other than driving being a skill in the skills list. So far transportation is by cab and maybe airport. I'm working on a bootcamp to help people get familiar with new rules and operations and to help me get better aquainted with what can be done.
Does the adventure require a DM? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Friar at 2007-12-25 12:51:00 Voted 10.00 on 12/20/07
By the way, Im working on a single player module using the D20 and IF I finish it I wanted to ask if one of you D20 team members might check it out to see if Im using the new features to their capacity but also within the boundaries of the story. I'll let you know when I'm getting close to finishing. Would that be okay?
Posted by Friar at 2007-12-20 12:02:16 Voted 10.00 on 12/20/07
score 10! I've never had this much fun building a module as I have with this huge contribution.
Posted by geekfiend at 2007-12-11 19:10:23 Voted 10.00 on 12/11/07
Well done! Great to see the idea lives on!
Posted by Gylfi Gangler at 2007-12-11 15:32:12 Voted 10.00 on 10/12/07
I wonder if Storm_Shadow is having trouble with NPCs wanting to switch from missile weapons to melee weapons? If I understand correctly, the NWN engine assumes that in close quarters critters will switch to swords and the like.
If the NPC has a box of ammo (one of the 'box of ammo' items under the Bullets category - NOT one of the equipped sets of ammo) in their inventory - no need to equip the ammo ahead of time - and has a MATCHING gun in their hand, they will ready ammo the instant they spawn, and then reload when they run out. It works fine in testing, but be sure those things I just described are true - let me know which ammo and gun if it's still not working - glad you're finding it promising!
Posted by Storm_Shadow at 2007-11-17 13:28:00 Voted 10.00 on 11/17/07
I love the whoe D20modern system, It's cool to be able to make mods based in the future and present time, as Knights in shining armour can be over used at times.
I have one problem tough, my NPC's unequips the fire arms in combat? Im using the standard D20 guns/rifles with the strings and variables allready preset. Anyone here who knows what creates this problem?
A gold star, Von Stalhein! You caught the problem exactly. I'd feared that was the problem, and I'll get around to making a new version asap.
Posted by Von Stalhein at 2007-11-09 15:06:07 Voted 10.00 on 11/09/07
Not sure if this has already been resolved, but I can identify the error with the empty base mod (having had it happen to me before). I bet I am correct if I guess the areas were stripped using the "Export Dialog Delete" method - i.e. going to the export window for erfs, then selecting all the areas, right-clicking, and selecting delete. While this works for everything else, areas do not like being deleted like this - in essence, they leave behind 99% of their stuff, and only the key entries which recognise that the data is an area is retained. Which is why the module is so large - and why it's corrupt.
To create an empty mod, I'm afraid you literally need to right-click and delete each area.
Sorry to be a harbinger. o_O
(Though FW, everything else aside, you and the team have done - are doing - an amazing act with this. Fantastic stuff for DMs to run campaigns with.)
Posted by boodah at 2007-11-07 07:35:38 Voted 9.25
Yeah, that's right. Like I said only a minor issue.
Thanks for catching that on the 'empty mod' - we'll get that fixed asap. As for ammo boxes, you can still reload afterwards, right? I assume you're just missing that original 'free reload' you get when equipping a gun.
Posted by boodah at 2007-11-04 02:18:40 Voted 9.25
Another minor issue: When changing from a melee weapon to a gun using quick slots, the gun isn't able to load ammunition from an ammu box. No big deal, just to let you know...
By the way, I guess there is no chance for a customizable troll model to be included in future updates, is there ( I'm still working on a shadowrun mod and trolls at least as npcs would be real neat )?
Posted by boodah at 2007-11-04 01:05:20 Voted 9.25
There is a problem with the empty base mod. When I try to open it in game, all classes are standard nwn and I can't click on play; sometimes it even says it's corrupted. Just looking at the size suggests there is something wrong with it. When I stripped all the area's from the full base mod it slimmed the file size down to 10.5 MB (10.6 with 1.3 erfs). Your empty mod is like 17.5 MB. Strange...
Posted by Gylfi Gangler at 2007-10-12 14:51:28 Voted 10.00 on 10/12/07
I rarely vote, because I'd usually vote lower than most people and I don't care to troll. But here's a project where I can vote 10. The D20 modern update improves important elements in the earlier release, and is one of the very few submissions which significantly expands the potential of the game. Thank you!
There IS a multiplayer, server-creation workaround for character creation - ask over at the D20 Modern forum for details (some PW's are already using it). In general, Bioware has hard-coded character creation, which is why things get dicey doing it multiplayer - the solution uses the override directory.
Not sure if this has been asked. You should not create a character on the server. Instede you should create it in SP. May I ask why, and is there any plans to fix this so that it may be easier to run a living world with D20 modern?
Posted by rpgfan at 2007-08-05 08:23:51 Voted 2.00 on 07/16/08
played thsi module with a dm and found it lacking; seemed like it was put together rather quickly. content was impressive though and hope to see a sp module from the author of this package.
Posted by Ambrose at 2007-08-04 05:55:47 Voted 10.00 on 08/04/07
There are times when the Neverwinter Nights community simply amazes me. This is one of those times.
Truly this is like buying a new game altogether. The content and scripting is absolutely amazing. Well done!
Voted 10 ot of 10 because there was no option to vote higher. Keep the stuff coming guys!