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.
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.
Posted by Steve_Savicki at 2007-12-2720:44:01
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 on12/20/07
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 on12/20/07
score 10! I've never had this much fun building a module as I have with this huge contribution.
Posted by geekfiend at on12/11/07
Well done! Great to see the idea lives on!
Posted by Gylfi at on10/12/07
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.
Posted by Forrestwolf at 2007-12-0906:10:33
Storm - 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 on11/17/07
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?
Posted by Forrestwolf at 2007-11-1016:12:39
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 at on11/09/07
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.)