Neverwinter Nights + SoU + HotU v1.69
CEP 2.2
NWNx
LETO
* Preconfigured for SQLite DB and BioDB
Features:
- NESS v8.1.3a
- Shayan's Subrace Engine v3.0.6.9 b11 - Starry Night with Moon's Subrace Wand (* Not using subrace start/respawn points because I have alternate plans for player start/respawn)
- PWFXP 2.0 + MDF auto random GP
- Vuldrick's Trash Can
- Shayan's Scripted ILR system (Currently matches default BioWare ILR)
- Carcerian's Auto-Emotes + MDF tweak to ignore case sensitivity
- Mil Mandragon's Dye Kit v1.3
- Mil Mandragon's Tailoring Models
- HGLL Support
- Firework Show
- Pawn Merchant with Inventory Cleanup
- Door auto close / auto re-lock
- Custom / Dynamic Implementation of Scarface's Socketed Items. Players are permitted additional mods as they level.
- Set Items
- Item Descriptions are automatically updated with useful information
- Layman's Method of Pickpocket Prevention (* Adjustable, default still allows some items and valuables up to 20000gp to be stolen)
- L'SOG Y'WEN Auto-Leveling Newbie Gear
- Persistent Player Storage system accessible by all characters on your account
- Item Engraver's Apprentice
- Respawn point with 'send me back' and 'delete my PC' NPC options
- Custom Implementation of Hunter AP's Persistent Player Housing + Stacy's Add-On. Builders/players can now enjoy various sizes of housing and also have differing styles to choose from as well.
- Modified TimeStop script
- Death tracking / Anti-relog check
- 'Map of My Travels' capable of storing 50 locations under customizeable categories and with use limited to 'mapable' areas.
- Automatic Persistent Player Location saving and jump-to, even after server reset
- Ultima Style Keyring
* For more details on the features and systems see the included 0000_devnotes script. It covers important details about the systems included / customized for this module. I also commented my original scripts and any that I modified to the best of my ability. I tried to do this with a view to making it easier for builders to know exactly what's going on and why.
* Login to my server if you want to check out the finished version. I'll be happy to demo the systems for you.
Category: Action
Server: MadDogFargo1-A-PW1
Module: The Awakened
Just found two key systems share a constant variable name. I don't think these two systems interact in any way and I only just noticed it.
Both HGLL and Shayan's Subraces share a constant variable for NWN path but the string value set is not interchangeable.
Since there are fewer HGLL scripts to modify my advice is to go through and change those scripts and replace the NWNPATH constant with a slightly different name to ensure there are no potential conflicts between the systems. I 'may' re-release the base mod with this fix, time permitting. But consider this a heads up to modify your copy if you need to.
Thanks for the vote gra_ulv. Glad you are enjoying it. :)
Posted by gra_ulv at 2009-10-19 10:20:10 Voted 10.00 on 10/19/09
I downloaded this a few weeks ago and finally came to vote. A solid 10. I had been building from scratch and was struggling to get certain systems to work together. Then I found this mod that had them all running smoothly together. It has been easy to customize as it is very well documented and Mad Dog has been very helpful on his forum. Thanks again Mad Dog for your work on this base mod. cheers _________________________ Dolentoll - The Hidden Islands Link
1) Shayan's Subraces was giving duplicate subrace items. I changed this to only give at level 1 (* examine the structire of the give subrace item command) and it eliminated / minimized the impact of this glitch.
2) Set Item Effects were getting 'stuck' if you logged out while the set items were all equipped and the effects were applied. This isn't a major issue, so I just changed the effects from permanent to have a duration of 24 hours.
Thanks for the positive feedback. Glad you're enjoying the base mod. :)
If you use the LETO option in Shayan's Subraces the skins should be a non-issue with standard BioWare ILR. At least...thats my theory...
And you're right about CTP and Worm's tiles...they are awesome. I'm holding out to see if CEP will add WORM's, since they already have a bunch of his placeables.
Exploit Fix: Prevents selling of freely leveled newbie gear as a gold exploit.
Script: lsogywen_equip
Insert the command SetPlotFlag(oItem, TRUE); just before the * Level Armor * section.
Script: lsogywen_unequip
Insert the command SetPlotFlag(oItem, FALSE); just before the while loop.
Posted by TarponCrest at 2009-07-01 13:52:54 Voted 9.50 on 06/20/09
Hi Maddogfargo,
Well it has been some time since I posted that last post and I am glad I checked I was not sure if you where still working on this or not and that is why I had stopped checking for an answer hehe my bad.
Well I found a way to fix the login/logout exploits buy copying another PW from the vault that had that implemented. How I did it I have no idea I worked on it for weeks and eventually it worked.
As far as the scrolls and wands etc... yes you are correct the bioware standard level restriction setting works but it seems to conflict with the Shayan subrace skins that have the properties added to it when you select the subrace it will unequipped the skin until you log in with the correct level. So I decided to make the scrolls and magic wands available with class restrictions that way only the players with UMD rank or the mage classes can use them and they will not be able to buy them until they have the correct level and no drops of those items.
So, so far it has been smooth sailing for me just I am more of a player than a builder and I am having a hard time getting inspired to build specially quests and plot scripting. So I my take 20 years to do a 20 map world that has some type of plot with well thought out foes and NPCS but at least the seed PW module you made available really made it possible for someone like me to even try. I was even able to add WORM's and CTP's tiles and I seem to have no problems *SO FAR* hehe.
You really have a nice starter module here I hope that others find it as useful as I have thanks for all your hard work.
Can you post a link to those anti-cheat scripts on the vault and tell me a bit more about their purpose? I'd like to take a look and see if there's any documentation that might help with implementation.
Also, are you saying that scrolls/wands and such can still be used from inventory? That would be a drag. But the check might be able to be implemented into the on-activated event. Another alternative is to use the default Bioware ILR instead fo the custom ILR scripts.
Also, this might help you. Look over the included mod client enter / exit scripts and notice the command 'execute script' in them. That is a pretty easy way to run/test an external, standalone script without having to change the main one.
Posted by TarponCrest at 2009-06-20 22:16:14 Voted 9.50 on 06/20/09
Hi
Thanks for posting this. It's got lots of nice things and it's easy to use for someone who is not very talented with scripting (like me).
I started making my module using your base and realized that there is no safeguard against login/logout exploit for spells, feats and Hit points. What I did find was one that takes care of such exploits for death. Is there any for the rest? if not can you add such or show me how?
I found this script on the vault but have no idea how to make it work.
sadly I am just not skilled enough to know how to get this script to work with your work. Perhaps it is outdated not sure.
One other thing that would be nice is a way to make items that are not equipped work with the level restriction system implemented in your base module which works great for items that are equipped but not the rest (like scrolls, wands, potions, etc.) and can't use the default because it affects the skins added to the subraces.
The Key for the persistent chest is a nice unique feature and I like it but I would like it to be able to restricted use to high level characters is there any switches that one can adjust it so that only characters of certain level ranges can transfer items between each other and maybe also have a way to control via a switch whether stackble items can be placed in the chest or not.
Thanks once more for posting such clean and up to date base module.
Be safe! ... *shifts into a Triton as he returns back to the depths of the ocean*
Yeah, that would be a cool addition. Know any good systems for this? Perhaps something like a database driven consignment shop or something like that...
* gears start turning *
Posted by Jezira at 2009-06-15 10:32:40 Voted 9.00 on 06/15/09
There are a few more things I'd like to add to suit my tastes. But this seemed like a good stopping point to keep it fairly generic. That way builders could go in a number of directions. You could add HCR or arenas or guilds or better crafting or quest/tasks systems or dieties/pantheon to suit your taste. But the foundation for a low-grind start-up is here.
PS - I did my best to credit the original authors for the systems I used off NWVault. But if for some reason your name does not appear in the 0000_devnotes script let me know and I will correct it.
- MDF
You must be Logged In to post comments in this section.