It is a vast world of adventure. The largest known city is Etum. The world is separated by a mountain range known as The Wyvern Spine. Etum has trade agreements with some other settlements in Rhun. One such settlement is the Village of Elidor, which lies to the southeast of Etum. Another settlement just started trading ore with Etum. This settlement is located high up in the Wyvern Mountains and is known as the Village of Glacial Hills.
Adventurers are eager to explore the world of Rhun and see what dangers lie within. You may get Recall Stones at your guilds; which is where the recall portal is as well. You may find a half-Orc, with a cart, that is ready to take you throughout Etum... for a price. Bards enjoy playing instruments in Rhun and they provide special gifts for themselves and their comrades... There have been numerous crimes reported so the King has called on the help of the Magistrates... so be careful when committing crimes in Etum. The penalties are severe.
You can buy maps of Rhun at the Etum Capitol building for a hefty fee. As the world of Rhun grows, many citizens are in need of champions to aid them in their quests�those willing to risk the dangers are encouraged to take up the call.
In Rhun we honor our dead. Some try to loot their graves but it only drives them to the side of evil. For the most powerful of champions, there are the Mountain Orcs and the Ice Blade Dwarven Tribe high up in the Wyvern Mountains that have been giving Glacial Hills its share of troubles.
There are many islands around Rhun; one of them is the Island of Taer. A strange desert island with an isolated village called Desert Springs. Not many dwell there fearful of the terrors the island is home to...
To the north lies uncharted forests and wilderness, and mysterious civilizations that it is home to. To the west of the mountain range, lies more jungle and even greater terrors in the form of winged lizards.
And of course not all the monsters dwell in the surface... there are even more dangerous creatures lying await in the darkness of Rhun's Underdark. (More detailed account is written in The Guide Rhun�s Underdark)
In any case there is much for you to do in the World of Rhun.
Enjoy your travels. Watch your back. And keep a hand on your weapon at all times.
Simply host the module, allow players to join, and enjoy this realm of Rhun.
Language
English
Level Range
1-40
Races
All + Sub races
Tricks & Traps
Light
Roleplay
Light
Hack & Slash
Medium
Classes
All
Scope
Epic
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
40
Max # Players
Any
Min # Players
Any
Min Character Level
01
Content Rating
Everyone
Alignments
All
Gameplay Hours
60+
Description
Original description: This is a large DOWNLOADABLE persistent world developed by the Rhunning Team (http://ganwn.ausgamers.com/) from the World of Rhun created by Djervy Tar. What you are about to experience is the result of about 2 years of development by an assortment of experienced Dungeon Masters, and skilled scripters. We have all tried our very best to make this world more exciting and playable. At last count Rhun totals over 440 areas, 2000 items (ranging from unique to junk), and 1000 creatures. There are more than 70 quests to do, with difficulty that can be handled by a solo adventurer to quests that require the skills of several skilled adventures. It supports a large list of subraces, with lots of unique abilities.
Revision 1.00
Area Fixes
-Fixed the Void area to be artificial light so undead to not suffer damage when respawning
-Fixed transition issues in Underdark (transitions were floating in the air making them difficult to click)
-Fixed transition issues in Velkynche'el - Trez'nt area (same as above)
-Fixed door transition facing in Drunken Drow (up/down door)
-Fixed door transition facing in Brass Dragon (up/down door)
-Fixed door transition facing in Brotherhood of Adeida (up/down door)
-Fixed door transition facing in Defenders of Etum (up/down door)
-Fixed door transition facing in Organization of Mages (up/down door)
-Removed numerous "Torch" sounds from large Etum city areas to reduce lag (50-100 in each area)
-Fixed spelling error on "Secret Tunnel" area (was Secert Tunnel)
-Fixed traps in Flayer Jungle areas (no longer projectile)
-Added DMFI PC Dice Bag to information chest in the Gateway area
-Added DMFI PC Emote Wand to the information chest in the Gateway area
-Added DMFI PC Auto Follow Widget to the information chest in the Gateway area
Missing resources and compile errors
-Fixed missing resource error(s) for Etummus Temple areas 20+ traps on chests had missing script
-Removed "untitled000" missing conversation from door in Blargnax's chamber
-Removed "untitled000" missing conversation from the Drow/Elf Unique chest in _TREASURE ROOM
-Removed "conv" missing script from "alora.dlg"
-Removed missing resource "al_na_lavalake1.wav" x4 from The plains of Rage
-Removed missing resource "al_wt_gustdraft1.wav" x2 from Secret Tunnel area
-Removed missing resource "al_na_lavalake1.wav" x4 from Hell's Door area
-Removed missing resource "al_wt_gustdraft1.wav" x2 from Velkynche'el - Domin'gar Hequetes area
-Removed missing resource "storetaerwttba" from storetaerw.dlg
-Removed missing resource "etum_judge_item.nss" from magistratez placeable
-Removed missing resource "prison_guard_spl.nss" from prisonguard1 creature (returned default script "nw_c2_defaultb")
-Removed missing resource "password.dlg" from passwordchecker creature
Merchant Fixes
-Added "clearmerchant" script to remove items sold to NPCs, this helps reduce lag
-Fixed Shield of the Sun +10 to infinite in Taer Desert Armor merchant
-Fixed Shield of the Sun +4 to infinite in Taer Desert Armor merchant
-Fixed Chainmail of the Sun +9 to infinite in Taer Desert Armor merchant
-Fixed Banded Mail of the Sun +10 to infinite in Taer Desert Armor merchant
-Fixed Banded Mail of the Sun +8 to infinite in Taer Desert Armor merchant
-Fixed Banded Mail of the Sun +2 to infinite in Taer Desert Armor merchant
-Added 10 stacks of heal potions to all applicable stores
Script fixes, additions, updates
-Fixed level 40 skin for "Vampire" sub race was flagged with a skin that doesn't exist
-Fixed sub race misspelling for Dwarf "artic" changed to "arctic"
-Added "JUDGE_OFF" int to module variables
-Cleaned up the �rhun_on_modload� script to be a bit more user friendly as well as shorter in length
-Added revision information message to the �rhun_on_cl_enter� script
-Added loot notification script
-Added horse support for OnModload, OnClientEnter, ModHB scripts
NOTE: Both versions have been updated as of 9/13/09 to fix a major quest that was non-functional. This should be the last of the updates unless something major is found.
NOTE: Both versions have been updated to fix a faction issue with "Taer Citizen" being friendly to "Hostile".
For those who would like some nice sub race portraits to go with thier chosen sub race check out the portrait pack I just posted on the vault: Link
The original Map of Rhun, handbook, and Etum quest guide. The quest guide has been revised to list the "Suspected" npc locations for easier quest turn ins. There is also a PDF format of the Etum quest guide.
Rhun_2009.rar
This is the "World of Rhun" original module with the above listed fixes. My intention was to fix the issues that the downloader would have to otherwise deal with. The original Rhun listing can be found here:http://nwvault.ign.com/View.php?view=Modules.Detail&id=4150
Note: Updated file with the Tanzantor quest fixes and Faction fix.
Rhun_2009_J.rar
This version has journal entries for all Etum NPC and guild quests in addition to the listed fixes and updates. If you do not wish to have the journal entries, download "Rhun_2009.rar".
NOTE: Updated to include the Tanzantor quest fixes and the Faction fix.
Depends on the weapon you choose really, most of the epic purple drops blow away the Epic shop items as far as weapons are concerned. The armor, depending on what you get can be better as well with the +10 the umber hulk does for you.
Well I liked the Epic Taer shop as that is all that makes a straight human fighter playable in Rhun from my experience. A forge is good but the cost makes them beyond reach .
I an seeking a new ver of rhun. Ver 1.11 with cep 2.4 would be nice to see. Maybe with new quest added.
Posted by xordac at 2011-11-19 17:37:51 Voted 10.00 on 11/19/11
Any chance of sharing the 1.11 version? I was thinking of updating my Rhun module with CEP2.4 and it would be nice to have all the additional fixes from the updated Rhun.
I may be hosting my version under PW Action, I'll post up here when it goes live.
Posted by Styxx42 at 2010-11-19 18:19:54 Voted 10.00
The HotROD of NWN1 is back and it sounds like he is ON FIRE.
Holy crap that is a lot of updates.
I always pop in here any time I think of NWN.
And today I had a veritable feats to read.
Hope to see it some day Birdman076.
It was already awesome with all that you did to it, with CEP2.3 added .
WOW.
-Fixed numerous scripts with compile errors due to 1.69 update
-Updated SSE to 3.0.6.9b11 �Starry Nights� version
-Removed obsolete scripts associated with older versions of SSE per instructions
-Removed Modder�s Pub and all NPC�s within *Space and overhead considerations, credits are still in the module in the form of the �Welcome to Rhun!� pillar
-Removed all references to obsolete forums, and websites for support
-Added in updated link for a current map of Rhun
V.1.01
-Updated sub-race book in information chest to reflect changes in sub-races for this version of Rhun
-Tweaked numerous sub-races to bring them a little closer to D&D rules.
-In addition to book updates in the module, there will be doc and pdf files made available as well should the need arise.
-Tweaked a few monsters and encounters to make them a bit more �challenging� and not such a handout of xp
-Removed hundreds of �torch� sounds sprinkled throughout the areas (about ½ way done with this venture)
-Currently working on custom portraits for sub-races, should be made available for download with the next update
-Added NBDE support
V.1.02
-Added clear merchant scripts
-Fixed �Satyr� sub race (skin had attributes of non-leto sub race skin)
-Adjusted other sub races
-Colored Friendly areas
V.1.03
-Fixed xp script (wasn�t calculating ECL of sub races)
-Fixed the login and be killed bug per directions on Shayan�s forums
-Added journal entries in for Fighters guild, Barbarians guild, Ranger & Druids guild
-Added journal entries for a few quests in Etum will be doing them all
V.1.04
-Another adjustment to the xp script
-Added bleeding to the dying event
-Added journal entries for Paladin, Monk, Mage, and Bard
V.1.05
-Redid Medusa as they just stood there doing nothing now includes Medusa Warrior and Acolyte of Sartina
-Fixed the Matrons Fortitude save as they were too high and they were easily killed via Devastating Critical
-Adjusted all of the High Priestess�s fortitude saves
-Adjusted most of the desert dwellers fortitude saves (still able to dev crit, just not as easy)
-Added loot notification scripts
-Added auto restart system
-Adjusted some ECLs on sub races
V.1.06
-Fine tuning ECLs on sub races � Hill Giant at 7 now
-Limited Hill Giants to No shields, and large weapons only
-Fixed the transitions in the Drunken Drow and added a little more light
-Added 10 stacks of heal pots to most of the stores
-Reverted database back to bioware standard from NBDE system in hopes it fixes the death bug
-Added Loot Splitters in most of the human areas
-Adjusted quite a few bosses
-Removed Etum Judge and associated scripts, placeables, creatures
-More ECL adjustments, to most of the creature sub races
-Skin for Half Drow complete
-Item for Rock Gnome complete
-Redid traps in Flayer Jungle (they were non-functional)
-Fixes to Matron doors to make them persistent
-Fixed Drunken Drow upstairs waypoints facing the wrong way
V.1.07
-Added character deleter to Gateway
-Removed magistrate wand and associated scripts
-Added cloaks to cloth shop
-Added boots to leather shop
-Added gloves to leather shop
-Added belts to leather shop
-Added bracers to armor shop
-Added PC Auto Follow Widget to Information chest
-Added PC Dice Bag to Information chest
-Added PC Emote Wand to information chest
-Fixed spelling in sub race book and scripts for �Dwarf-Arctic�
-Changed NPC�s respawns in capitol building
-Unmarked "Undroppable" on some quest items that I had previously marked
V.1.08
-Added NPC spawn/despawn system
-Removed 100+ NPCs from areas that would otherwise load on start up and run in the background
-Added Imp sub race
-Added Halfling Strongheart sub race
-Added starting area for Hill Giants
-Added starting area for Gnolls
-Added starting area for Ogres
-Added starting area for Ogre-Mages
-Added quests in for the above listed start areas
-Added merchants in for the above listed starting areas
-Added connecting areas to the rest of Rhun for above listed
-Added Gateway conversation and checks to send sub race to the correct area
-Added quest items and area encounters for areas
-Moved some quest NPC respawn locations round in Etum to make use of the new spawn/despawn system
-Added more quest journal entries
-Tweaked the Werecat quest conversation to be a bit more informative
-Added Werecat back into the sub race engine
-Added Werewolf to the Werecat starting area
-Fixed numerous conversation errors
-Removed the spam chat from the receptionist
-Added office signs to the offices in the Etum Capitol building
-Removed tons of fire placeables in Elidor (reduce lag)
-Fixed spelling errors on numerous items
-Moved many palette items around to be more intuitive
-Added two areas to the Valley of Dancing Shadows (Cliffs of Dancing shadows)
-Added a couple of quests in new areas
-Added Taer weapon store with associated quests to open it
-Removed tons of NPCs
-Fixed drow areas that were raining in interior (House Szithdra)
-Added a few more NPCs found in the palette to the Paladin guild house (they were not there)
-More quest journals
-Made area for cutscenes
-Added more traps to flayer jungle (be careful)
-Pumped up the Flayers a bit they were wussified
-Reduced AC and exchanged heal pots for cure critical wounds on new Medusa Warriors
-Added a gem merchant in the open air market in the trades district to buy gems and lessen the loss of gold on respawn
V.1.09
-Added area �Lord Vaude�s Trust� in the North district of Etum
-Added Banker to new area
-Bank scripts are in and should be persistent
V.1.10
-Fixed an xp bug with the Fort Loathsome quest
-Fixed an item check with the Fort Loathsome sub race quest
-Copied 3 areas who�s resrefs were �areaxxx� removed original versions and gave the proper resrefs to avoid conflicts
-Removed numerous items from palette that were never implemented or used
-Tweaked Taer weapon shop quest a bit
-Removed Taer City Epic store and all epic gear (some was tweaked and rolled over into module unique drops)
-Added in minimum of 1 item for each item type level 40+ as a drop in the Module Unique chest
-Removed 40+ non-functional forge scripts and conversation files for dwarf in Taer city emporium
-Added in 2 stores that now open for dwarf in taer city emporium
-Added in epic forge to replace epic store
-Added in 7 areas extending out from Saral shore for Aquatic based sub races
-Added in some quests and encounters for new areas
-Added in items that will be needed to traverse the underwater areas
-Colored all keys
-Colored all maps
-Remade the �Hell� area as it is ridiculous to kill players OnEnter of anything�
-Added in new boss and associated quests in area �Hell�
-Added in vfx handler script for destroying placeables one script handles all vfx
-Added in teleportation handler script will be slowly migrating all teleportation scripts to one handler
-Added goblinoid starting areas that include hobgoblin, bugbear, and goblin sub races
-removed the sub race engine clock and put the heartbeat script on the heartbeat of the module for better performance
-Slimmed down the sub race loading scripts to help with TMI errors
-Restored the Rhun creature death handler as that was most likely the issue of the corpses sticking around
-Added in Item namer NPC and chest in the Ancient forge area so players can name their creations
-Added in player item for storing variables and conveying information to the player.
-Made Vaude, Tanzantor, Alora, and Sandon quests persistent (no more knocking that quest line out before a module restart).
-Upped the time of the module restart, should be roughly once every 24hrs
-All NPCs in drow areas now will despawn and respawn just like Etum. Everyone is on even keel, no waiting for a reset to have merchants again.
-Added in Orc starting area
V.1.11
-Added CEP v2.2/2.3
-Revised Village of Elidor area
-Revised Stralten�s Castle Grounds area
-Removed ALL of Elidor related NPCs, scripts, functions as Elidor of old no longer exists
-Consolidated 60 store scripts into one handler
-Consolidated 20 OnUsed Teleport scripts into one handler
-Consolidated 20 OnConversation Teleport scripts into one handler
-Removed some areas that were unused (Elidor homes, Elidor Bar, Elidor Barn, etc)
-Added in Orc starting area still needs to be finished
-Finalized NPCs in Aquatic Elf area, should be functional now
-Revised NPCs in numerous areas with CEP additions and updated descriptions
-Added multiple horse merchants
-Added OOC area off of the gateway for more OOC information
-Small revisions to Etum, we will not go overboard with CEP content there as the town is large and crowded.
-Added more NPCs to the spawn/despawn system (total of 270 now)
-Switched over Myra�therend to encounters as opposed to 20 NPCs standing around there now.
-Fixed some transition issues in the Caves of Dispair areas
-Fixed some transition issues in the underdark
Added CEP appearances to the following subraces: Azer, Gnoll, Lizardfolk, Ogre, Ogre-Mage, Orc, Troll, Goblin, and Illithid. Will be adding more�
Been a while since I posted and even played NWN. I have CEP 2.3 in the version of Rhun I was modding/hosting. I may be inclined to make that version available if there is enough interest. I was doing quite a bit of work with updating areas and adding in new starting areas for each of the subraces but real life and working alone took its toll so it never actually got finished. Going off memory I know I redid the following:
Elidor was totally revamped from the lagfest flame area to a non-laggy CEP burnt building/flame area that looks much more immersive. Straltens castle grounds was redone with the castle placeable from CEP 2.3.
I have added start areas for Giant/Ogre/Ogre-Magi, Aquatic Elves (I planned for undersea travel and connecting Rhun with Tanzantor and the desert island via underwater travel). This comprises some 20ish areas thus far. A good start on a half-orc/Orc starting area based on the orc pirates off the Saral Shore. Looking at my revision list I did quite a bit of script consilidation, npc spawn/respawn to save on lag and put everyone on even keel (drow respawn so no waiting on merchants), removed the pub and added an OOC area (I did this as I found quite a bit of "hidden scripting" via the pub that allowed people with certain knowledge to buff the hell out of themselves). I couldn't tell if it was implimented or functional so I removed it and paid homage to the Rhunning team via other means in the gateway. I made the major (hours, days long quests) persistent so you don't have to knock them out before a server restart. I made quite a few other quests persistent as well, and added persistent location saving. Added many many many NPC descriptions and revised conversations to better tie everyone in, give reference to history, the land, etc so they are not just "Vanilla" NPCs any longer they have a purpose or reason of being there.
Some changes may not be as welcome like removal of the Magistrate, removal of the Epic Taer shop (added in a forge and item naming NPC). But the thought process was/is that the epic items took too much away from the legendary drops EARNED and was more or less a given advantage that really was too easily earned.
In any event I did a lot of modification with the inclusion of CEP 2.3 to the Rhun version I have and may make it available if there is enough interest.
Posted by Taospark at 2010-10-26 17:58:55 Voted 10.00 on 10/26/10
This is probably the best downloadable gameworld there is for Neverwinter Nights 1! Everything you didn't like about the original Rhun has been fixed.
Non-guild quests appear in your journal, corpses disappear much quicker, there's more XP and loot, enemies are more diverse, the environment is a big more RP-friendly, and you receive XP for disarming traps or picking locks.
I could see players loving to party up here and take part in lots of battles. The exploration potential is huge as you try to see which areas contain which enemies and quests, so you very likely won't be bored for quite a while.
Posted by Styxx42 at 2010-08-05 16:07:17 Voted 10.00
Spook edition sounds like what we need for this.
Birdman076 did some awesome work on this current edition. I personally would love to see the Spook2010 CEP edition.
I just stumbled across this one yesterday and downloaded. Good Work, all of you.
I've seen a couple of demands for a cep-upgraded version. As I was planing to integrate CEP 2.3, horse support and maybe a custom rest and cook/alchemic/craft system, I just wanted to ask if there still is a need for that, and if I finish it, will the original producers be okay with a upload here, let's say "Rhun 2010 edited by SpOOk"? Like I mentioned, nothing major to be changed about the world as it is, just a few minor additions, and a place in the modder's pub.
Hope the original posters still browse thru here once in a while ^^.
Posted by wmb1957 at 2010-03-18 20:32:32 Voted 10.00 on 03/18/10
Really enjoy playing this with friends.
Posted by EpicDude86 at 2010-01-27 21:43:49 Voted 10.00 on 01/27/10
It feels like a completely new Rhun! Very few issues of any consequence, and that's mostly when dealing with DM commands or things like spelling mistakes.
I'll be hosting this world usually during the day and evenings, if anyone is interested in joining to test it out let me know. I plan on continuing this updated version to tweak Rhun to be even better! _________________________ Love,
Epic Dude
Gamin Granny, if still playing the module I assume that you are playing single player? just on your own? and not hosting for others? The game continually saving your chars can be stopped,so if just playing on your own machine to prevent constant saves just open up the module in the toolset.
When first open game you have multiple selections, choose the TOOLSET, then select the module on the list you are presented with that you wish to edit (is below new game etc).
1 - when module opens click on EDIT at very top of the screen, second option from the left, then a window appears/opens up, select the events tab.
2 - On the left hand side you wil see an event listed as being on "MODULEONLOAD"
3 - To the very far right of that option there is an edit button/tab.
4 - Click on it, when opened you will see on liones 9 and 10 listed on your left hand side there is some code. Just delete those 2 lines, and press your F7 key on your keyboard or the pc icon at utmost top left of the screen, either one when used should give you a message saved and compiled.
5 - Right click the close scree / X at your top right hand side of the opened window.
6 - click on OK on the window under it
7 - at the very top left of the screen you have an option file, click on it, select SAVE AS and rename your module, maybe rhun v1 etc, just so you know what version you made etc. Click ok to save it.
8 - now just load the module (after closing toolset down)as in selecting the module by name that you used, now you will not multisave your characters, you will just have to remember to save your chars yourself manually if in single player.
I think I have that covered and hopes it helps you. :)
Sorry if seems a bit simple etc, but not sure of language but hope makes sense, if not complain I try harder next time :P, just read the posts here so just thought I try help.
OOps sorry for the double post _________________________ "Let the Dragon ride again on the winds of time. The Prophecies will be fulfilled. The Dragon is Reborn."
I play a human/Lawful Good, no other races n I'm a Ranger/Wizard/Champion of Torm. The Dragon I killed had that Scryan's tooth that I'm suppose to give to someone for a quest. The first time this happened though I hadn't even seen a dragon yet. I went n did the Rangers quest then I went to the swamp to meet that Wizard n I killed a couple of baddies in the swamp, didn't get in to see the wizard (didn't know his name then lol) n when I went bk to town I had the citizens goin postal on me. I'm still curious if killing the zombies or skeletons might be making them (citizens) hostile on me. I'll try n work on this some more. Thank you for responding _________________________ "Let the Dragon ride again on the winds of time. The Prophecies will be fulfilled. The Dragon is Reborn."
I play a human/Lawful Good, no other races n I'm a Ranger/Wizard/Champion of Torm. The Dragon I killed had that Scryan's tooth that I'm suppose to give to someone for a quest. The first time this happened though I hadn't even seen a dragon yet. I went n did the Rangers quest then I went to the swamp to meet that Wizard n I killed a couple of baddies in the swamp, didn't get in to see the wizard (didn't know his name then lol) n when I went bk to town I had the citizens goin postal on me. I'm still curious if killing the zombies or skeletons might be making them (citizens) hostile on me. I'll try n work on this some more. Thank you for responding _________________________ "Let the Dragon ride again on the winds of time. The Prophecies will be fulfilled. The Dragon is Reborn."
What subrace are you playing? Also, the dragons may be where the problem is. I am not sure how they are factioned but the majority of the dragons are friendly and it may stand to reason are factioned the same as the townsfolk (although I don't know why that would be). There is someone in one of the taverns in town who will reset your factions for a price, I don't remember what tavern he is in though.
Ok I'm having a really big problem here. I seemed to of done something thats got the town angry with me... Not the guards but the citizens. I'm not killing anybody or stealing anything... The only things I've done since I was last in town was go off n kill a dragon n went into an old ruin where there where trolls n bugbears I think n skeletons, the ruins had that creature that had disapeared... Will killing her make the towns people angry towards me cause she attacked me first lol.. Problem is this isn't the first time this has happened n I restarted the game over cause I hadn't gotten very far... Um ok just had a question pop in my mind, if I attack any of the undead, zombies, skeletons etc will this cause the people to go off the rocker lol. Seems both times I've had this happen I had attacked some undead, first the swamp n now the ruins n I'm not doin it on purpose just defending myself... Sorry this isn't making since just trying to figure out why I'm having these issues... Thank you _________________________ "Let the Dragon ride again on the winds of time. The Prophecies will be fulfilled. The Dragon is Reborn."
Thanks for responding back to my mess... I finally got to Glacial Hills through doing the Island of Taer quest through a portal lol... I'm kinda stuck on another quest but I'll try n work on it some more but I maybe back to ask for more help lol... Thank you _________________________ "Let the Dragon ride again on the winds of time. The Prophecies will be fulfilled. The Dragon is Reborn."
I don't think Journals were added in for the king and the Captain. Most if not all of the journals I added were for the Etum quest NPCs and the guilds quests. I believe Glacial Hills can be found going through the Wyvern Spine if memory serves.
Ok I have a couple of questions on this mod. The Kings quests n the captains quests are they suppose to show up in your quest log because they aren't for me and where exactly is Alora, I've been trying to find the Glacial Hills n I'm stuck somewhere... How exactly am I suppose to get to Alora lol. Thank you _________________________ "Let the Dragon ride again on the winds of time. The Prophecies will be fulfilled. The Dragon is Reborn."
I don't think anything feasible can be done about the werecat because of the appearance control item. Once the player has that they would be able to change the appearance regardless of time of day or night and the restriction can only be applied to day, night, or both. I cannot find any special code mentioned that specifically deals with werecat appearance changes.
This is a most welcome update. I finally got around to running Rhun again and was glad to see continued improvements.
One apparent bug to report: Werecat subrace is never allowed to use a ranged weapon, regardless of human/cat form. I've had a look at the scripts, and the module load script does specify TIME_BOTH for the restriction. However, a comment indicates that some code in the subrace scripts is responsible for checking which form the character is in. I've had a look and can't see where that is handled in the subrace code so I'm afraid I can't offer a fix, just a report.
Posted by Styxx42 at 2009-10-02 12:11:22 Voted 10.00
BM076 if I can help, send me an email. I am not super skilled but can build, clean troubleshoot.
Hi, sorry for the delay in response i've been a bit under the weather. As far as this version of SSE, it runs 2.5 I believe, or maybe older. Back then the subraces were all put in the Module Onload. I don't think there is a limit to how many you can put in there although I never expanded on that base as I updated mine to Starry Nights.
I don't have a copy of the starry nights version as it was a lot of work and I had done many other things prior to upgrading the SSE. The version I am currently working on has a custom NPC spawn/despawn system in place that allowed me to remove 200+ NPCs from the module load sequence and only have them spawn in an area the player is in rather then running around behind the scenes with no one there. This decreased load times from 1:30 to 58 seconds and improved module performance to the point of no stutter in Etum at all. I still have quite a few areas to go through and remove NPCs, but it has been a vast improvement to performance thus far. In addition to that I am making starting areas for the majority of sub races and that is proving to be a time consuming process as I decided to toss CEP into the mix as well lol. I have 61 subraces total with SSE Starry Nights and still have about 15 or so to build areas for then I will open the module up to the masses. I could perhaps do a version of stock Rhun with the latest SSE conversion but it wouldn't be anytime soon as I have quite a few things going on in RL at the moment.
For the most part I followed the SSE 3.0 guide and then tweaked what was not working, not included, or overwritten.
I'll look into the vampire tunnels, there are still a few transitions around that are extremely difficult to click on or face you the wrong way.
Posted by Styxx42 at 2009-10-01 22:04:28 Voted 10.00
bug report.
From Vampire tunnels to Wyverns Spire you come out backwards. If you go back in you end up facing left in the Vampire Tunnels. VERY bad when a hungry Polar Bear is chasing your first level rogue Vampire.
Also the spine entrance to the Vamp tunnels is very small trigger and hard to hit.
Posted by Styxx42 at 2009-10-01 21:49:51 Voted 10.00
Birdman076
Have you got a version with SSE Starry Night Edition? During my research I see you all over that edition, doing some really great with with the others.
I would love a copy of it if you do. It is beyond me at this point, but it would save me hours of slogging.
I wish we could edit these posts. I did some searching and found the answer to my question above about the Rhun_ON_modload.