This is the updated version of most of my work, though I will still be adding some cool new server resources which will work in this module, this module provides a builder wanting a high custom content starter module to start building with.
The Add-On areas here are set in the Castle 2 Tile-Set, so it shouldn't be overly hard to merge with your existing module, if not, just move the stuff in one area to the next.
There are a lot of scripts in this module (Over 2,000), though I tried to keep most items off the palette, and there are a few custom monsters, but not many.
Partial List of Module Features:
1.69 Genisys Treasure System
CEP v2.2 Crafting & Appearances by Genisys (& Other Coders)
Mil (Mandragon) -Tailors (with body tailors)
Scar Face's XP System & Persistent Banking with Persistent Chest
My PC Rest Menu (w/ Many Features)
A Rendition of the Omega Forge (Used 2 of the Functions)
The Genisys Forge (w/ No Exploits)
Genisys Enchanting Gem System (Much better than any socket item system)
Summoning Chamber & Arena By Genisys
Custom Module Event Scripts
Auto Character Save for Multiplayer
Higher Ground's Legendary Leveler - (NWNX2 Required!) - Optional!
Polymorphing By Genisys & Other Builders
Custom Scripted DM & PC Items
Color Text By Genisys & Other Builders
Item Naming & Description Changing w/ Color!
CEP v2.2 Chat Commands & Controls By Genisys
(Chat Commands uses some of Sim-Tools Functions but not most of the system)
CEP v2.2 VFX Wand for PCs (By Me)
Over-spawning Protection for Servers
Anti-Cheats by Genisys (Multiple Script Sets for checking PCs & Preventing cheating)
Custom Controls in Many Scripts (see suffixed �_config� or �_inc� scripts in the module)
Custom Script Templates for many different things. (Suffixed �temp�)
The Persistent DM Store
Inventory Control System (Prevents PCs from having excessively large inventories)
Custom CEP v2.2 Top V Hak (edited for Higher Stack Count on items)
(Hak also includes Item Properties Extended � which means you can create more powerful items or more cursed items, should you want to.)
A Custom Buffing Station (See Starting Area � You can Duplicate this)
Teleport To Party Leader Function
Recall Functions (multiple)
Custom VFX System (see starting area)
Immortal Token System (For Immortality)
DM Assistant for allowing PCs to fix their characters (including XP Bank)
***Other Resources included in download***
Custom Summons By Genisys
Poly-morphing By Genisys
Weapon Changing Forge
Intelligent Item System (includes ALL Item Types except ammunition)
I have new content that will soon be added to this module.
Custom Spells & Feats � Which has custom controls for all spells (soon to be integrated)
I know there are a lot more systems and features in this module, but it will take me a while to list them all..
(Be Patient)
Updated - 9/07/10
(Treasure System was not functioning properly)
A_1.69___CEP_v22_Persistent_Starter_Module_by_Genisys.rar
(UPDATED 9/07/10 - Fixed Treasure System - Missing Functions in Module Script) This is the Beta version of my final starter module, and I'm NOT updating this to CEP 2.3, sorry, way too much work in scripting to do so...
Posted by DM_Bliss at 2011-09-08 08:28:35 Voted 9.75 on 09/08/11
I was so impressed with your prefab that I scraped another project and began a new one. I really enjoy the features on the rest menu, how you set up the stores and how this all came together in very little time. I found I could easily adapt and change items to fit in better with my theme. Two small things occurred in my testing. I have not yet figured out how to advance time when the module plays for persistence. I do have it set up for Multi player. The other small thing is when a player crafts using the redial option over their head, after they reach the broken sword, they lose the item they were crafting. I know the menu option is not set up for CEP appearances. I just don't know how to "turn off" this other option so players attempting CEP appearances will not loose their items. Any ideas on that? Bravo on the work here, it really is outstanding and I would highly recommend your systems to any who are newbies at scripting like I am. Well done, you make me look like a genius!
It's possible the items I'm imported from another module got corrupted in the transfer or the items were of another CEP edition, not sure, either way, let me know if anyone else is having this problem so I can update this... _________________________ Here is a link to: My Other Submissions
I've seen this error before, it could be that I have the stack size too high on items, you will need to use the provided CEP Hak to overcome this error, possibly.
But it could be something else, sorry can't help you there if it is. Make your own stores?
The Script you need to open is found under OnModuleLoad for the Module's Event (See Module Properties) _________________________ Here is a link to: My Other Submissions
i tried to add the starry night build subrace system to this, when i tried to compile it, i got errors for missing blueprints, then a memory access violation that crashes nwn. any idea what i might be missing. i am at 1.69 with cep 2.3,...dont know how to handle this. _________________________ "Too weird to live, too rare to die"
I failed to mention that, this module can be used for either a Single Player Module or Multi-Player Online NWNX2 Server Module.
(It was a substantial amount of work to code that part in)
Essentially you use this code to check if the module is a single player or multi-player module.
nMulti = GetLocalInt(GetModule(), "MULTI");
nMulti will = TRUE if it's a Multiplayer Module.
You can use this to control scripts, giving the script the benefit of checking how to react based upon a single player or multiplayer module use. _________________________ Here is a link to: My Other Submissions
I'm tied up with 3 other projects currently ShaDoOow, for now all you can do is test what I have there and look at the Module Event Scripts, you should of course hunt for and read all scripts that end in the suffix "config" / "inc" & "xp"
"gen_" is the prefix for any of my custom systems scripts, though these generally do not have settings, if they do, they are found in the suffixed scripts as stated above..
This will give you a good idea of what is included in the module...
Many builders may just look at the module and rip anything they want out, but it may be rather hard considering there are a gang of scripts in there. (I think over 2000), and many scripts work off of the module event scripts...
Furthermore, many systems also involve items, and I originally used a different tag-based system, so the migration looks very ugly.. But it all works I assure you.. _________________________ Here is a link to: My Other Submissions
If you have any request or bug reports, please post so below, I'm always willing to help where I may, I just need to know about the bugs, thanks... _________________________ Here is a link to: My Other Submissions