Updated with 4 new modules
My current basemodule has been uploaded
"Mannast's Basemodule" Link --------------------------
These are collected versions of the CRAP basemodule.
The modules are what I call "builder" versions. If I was to use these for designed modules, I would create at least two hak files out of the scripts and blueprints and have these go along with the module, reducing the modules basic size. By keeping them in this building form, adjustments can be made and recompiled to suit the builder's needs.
The overall concept is to first present a working CRAP module adapted from the CEP starter module. Then progressively adjust this module for different purposes. It mainly documents the progression from CRAP to the basic form of my working basemodule.
These four modules, cepv23_CRAP_prime, cepv23_Additions, CRAP_PNP and CRAP_OHTF require the CEP23 haks, ctp_generic_doors and the crpanim hak. They do not use the crap_scripts hak; all of the scripts are still in the module so they can be recompiled by the builder as they need.
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CEP23CRAP basemodule: This is a functional CRAP module using the CEP sample module as a starting point. It uses the haks below - there are some error in this module which were addressed by the new additions below.
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cepv23_PRIME_builder: This is the CEP CRAP module in a functional presentation. I fixed some of the images, added the CRAP merchant OnConvo script and put it in the blueprint, edited the OnLoad script to fix a bug I have had with hidden containers with inventories and added the crap_anim hak which contains an *.mdl file with the animations. This *.mdl is one I found on the vault and is not my work.
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cepv23_Additions_builder: This starts with the PRIME version above and has added to it:
Rope Fixes by The Krit Link Generic CRAP Buttons
Customizable CRAP Merchants
Letters of Credit items
Portable Placeables
OldManWhistler's PHB Skills placeables and Triggers - I have edited this script to allow scripts to be run on a successful check.
I also edited the crp_inc_merchant file with a backwards compatible modification. This allows Merchants to a script designated in their item lists.
The Death system is active and has a "THERE" location where PCs will go when they chose to Respawn.
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CRAP_PNP: This takes the Additions module above and incorporates Accerak's PnP version 2 - Pencil and Paper system. Link This contains OnChat commands for the CRAP system and also modifies the Turn Dead/Rebuke system, Paladin Powers, Unidentified Potions (including Potion of Gaseous Form) and Lightable Wall Torches.
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CRAP_OHTF: This starts with the CRAP_PNP module above and has incorporated into it HTF by Olander Link . To do this, a number of CRAP systems were modified or turned off.
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I make no claim on any of this work. It is almost all by the original developers, and I am just presenting it in a working and hopefully useful package. The couple of touches I have added I have submited for the most part elsewhere. Thanks!
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CEP23CRAP Module
as set up by Mannast
10/31/2010 updated 11/13/2010 with v 0.8 of button scripts. Added mod_* scripts.
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I have uploaded a version of this module with the CRAP button system Link -------------------------
UPDATED 1/14/2011 - Added OldManWhistler's PHB to the modules that I said contained it. Added content to the CRAP_OHTF module. Added description documents to the CRAP_OHTF download.
This has Accerak's PnP system v2 installed into it.
The PHB Skill files were added to this updated file.
Also, I fixed a compiling issue with the PnP files and have recompiled this version.
The CRAP_OHTF additional information text file. This is also included in the module download, but I have placed here for informational purposes. It has descriptions on how to use many of the CRAP Additions contained in the other modules.
This contains the basic working module plus: CRAP Buttons, Customizable CRAP Merchants, Portable Placeables(all by Mannast) and an edited version of OldManWhistler's PHB Skill placeables and triggers.
This file has been updated to actual contain the PHB Skill files...
This is the most modified version - with the Hunger, Thirst Fatigue System and its matching weather system.
This download also contains an informational document describing the HTF/CRAP combination, how to use many of the features and setup some of my added systems. It also contains the HTF and Weather readme files.
Posted by Arbedaios at 2012-10-10 12:01:30 Voted 10.00 on 04/03/12
I think I fixed it. Anyone with the same problem, please let me know.
Posted by Arbedaios at 2012-09-27 23:32:50 Voted 10.00 on 04/03/12
Hey, there, anybody still reading this?
I have encountered another problem associated with C.R.A.P.'s RACIAL MOVEMENT.
If the player rests, dies or gets encumbered RACIAL MOVEMENT does not activate again afterwards. With resting and respawning it is not a big deal, simply has to be scripted into the appropriate event handlers.
BUT...
Getting encumbered by putting to many heavy items into the inventory seems to override the RACIAL MOVEMENT, which is done by the supernatural effect MOVEMENT_SPEED_DECREASE. If you remove the items and thus regain your 'normal' movement rate, the RACIAL MOVEMENT effect won't reactivate. I tried a variety of scripts connected to OnModuleItemAquired/Unaquired, but it does not work.
Any suggestions?
Posted by Arbedaios at 2012-05-25 15:01:47 Voted 10.00 on 04/03/12
@Mannast:
I am glad that you still answer these posts. In my opinion you have found a good balance between adding realistic systems and pen & paper-features which makes the game less hack & slay. A downloadable basemodule of yours would be extremely helpful for me and I would appreciate it very much!
By the way, what is the name of your Server and Module, so that I may join as a player and see for myself how it works?
Hey there - all good questions. Evidently in my haste to put together the HTF version, long ago, I neglected putting the colors item in. Your edit is great, however, I think Olander has a placeable that sets the colors. In Custom 5, there is an item with a name like cyyy with a carrot in front of it. I think this is the colors placeable and just needs to be somewhere in the module. I also noted that the torch scripts were not working correctly. I recently went in my working basemodule and updated all of the torch scripts. I may post a slimmed down version of that fix/edit. I will note that I finally got around to uploading my "Basemodule", which the CRAP-HTF was a simple version of. It is sitting in "waiting-for-approval" mode. The blueprint for the rune stone is "runestone" - the "htf_on_load" script creates the object on the PC when they enter, and Olander used the "RuneStone" in the CreateObject script call.
Hey there - all good questions. Evidently in my haste to put together the HTF version, long ago, I neglected putting the colors item in. Your edit is great, however, I think Olander has a placeable that sets the colors. In Custom 5, there is an item with a name like"
Posted by Arbedaios at 2012-05-23 05:17:26 Voted 10.00 on 04/03/12
It seems that the invisible object "COLORS" is missing from the HTF.
So I changed the "htf_rate"-script to use the existing "colors_inc" to have a graphical representation of hunger, thirst and fatigue.
First, add the "colors_inc" to the includes-list at the top.
Then change as follows:
...
//Color set up for the graphical portion of HTF
//string sColor = GetName(GetObjectByTag("COLORS"));//Invisible Placeable
Another question: Where do I find the blueprint for the Rune Stone (to translate the name)?
And yet another one: Is there anything missing to make the torchlife-scripts work properly?
I also noticed that you do not seem to use the different C.R.A.P. coins in your module, for in the fes_mod_onenter-script "TakeGoldFromCreature" does not work with the Gold Royals the player gets in the beginning. I added a script which clears the inventory again afterwards and gives Runestone, basic items, PAW etc anew.
@ Arbedaios - Thanks for your questions and I am glad you figured it out. I think you were loading the crap_scripts hak which would cancel out all of the module scripts.
Posted by Arbedaios at 2012-04-03 14:45:02 Voted 10.00 on 04/03/12
OK, I figured out how it works.
Great job, saves me a bunch of time!
Posted by Arbedaios at 2012-03-23 15:42:20 Voted 10.00 on 04/03/12
I merged The Krits Rope Scripts with the cep2_crp_s.hak, and now I got the bug mentioned above in the cep23-crp-starter module, too.
Posted by Arbedaios at 2012-03-19 07:45:36 Voted 10.00 on 04/03/12
I would appreciate some help making use of these great starter modules and scripts:
I built a lot using CEP 2.3 and now want to use C.R.A.P. as well, so I downloaded the Starter Modules.
I came across the problem that the ropes do not work correctly whenever I want to climb down from the pit edge into the pit.
1. I fell into the pit. I combine grapple hook (crpi_graphook) and rope (crpi_rope) to get rope with hook (crpi_graprope). Using this, throwing animation plays, hook catches, hanging rope placeable appears and clicking this twice I can climb up and out of the pit again, being transported to the pit placeable at the "top" of the pit. Whenever I click on the hook and rope placeable at the top of the pit, I get the correct dialogue with the options to retrieve the rope or to climb down again. This works.
2. At the pit placeable, I combine the items to get the rope with grappling hook. I use the PAW on the pit placeable. I get the dialogue option to secure the hook and lower the rope into the pit. Hook-and-rope placeable is created at the pit placeable.
a) Now I use PAW on the pit again and can climb down the rope. Down at the pit bottom I click the hanging rope placeable and can climb up again, works correctly.
b) If I click on the hook-and-rope placeable at the "top" of the pit (instead of using the PAW on the pit), it is removed without starting the correct conversation. The rope is put into my inventory, the grapple hook has disappeared. Wrong. If I use PAW afterwards on the pit, I get the option to climb down the rope again. The hanging rope placeable at the bottom of the pit is not destroyed. Wrong. If I try to use this again to climb up, climbing animation plays, but I climb out of the floor at the pit bottom in front of the hanging rope. Wrong.
3. I use the PAW on the pit placeable. I get the dialogue option to drive a spike into the floor, secure the rope and lower it into the pit. Rope bundle placeable (crpp_ropebundle) is created.
a) I use the PAW on the pit, get the option to climb down, animation works and I am transported to the waypoint at the bottom of the pit. Correct. When I now click the hanging rope twice, animation climbing up rope starts, blackout, but next I see my toon climb out of the floor at the bottom of the pit in front of the hanging rope placeable. Wrong.
b) I click on the rope bundle placeable at the top of the pit and it is put into my inventory without starting a conversation. Wrong. If I get into the pit by some other way, I see that the corresponding hanging rope placeable was not destroyed, when I try to use this I am stuck climbing out of the floor at the bottom of the pit.
There seems to be something wrong with creating the linkage between oRopeTop and oRopeDrop. The "transition" between bottom and top does work only if I start with hook and rope at the bottom of the pit.
I tried the ropes and pit in the CEP 2.3 CRP-Starter-Module, it works correctly (without the animation).
I compared the placeables and items used in your starter modules and in CEP 2.3 CRP-Starter-Module, they seem to be identical.
Sooo, I figure that you use a modified script somewhere (crp_inc_rope, perhaps?) from one of the older versions of C.R.A.P., if it works for you correctly.
Does anyone know of a solution?
I thought about merging The Krits rope fixes into the CEP's crp_s.hak, but this would mean giving away the biggest advantage of these starter modules, the easy way to edit and compile the scripts...
I updated three of the module downloads today - They were all missing my edited version of the PHB triggers and Placeables.
I also added some example content to the CRAP_OHTF module, an informational text document and the readme files for the HTF and Weather systems. Let me know if there is anything else amiss and I will gladly try and fix it.
Each of these are seperate modules - built upon the previous version. The HTF version has everything the other three has plus the HTF. You will need the hak files for the animations, but otherwise, you won't need to download anything else from this page. I realized after posting that the stripping on enter script in the CRAP_OHTF leaves a bindstone rune on, even though the Bindstone system is inactive. If you plan on using this module, remember to adjust the "fes_" script to give the PC only what you want.
Hi its one small problem when i try open this module (cepv23_CRAP_Additions_builder) there is no 1 hak ctp_genericdoors, can you upload this hak in your crap_haks.rar please ?
Posted by jdeavila at 2010-12-25 08:21:16 Voted 10.00 on 12/25/10
Good stuff my freind..good work _________________________ Imtherealthing