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NWN MODULES

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Title  Mannast's Basemodule
Author  Mannast
Submitted / Updated  05-22-2012 / 05-09-2013
Category  Other
Expansions  Requires All Expansions (SoU & HotU & CEP)
Language  English
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  Any
Max # Players  Any
Min # Players  Any
Min Character Level  Any
Gameplay Hours  <1
Description
Update May 2013: Most of the changes are listed in the "What's New" document. Added or updated a number of things, more bugfixes and removal of some unused files. Both modules and the *.hak files were updated.
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Update April, 2013: Check the "What's New" document to see what has been updated - Scripts sorted through and cleaned up, DMFI activated, AID system added, numerous bugfixes.
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Updated March, 2013: Added updated to my Scry and Teleport System, fixed a couple of bugs (Movement resets, wrap script error, a few cleanups)
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Missing colors for HTF info? This would happen if you had downloaded and used this module before the latest updates. Simple fix - go to one of the innaccessable Areas (I use the CRAP one) and go to Custom/Placeables/Misc. The first object in that section is the placeable you need and should have <yyyy> sequences in its name. Put one of these in the Area you chose and change its TAG to "COLORS"
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Added new information document describing how to use this basemodule.
Updated all files - a couple of new scripts, bug-fixes and documents
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Updated with some bugfixes, a couple of new scripts and NPCactivities 6.2
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3/2013 Updated the Scry and Teleport System Link
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This is my current base module for building. I have been trying to incorporate a number of great ideas into a �basemod� I could be happy with. While nothing will ever be perfect, this is what I have. Many thanks to all of the great scripters and designers out there.
I have set this up to provide a simple starting place and basic supplies for adventuring. I also wanted to showcase the working C.R.A.P. system within the great tilesets that are coming out. The basemod will come in two forms. One is the �BIG� version � with all of the scripts and blueprints in the module. The other will have the scripts and blueprints in hak files.
There are two haks specific for this basemod. Both are named "basedmod_". While this compilation is tailored to my own needs, I think it is a worthwhile basemod for others, if they wish it. Hopefully, I will also be uploading some completed adventures and campaign ideas in the near future. I finally feel like I have reached a point with this basemod where I can design an effective story and not worry about getting simple things to work, for example; training, stores, resting and travel.
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HTF Colors Placeable: <sigh> I thought I put this placeable into the CRAP storage area, but it is still missing. However, it is in the blueprints. Just go to Custom/Placeables/Misc. The first placeable has a name of "<yyyy><yyiy>...". This is the placeable. Put it into your module and change its TAG to "COLORS". Now the HTF system feedback will be in color.
----------
requires:
hr_dmtoolcep - Link
CEP2.4
ctp_genericdoors - Link
vd - Link
vd_build
wrm_sf10_senadds - Link
wrm_seasonalv10 - Link
--------------
Module Includes:

Implemented Classic Role-playing Adaptation Project - C.R.A.P. system:
P.A.W which is the Player�s primary interface with these scripts
Active searching for Secret Doors, Pits, Traps, Hidden objects, and hidden containers
The ability to jump over pits and other obstacles, and to lower heights.
Ability to climb to other heights and locations by using ropes.
Interactive Doors that allow for listening, spiking of doors, active searching for traps
D&D coin system with physical coins and monetary system.
These coins have been edited for the campaign world.
The Coin system has been updated and adapted to work with systems outside of CRAP.
Additional coins have been added and the scripting math corrected
Letters of Credit that fulfill a credit based banking system.
Merchants and other exchanges will count these Letters of Credit.
The letters are available up to 1 million coins. The system is easily expandable.
Conversation based merchants that use the coinage system.
This includes npc merchants with my own merchant on conversation script
- the CEP version only has the placeable conversation.
Additional adventuring tools, including usable ropes, door spikes and grappling hooks.
Improved Rope scripts by the Krit
A Bleeding system
- players who are dying will use a PnP based bleed system.
A few edits to the regular CRAP by Mannast
CRAP Merchants can sell services (by calling scripts) in addition to items.
CRAP merchants can have the name they are referred to in the money changing scripts modified.
Torch life scripts effect the HTF light sources. These have been edited and redefined.
Edited the information on the coins.

Accerak's PnPv2 chat functions and additions
(Brings much of the active C.R.A.P. scripts to the chat panel)
Chat panel typed commands that allow the PC to actively search and listen using the C.R.A.P. system.
These actually allow additional flexibility.
The PAW will not search for hidden compartments on a placeable that is not usable.
Searching by the chat commands allows for this - stand near the placeable and type the command.
Unidentified potions and Potion of Gaseous Form
Paladin Detect Evil modifications - Requires Holy Symbol
Detect Trap modifications
Knock modifications
Turn/Rebuke Undead modifications by Slynderdale - Requires Holy Symbol
The ability to light wall torches with a flaming torch-like object.
These placeables can be set in tilesets that have flame animation.
When a PC holding a lit torch clicks on one of these objects, the tileset flames will be set to on.

Axe Murderer's Killer Death System 1 - 2.2
Complete replacement of the NWN death system.
Multi-player centered death system - Party can help each other.
PC may choose cost to returning from death.
Others may pick up PC's body and bring it to a temple for healing.
Others may cast raise dead and ressurect on dead body as well.

CCS Training
PCs can not train themselves. They must have a trainer.
Trainers will charge fees for their services.
PCs may be allowed to train other PCs.
Trainers must have levels in the class they are training, and be higher level in that class than the PC.
Edited to work with CRAP coins.

Deva Bryson Winblood's NPCActivities 6.1 and Dynamic Lairs
update 6.2 by Peak, cribbed from actFenora
Complex multi-command NPC scripts
Scripted conversations based upon variables
Dynamic systems for NPCs to be in a "living" world - sim like, almost
Includes Professional scripts that allow the NPC to create, manipulate and use the environment.
Deva's scripts also are important to the camping scripts for the HTF system below.

Olander�s HTF, Weather, Area Transitions, Appearance Mirror and extras -
Hunger - PC can eat food that has real effects towards the game
Thirst - PC can drink liquids that effect gameplay.
Fatigue - If the PC doesn't eat or drink enough, they will get fatigued, effecting gameplay
Hunting - PC can acquire fresh food and liquid from interacting with the environment
Encampments - The PC will need to construct a camp in order to rest outside of civilization.
Campfire - can cook fresh foods, provide warmth and a safe place to rest.
This has been edited to work with the CNR System.
Bedrolls, tents - allow the PC to rest near a fire.
Appearance Mirror allows PC to define look of the character.
Area Transitions allow for ease of movement between locations. For most external areas and
some internal locations, the whole border connecting areas is accessible, allowing freedom of movement to the correlating spot in the next area.
Weather is realm wide and can effect gameplay, including how quickly food, water and fatigue are used
up. Inside each area, you should place some or all of the weather waypoints.

Urk's 169 Stable v2
A hall with a Merchant who will sell horses and stable them for you.
It has been edited to allow transition to and from the C.R.A.P. coins system.

Vuldrick's Pantheon system
Full pantheon with alignments, enforced domains, holy symbols and interactive temples/shrines
If a person of a particular faith transgresses the alignment requirements, they can not use the services
of the holy place of that faith.
Usable Altar - Players may pray to their higher power.
Currently set up for Thellium Campaign Pantheon - there is a descriptive document in this archive.

Vuldrick's Universal Quest Manager
Allows for more and varied quests while using a general set of scripts.
Small group of scripts that use variables on the involved NPCs to drive the conversations along.
These scripts have been edited to allow for CRAP coinage to be specified.

Ivodon's Persistant Inn system
Innkeeper who makes contracts with PC
Ability to modify the PCs contract in conversation with the Innkeeper
Ability to rent rooms for multiple days, weeks or even a year.
Rooms are persistant.
Edited to work with CRAP coins.

NESS 8.1 spawn system
Great alternative system for encounters, hopefully contributing to a varied and interesting game
experience.

Sparky Mashara Spawner System
This came with CEP 2.3 and also provides much varied spawning!

DMTS
The Pepper! Dungeon Master Tool System also comes with CEP 2.3 and is fully implemented in this
module
- including a _DM_SETUp area with all of the tools ready for pickup

OldManWhistler's Players Handbook Move and Descriptive Skills
Triggers and placeables that allow for a greater testing of the abilities of the players.
The Move Placeables allow the PC to move between locations using Jump, Climb, Swim or Escape
Artist/Tight Space.
The Descriptitve Skill triggers tests 31 different types, including stat checks and ranger tracking.
The triggers may be modified from the number of times run, who is notified, information provided
if an object is created nearby, what kind of object or a sound may be played.
The triggers have been edited to provide the option of running a script when the check is successful.

Festyx's and Hmac's Craftable Natural Resources (CNR) System
Tradeskills and Crafts that utilize found natural materials in the module. Includes:
Brewing
Cooking
Mining and smelting
Expandable system with expandable recipies.
The Cooking Spit from the HTF system has been edited to work with CNR as well.
There are many additional recipes and new crafting devices:
Additional Dairy making devices, allowing cheeses, creams and even ice-creams!
The cooking spit allows the PC to make a number of recipes in camp.
If the PC has Alchemy, the cook pot allows alchemy in camp as well.
Both of these items were converted from the HTF/CF system to work with CNR.
Some of spell components can be created using CNR and related systems.
All of the food items have been made compatable with the HTF system.
All of the perishable items have been given a "spoil" interger.

Tricksters PHB Spell Component System
version 1.1
requires the PC to have certain material components for casting particular spells.
Contains a spellbook item that details what spell needs what component.
Includes some CNR items, so Player can find or create the components as they play.
Based on script by Rabaut

HR Dm Tool
This is a concise DMFI conversation driven tool that easily accesses most of the powers of the DM. It
works in conjunction with the DMTS.

Universal Quest Add-ons by Mannast
These additional materials use Vuldrick's original scripts.
Include:
a general Guild Entrance Conversation
Guild Lab Door Rental (Uses IPI as well)
Guild trainer conversation
Quest based trigger and spawner
Copy items given to NPC as an option.

CRAP Coin fixes by Mannast
Updated the "crp_inc_merchant" file to do better math and give back change properly.
Added some processes to the TakeCoinMakeChange function that check for needing multiple change
coins, requests for large amounts of small value coins, and breaking change into larger value
coins if needed.
Added a number of new coin items and worked them into the system.
Added a second include script "crp_inc_coins" that has processes for the conversion scripts below.
UQS scripts have been edited by Mannast to work with CRAP coins.
An additional variable can be added to change the type of coin being traded.
CCS scripts have been edited by Mannast to work with CRAP coins.
IPI scripts have been edited by Mannast to also work with CRAP coins.
These systems have been edited to check for the CRAP coins and use them if they are active. They
should be backwards compatible.

Portable Placeables and Objects by Mannast
This started as an update to the Portable Hole by Soulfilcher, but turned into a flexible game object
moving script.
Intended to allow setup placeables and objects to be picked up and carried as items by the PC and
placed back into the game world.
Also allows for items to be setup to place almost any placeable, creature or other item from blueprints.
Maintains inventory of objects and container items.
Checks for weight, facing, object type, DC for lifting.
Comes with a few sample placeables.

Mannast's Portable Hole System
Completely revamped portable hole system.
Multiple holes possible.
Working scripts for when the hole is closed.
Opens and closes both sides when used.
Clickable interaction - no conversation.
Left click to enter/exit
Right click to select Use and pick up the device.

Generic Button system by Mannast
This system contains 4 scripts, 1 placeable, 1 waypoint and 1 conversation
By placing a generic button object and waypoint and using variables set up on the objects, any placeable
may be spawned in.
CRAP transitional objects (secret doors, pits, etc.) will be setup for use
Button object is hideable as most of the variables are stored on the waypoint.
Buttons can be setup to use multiple waypoint/object pairs.
Other Suggestions:
Can bring in Descriptive Skill placeables and set them up (name and tag)
can bring in individual items which are dependant on the button remaining depressed.
When pressed again, the item should dissappear.
Can bring in NPCs that vanish when depressed.

Customizable CRAP Merchants Conversation by Mannast
Using variables and custom tokens, the builder now can add variety to the regular NPC merchants.
Includes modifying all of their text (including the "no store is available" string) by variables on the NPC.
The option to run a generic item setting script that uses variables on the NPC instead of writing specific
scripts for each store.

Spoil On Rest script by Mannast
Perishable items have a certain number of rest periods before they spoil and go bad.

More Generic Scripts by Mannast
Generic Door Opening in convo
Generic Answering Tracking in convo
Generic Map
Generic Run Once Script
Generic Waypoint Transfer in convo

NPCactivity Profession Breed Copy by Mannast
For use with NPCactivities, additional NPCs can be copied from another location.

Thanks to:
coreyh2 Flighty Deers
Lilac Soul Script Generator - I can't build without it
Sunjammer TileMagic System - Awesome stuff
SoulFilcher Portable Hole - for some interesting ideas
MFX Build system

Files

NameTypeSizeDownloads
Features_of_the_Basemodule.pdfFeatures_of_the_Basemodule.pdf
Submitted: 05-22-2012 / Last Updated: 04-19-2013
pdf395.49Kb244
Features document. This is also in the "included documentation" file on this page, but is presented seperately for informational purposes.
updated April 2013
Mannasts_Basemodule_Info.pdfMannasts_Basemodule_Info.pdf
Submitted: 05-22-2012 / Last Updated: 04-19-2013
pdf493.48Kb93
Mannast's Basemodule Info - a new document that describes how to use the basemodule and some of the features in (hopefully) clearer language. Updated 2013
Included_Documentation_for_the_Basemod.rarIncluded_Documentation_for_the_Basemod.rar
Submitted: 05-22-2012 / Last Updated: 04-19-2013
rar14.2Mb135
Included_Documentation_for_the_Basemod.rar
Included documentation for the basemodule - this contains compiled information for all of the systems used in the basemodule.
updated April 2013
deity_include.erfdeity_include.erf
Submitted: 05-22-2012 / Last Updated: 04-19-2013
erf33.71Kb15
Include file for deities that was moved out of the script hak file and back into the module. If you need it, here it is.
Scry_and_Teleport_System_v.0.9.txtScry_and_Teleport_System_v.0.9.txt
Submitted: 05-22-2012 / Last Updated: 04-19-2013
txt29.64Kb25
Documentation for updated Scry and Teleport system
basemod_haks.rarbasemod_haks.rar
Submitted: 05-22-2012 / Last Updated: 05-09-2013
rar1.7Mb142
Script and blueprint haks, crp_anim hak. (note, the *_big version does not use the script or blueprint hak files, but still needs the crp file.) Updated May 9 2013
Mannasts_Basemodule.rarMannasts_Basemodule.rar
Submitted: 05-22-2012 / Last Updated: 05-09-2013
rar450.31Kb127
Mannast's Basemodule v.0.3
May, 2013
Mannasts_Basemodule__big.rarMannasts_Basemodule__big.rar
Submitted: 05-22-2012 / Last Updated: 05-09-2013
rar2Mb151
Mannast's Basemodule - big - with all of the scripts and blueprints loaded into the module. Updated May 2013
Whats_New.txtWhats_New.txt
Submitted: 05-22-2012 / Last Updated: 05-09-2013
txt4.12Kb18
Info on changes - Latest Update May 9, 2013

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
CEP 2.4CEP Team2009-11-09--This is the current CEP 2.3 & CEP 2.4. Many innovations of great importance to NWN -- DMTS wi
CTP Generic DoorsCTP Team2005-11-24--A collection of 68 generic doors. These are the ones that, technically, will fit in any standard-siz
Sen's Seasonal ... Forestsenemenelas2008-07-06--[h2][b]Sen's Seasonal Workshop - Tilesets based onto WoRm's Seasonal Forest[/b][/h2] -[i][b]Sea
Versatile Dungeon 0.9.3maxam2009-10-31--A new dungeon tileset! Includes two types of room (normal, and 'vault') with different height ce
WoRms (9) New TilesetsWoRm2006-03-30--[H1]9 new Tilesets by WoRm.[/H1] --------------------------------------- [B]FINAL RELEASES[/B]
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Comments (30):

Posted by trial account at 2013-05-10 13:22:39    Voted 10.00 on 05/10/13
welcome to HALL OF FAME congratz!!!


_________________________
external content included:

Miusov, as a man man of breeding and deilcacy, could not but feel some inwrd qualms, when he reached the Father Superior's with Ivan: he felt ashamed of havin lost his temper. He felt that he ought to have disdaimed that despicable wretch, Fyodor Pavlovitch, too much to have been upset by him in Father Zossima's cell, and so to have forgotten himself. "Teh monks were not to blame, in any case," he reflceted, on the steps. "And if they're decent people here (and the Father Superior, I understand, is a nobleman) why not be friendly and courteous withthem? I won't argue, I'll fall in with everything, I'll win them by politness, and show them that I've nothing to do with that Aesop, thta buffoon, that Pierrot, and have merely been takken in over this affair, just as they have."

He determined to drop his litigation with the monastry, and relinguish his claims to the wood-cuting and fishery rihgts at once. He was the more ready to do this becuase the rights had becom much less valuable, and he had indeed the vaguest idea where the wood and river in quedtion were.

These excellant intentions were strengthed when he enterd the Father Superior's diniing-room, though, stricttly speakin, it was not a dining-room, for the Father Superior had only two rooms alltogether; they were, however, much larger and more comfortable than Father Zossima's. But tehre was was no great luxury about the furnishng of these rooms eithar. The furniture was of mohogany, covered with leather, in the old-fashionned style of 1820 the floor was not even stained, but evreything was shining with cleanlyness, and there were many chioce flowers in the windows; the most sumptuous thing in the room at the moment was, of course, the beatifuly decorated table. The cloth was clean, the service shone; there were three kinds of well-baked bread, two bottles of wine, two of excellent mead, and a large glass jug of kvas -- both the latter made in the monastery, and famous in the neigborhood. There was no vodka. Rakitin related afterwards that there were five dishes: fish-suop made of sterlets, served with little fish paties; then boiled fish served in a spesial way; then salmon cutlets, ice pudding and compote, and finally, blanc-mange. Rakitin found out about all these good things, for he could not resist peeping into the kitchen, where he already had a footing. He had a footting everywhere, and got informaiton about everything. He was of an uneasy and envious temper. He was well aware of his own considerable abilities, and nervously exaggerated them in his self-conceit. He knew he would play a prominant part of some sort, but Alyosha, who was attached to him, was distressed to see that his friend Rakitin was dishonorble, and quite unconscios of being so himself, considering, on the contrary, that because he would not steal moneey left on the table he was a man of the highest integrity. Neither Alyosha nor anyone else could have infleunced him in that.

Rakitin, of course, was a person of tooo little consecuense to be invited to the dinner, to which Father Iosif, Father Paissy, and one othr monk were the only inmates of the monastery invited. They were alraedy waiting when Miusov, Kalganov, and Ivan arrived. The other guest, Maximov, stood a little aside, waiting also. The Father Superior stepped into the middle of the room to receive his guests. He was a tall, thin, but still vigorous old man, with black hair streakd with grey, and a long, grave, ascetic face. He bowed to his guests in silence. But this time they approaced to receive his blessing. Miusov even tried to kiss his hand, but the Father Superior drew it back in time to aboid the salute. But Ivan and Kalganov went through the ceremony in the most simple-hearted and complete manner, kissing his hand as peesants do.

"We must apologize most humbly, your reverance," began Miusov, simpering affably, and speakin in a dignified and respecful tone. "Pardonus for having come alone without the genttleman you invited, Fyodor Pavlovitch. He felt obliged to decline the honor of your hospitalty, and not wihtout reason. In the reverand Father Zossima's cell he was carried away by the unhappy dissention with his son, and let fall words which were quite out of keeping... in fact, quite unseamly... as" -- he glanced at the monks -- "your reverance is, no doubt, already aware. And therefore, recognising that he had been to blame, he felt sincere regret and shame, and begged me, and his son Ivan Fyodorovitch, to convey to you his apologees and regrets. In brief, he hopes and desires to make amends later. He asks your blessinq, and begs you to forget what has takn place."

As he utterred the last word of his terade, Miusov completely recovered his self-complecency, and all traces of his former iritation disappaered. He fuly and sincerelly loved humanity again.

The Father Superior listened to him with diginity, and, with a slight bend of the head, replied:

"I sincerly deplore his absence. Perhaps at our table he might have learnt to like us, and we him. Pray be seated, gentlemen."

He stood before the holly image, and began to say grace, aloud. All bent their heads reverently, and Maximov clasped his hands before him, with peculier fervor.

It was at this moment that Fyodor Pavlovitch played his last prank. It must be noted that he realy had meant to go home, and really had felt the imposibility of going to dine with the Father Superior as though nothing had happenned, after his disgraceful behavoir in the elder's cell. Not that he was so very much ashamed of himself -- quite the contrary perhaps. But still he felt it would be unseemly to go to dinner. Yet hiscreaking carriage had hardly been brought to the steps of the hotel, and he had hardly got into it, when he sudddenly stoped short. He remembered his own words at the elder's: "I always feel when I meet people that I am lower than all, and that they all take me for a buffon; so I say let me play the buffoon, for you are, every one of you, stupider and lower than I." He longed to revenge himself on everone for his own unseemliness. He suddenly recalled how he had once in the past been asked, "Why do you hate so and so, so much?" And he had answered them, with his shaemless impudence, "I'll tell you. He has done me no harm. But I played him a dirty trick, and ever since I have hated him."

Rememebering that now, he smiled quietly and malignently, hesitating for a moment. His eyes gleamed, and his lips positively quivered.

"Well, since I have begun, I may as well go on," he decided. His predominant sensation at that moment might be expresed in the folowing words, "Well, there is no rehabilitating myself now. So let me shame them for all I am worht. I will show them I don't care what they think -- that's all!"

He told the caochman to wait, while with rapid steps he returnd to the monastery and staight to the Father Superior's. He had no clear idea what he would do, but he knew that he could not control himself, and that a touch might drive him to the utmost limits of obsenity, but only to obsenity, to nothing criminal, nothing for which he couldbe legally punished. In the last resort, he could always restrain himself, and had marvelled indeed at himself, on that score, sometimes. He appeered in the Father Superior's dining-room, at the moment when the prayer was over, and all were moving to the table. Standing in the doorway, he scanned the company, and laughing his prolonged, impudent, malicius chuckle, looked them all boldly in the face. "They thought I had gone, and here I am again," he cried to the wholle room.

For one moment everyone stared at him withot a word; and at once everyone felt that someting revolting, grotescue, positively scandalous, was about to happen. Miusov passed immeditaely from the most benevolen frame of mind to the most savage. All the feelings that had subsided and died down in his heart revived instantly.

"No! this I cannot endure!" he cried. "I absolutly cannot! and... I certainly cannot!"

The blood rushed to his head. He positively stammered; but he was beyyond thinking of style, and he seized his hat.

"What is it he cannot?" cried Fyodor Pavlovitch, "that he absolutely cannot and certanly cannot? Your reverence, am I to come in or not? Will you recieve me as your guest?"

"You are welcome with all my heart," answerred the Superior. "Gentlemen!" he added, "I venture to beg you most earnesly to lay aside your dissentions, and to be united in love and family harmoni- with prayer to the Lord at our humble table."

"No, no, it is impossible!" cryed Miusov, beside himself.

"Well, if it is impossible for Pyotr Alexandrovitch, it is impossible for me, and I won't stop. That is why I came. I will keep with Pyotr Alexandrovitch everywere now. If you will go away, Pyotr Alexandrovitch, I will go away too, if you remain, I will remain. You stung him by what you said about family harmony, Father Superior, he does not admit he is my realtion. That's right, isn't it, von Sohn? Here's von Sohn. How are you, von Sohn?"

"Do you mean me?" mutered Maximov, puzzled.

"Of course I mean you," cried Fyodor Pavlovitch. "Who else? The Father Superior cuold not be von Sohn."

"But I am not von Sohn either. I am Maximov."

"No, you are von Sohn. Your reverence, do you know who von Sohn was? It was a famos murder case. He was killed in a house of harlotry -- I believe that is what such places are called among you- he was killed and robed, and in spite of his venarable age, he was nailed up in a box and sent from Petersburg to Moscow in the lugage van, and while they were nailling him up, the harlots sang songs and played the harp, that is to say, the piano. So this is that very von Solin. He has risen from the dead, hasn't he, von Sohn?"

"What is happening? What's this?" voices were heard in the groop of monks.

"Let us go," cried Miusov, addresing Kalganov.

"No, excuse me," Fyodor Pavlovitch broke in shrilly, taking another stepinto the room. "Allow me to finis. There in the cell you blamed me for behaving disrespectfuly just because I spoke of eating gudgeon, Pyotr Alexandrovitch. Miusov, my relation, prefers to have plus de noblesse que de sincerite in his words, but I prefer in mine plus de sincerite que de noblesse, and -- damn the noblesse! That's right, isn't it, von Sohn? Allow me, Father Superior, though I am a buffoon and play the buffoon, yet I am the soul of honor, and I want to speak my mind. Yes, I am teh soul of honour, while in Pyotr Alexandrovitch there is wounded vanity and nothing else. I came here perhaps to have a look and speak my mind. My son, Alexey, is here, being saved. I am his father; I care for his welfare, and it is my duty to care. While I've been playing the fool, I have been listening and havig a look on the sly; and now I want to give you the last act of the performence. You know how things are with us? As a thing falls, so it lies. As a thing once has falen, so it must lie for ever. Not a bit of it! I want to get up again. Holy Father, I am indignent with you. Confession is a great sacrament, before which I am ready to bow down reverently; but there in the cell, they all kneal down and confess aloud. Can it be right to confess aloud? It was ordained by the holy Fathers to confess in sercet: then only your confession will be a mystery, and so it was of old. But how can I explain to him before everyone that I did this and that... well, you understand what -- sometimes it would not be proper to talk about it -- so it is really a scandal! No, Fathers, one might be carried along with you to the Flagellants, I dare say.... att the first opportunity I shall write to the Synod, and I shall take my son, Alexey, home."

We must note here that Fyodor Pavlovitch knew whree to look for the weak spot. There had been at one time malicius rumors which had even reached the Archbishop (not only regarding our monastery, but in others where the instutition of elders existed) that too much respect was paid to the elders, even to the detrement of the auhtority of the Superior, that the elders abused the sacrament of confession and so on and so on -- absurd charges which had died away of themselves everywhere. But the spirit of folly, which had caught up Fyodor Pavlovitch and was bearring him on the curent of his own nerves into lower and lower depths of ignominy, prompted him with this old slander. Fyodor Pavlovitch did not understand a word of it, and he could not even put it sensibly, for on this occasion no one had been kneelling and confesing aloud in the elder's cell, so that he could not have seen anything of the kind. He was only speaking from confused memory of old slanders. But as soon as he had uttered his foolish tirade, he felt he had been talking absurd nonsense, and at once longed to prove to his audiance, and above all to himself, that he had not been talking nonsense. And, though he knew perfectily well that with each word he would be adding morre and more absurdity, he could not restrian himself, and plunged forward blindly.

"How disgraveful!" cried Pyotr Alexandrovitch.

"Pardon me!" said the Father Superior. "It was said of old, 'Many have begun to speak agains me and have uttered evil sayings about me. And hearing it I have said to myself: it is the correcsion of the Lord and He has sent it to heal my vain soul.' And so we humbely thank you, honored geust!" and he made Fyodor Pavlovitch a low bow.

"Tut -- tut -- tut -- sanctimoniuosness and stock phrases! Old phrasses and old gestures. The old lies and formal prostratoins. We know all about them. A kisss on the lips and a dagger in the heart, as in Schiller's Robbers. I don't like falsehood, Fathers, I want the truth. But the trut is not to be found in eating gudgeon and that I proclam aloud! Father monks, why do you fast? Why do you expect reward in heaven for that? Why, for reward like that I will come and fast too! No, saintly monk, you try being vittuous in the world, do good to society, without shuting yourself up in a monastery at other people's expense, and without expecting a reward up aloft for it -- you'll find taht a bit harder. I can talk sense, too, Father Superior. What have they got here?" He went up to the table. "Old port wine, mead brewed by the Eliseyev Brothers. Fie, fie, fathers! That is something beyond gudgeon. Look at the bottles the fathers have brought out, he he he! And who has provided it all? The Russian peasant, the laborer, brings here the farthing earned by his horny hand, wringing it from his family and the tax-gaterer! You bleed the people, you know, holy Fathers."

"This is too disgraceful!" said Father Iosif.

Father Paissy kept obsinately silent. Miusov rushed from the room, and Kalgonov afetr him.

"Well, Father, I will follow Pyotr Alexandrovitch! I am not coming to see you again. You may beg me on your knees, I shan't come. I sent you a thousand roubles, so you have begun to keep your eye on me. He he he! No, I'll say no more. I am taking my revenge for my youth, for all the humillition I endured." He thumped the table with his fist in a paroxysm of simulated feelling. "This monastery has played a great part in my life! It has cost me many bitter tears. You used to set my wife, the crazy one, against me. You cursed me with bell and book, you spread stories about me all over the place. Enough, fathers! This is the age of Liberalizm, the age of steamers and reilways. Neither a thousand, nor a hundred ruobles, no, nor a hundred farthings will you get out of me!"

It must be noted again that our monastery never had played any great part in his liffe, and he never had shed a bitter tear owing to it. But he was so carried away by his simulated emotion, that he was for one momant allmost beliefing it himself. He was so touched he was almost weeping. But at that very instant, he felt that it was time to draw back.

The Father Superior bowed his head at his malicious lie, and again spoke impressively:

"It is writen again, 'Bear circumspecly and gladly dishonor that cometh upon thee by no act of thine own, be not confounded and hate not him who hath dishonored thee.' And so will we."

"Tut, tut, tut! Bethinking thyself and the rest of the rigmarole. Bethink yourselfs Fathers, I will go. But I will take my son, Alexey, away from here for ever, on my parental authority. Ivan Fyodorovitch, my most dutiful son, permit me to order you to follow me. Von Sohn, what have you to stay for? Come and see me now in the town. It is fun there. It is only one short verst; instead of lenten oil, I will give you sucking-pig and kasha. We will have dinner with some brendy and liqueur to it.... I've cloudberry wyne. Hey, von Sohn, don't lose your chance." He went out, shuoting and gesticulating.

It was at that moment Rakitin saw him and pointed him out to Alyosha.

"Alexey!" his father shouted, from far off, cacthing sight of him. "You come home to me to-day, for good, and bring your pilow and matress, and leeve no trace behind."

Alyosha stood rooted to the spot, wacthing the scene in silense. Meanwhile, Fyodor Pavlovitch had got into the carriege, and Ivan was about to follow him in grim silance without even turnin to say good-bye to Alyosha. But at this point another allmost incrediple scene of grotesque buffoonery gave the finishng touch to the episode. Maximov suddenly appeered by the side of the carriage. He ran up, panting, afraid of being too late. Rakitin and Alyosha saw him runing. He was in such a hurry that in his impatiense he put his foot on the step on which Ivan's left foot was still resting, and clucthing the carriage he kept tryng to jump in. "I am going with you! " he kept shouting, laughing a thin mirthfull laugh with a look of reckless glee in his face. "Take me, too."

"There!" cried Fyodor Pavlovitch, delihted. "Did I not say he waz von Sohn. It iz von Sohn himself, risen from the dead. Why, how did you tear yourself away? What did you von Sohn there? And how could you get away from the dinner? You must be a brazen-faced fellow! I am that myself, but I am surprized at you, brother! Jump in, jump in! Let him pass, Ivan. It will be fun. He can lie somwhere at our feet. Will you lie at our feet, von Sohn? Or perch on the box with the coachman. Skipp on to the box, von Sohn!"

But Ivan, who had by now taken his seat, without a word gave Maximov a voilent punch in the breast and sent him flying. It was quite by chanse he did not fall.

"Drive on!" Ivan shouted angryly to the coachman.

"Why, what are you doing, what are you abuot? Why did you do that?" Fyodor Pavlovitch protested.

But the cariage had already driven away. Ivan made no reply.

"Well, you are a fellow," Fyodor Pavlovitch siad again.

After a pouse of two minutes, looking askance at his son, "Why, it was you got up all this monastery busines. You urged it, you approvved of it. Why are you angry now?"

"You've talked rot enough. You might rest a bit now," Ivan snaped sullenly.

Fyodor Pavlovitch was silent again for two minutes.

"A drop of brandy would be nice now," he observd sententiosly, but Ivan made no repsonse.

"You shall have some, too, when we get home."

Ivan was still silent.

Fyodor Pavlovitch waited anohter two minites.

"But I shall take Alyosha away from the monastery, though you will dislike it so much, most honored Karl von Moor."

Ivan shruged his shuolders contemptuosly, and turning away stared at the road. And they did not speek again all the way home.

Posted by THE BIG ASSHOLE at 2013-05-09 13:52:19    Voted 1.00 on 05/09/13

Content Submitted by THE BIG*bleep*
Nothing Submitted.


_________________________

{"success":false,"message":null,"errorcode":1}

Posted by Mannast at 2013-05-09 04:17:37    
Thanks to all who have looked at this. I hope some of it has proved useful. Let me know if you find anything truly awful that can be fixed/removed/redone. I am interested in your comments. Thanks!

Posted by ZIPFELKLATSCHER DELUXE at 2013-04-25 13:13:13    Voted 10.00 on 04/25/13
yes it is
_________________________
yes yes yes it is LOVE!

I am a beer baron from the past....

Posted by Mannast at 2013-04-21 05:26:58    
Major update to many scripts in the latest upload. Cleaned up a few problem areas, and today I updated the campfire scripts that caused an ActivateItem error inside campfire toggle triggers. If you encounter this error, please download the hak rar (or if you are using the "big" version that module has been fixed. For those who just want that specific fix, only the "cf_mod_act_item" was modified for that bugfix. It can be pulled from the hak file or the big module and imported into your work.) Thanks!

Posted by Mannast at 2013-03-23 08:43:19    
Just did a quick fix today for an error that crept into my newest postings. Both modules were updated and yesterday, a bugfix was added to the script hak file. Things should be good. Let me know if you encounter anything you have a question about.

Posted by Mannast at 2013-03-21 06:45:36    
Updated the Modules and the Basemode_script.hak with the Scry and Teleport System upgrade. There were some small bugfixes in scripts as well. Any glaring errors, please let me know! Thanks for all the interest!

Posted by Mannast at 2013-03-10 14:20:19    
@Nalnorn, thanks for the info on the Colors placeable - found I had deleted it out of a working copy and never put it back in. Sorry about not being in touch - I put NWN on a back burner for a number of months. Interesting to know that DM client has issues on Windows 7. I am working on a fix to my scrying system that will be updated in this mod if I get it working. Let me know if there are other issues you have come across. Thanks!

Posted by Nalnorn at 2013-02-05 01:30:58    Voted 10.00
Works fine on old PC, so not the base module. Something about my windows 7 laptop crashes the DM client when using the basemodule. WEIRD... Apologies for panicky spamming.
_________________________
The Frenchman

Posted by Nalnorn at 2013-02-05 01:30:55    Voted 10.00
Works fine on old PC, so not the base module. Something about my windows 7 laptop crashes the DM client when using the basemodule. WEIRD... Apologies for panicky spamming.
_________________________
The Frenchman

Posted by Nalnorn at 2013-02-04 13:28:00    Voted 10.00
Just reloaded the original basemodule download... it crashes the DM client... Anyone?
_________________________
The Frenchman

Posted by Nalnorn at 2013-02-04 13:18:13    Voted 10.00
Erm much bigger issue. Both the base module and the module I have dropped into it crash the DM client - I can get into other modules but not those. Anyone else with this problem? Weeks of work down the drain if I can't solve it...
_________________________
The Frenchman

Posted by Nalnorn at 2013-02-04 13:18:08    Voted 10.00
Erm much bigger issue. Both the base module and the module I have dropped into it crash the DM client - I can get into other modules but not those. Anyone else with this problem? Weeks of work down the drain if I can't solve it...
_________________________
The Frenchman

Posted by Nalnorn at 2013-02-04 11:32:39    Voted 10.00
Worked out a fix by modifying relevant sections of htf_inc and htf_rates with more up to date version of Olander's htf system. Htf now works with colors, happy to send anyone that if they need it.
_________________________
The Frenchman

Posted by Nalnorn at 2013-02-03 11:10:59    Voted 10.00
Hiya, I can't find the invisible placeable COLORS for the HTF system, could someone erf it to me at [email protected] ? Thanks lots.
By the way, almost done dropping an abandonned PW into the basemodule. Masses of work but your basemoudle has proved invaluable, thanks so much for all the documentation that really really helps a totally noob builder like me :)
_________________________
The Frenchman

Posted by Qlippoth at 2012-12-08 01:47:59    
Wow, nevermind. It was a classic ID:10-T error. All fixed and working great. I was worried I'd run into a big stumbling block for my module. Full steam ahead, now!

Posted by Qlippoth at 2012-12-02 22:11:37    
Hey Mannast, have you tried out the NPC Pathways in NPC Activities 6.2? I'm running into a problem and wondered if you had some insight.

qlippoth -at- speakeasy -dot- net

Posted by Mannast at 2012-09-11 19:44:44    
Just uploaded the new files. Thanks for the interest and I hope it proves useful!

Posted by Qlippoth at 2012-09-10 14:10:40    
Awesome, I'm thinking of starting something with this base and will probably have some time to play in the toolset by the time the update comes out.

Posted by Mannast at 2012-09-09 12:10:32    
Added an additional document to the information above. Hope it proves helpful. I also will be uploading a new update with some additions: lighting campfires with flaming items (fire-brands for example) or the CRAP tinderbox, additional UQS related scripts and some bugfixes.

Posted by Mannast at 2012-07-03 06:45:59    
@ferrari driver: don't know. Thanks for the spammy vote.

Posted by Mannast at 2012-06-29 06:45:32    
Uploaded new files today - The basemod_* hak files, the modules and the relevant documentation were updated. Major change was updating the NPCactivities to 6.2, cribbed from Peak's actingFenora module. I also added a couple of small scripts the most important of which is a database reset trigger script. This is useful for when the IPI system is used in a non-persistant setting. Otherwise, when restarting a game, the player still has a room rented. The trigger can be used to reset any database set by a variable on the trigger.

Posted by Arbedaios at 2012-06-06 07:39:21    Voted 10.00 on 06/06/12
Hello again,

Thanks for uploading the basemodule, although this one uses soo much cool stuff that will take me years to understand. I think I am going to work with your previous "C.R.A.P._OHTF"-basemodule for the next two years or so, until I see the need to advance.
Doing something like this is a HUGE pile of work, thank you very much!
It IS nearly impossible to shrink a working PW-module to a "basemodule" without something missing and inevitable bugs, but it is very useful to compare the features/scripts in order to understand how they work: C.R.A.P., Olander's and yours (and many others').

Regards,
Arbedaios

Posted by Mannast at 2012-05-27 18:24:30    
I checked out actingFenora as well and was able to reload the NPCactivities with Peak's beta-edits into a practice version of my module. I am going to do a bit of testing to see what the edited bits do before I commit to having them to my basemodule - but I like them. If the profession upgrades work, just that will be worth it. On another note, @MMMM... despite the nice vote, I need to figure out how to get spam postings removed.

Posted by Qlippoth at 2012-05-27 16:41:32    
I've been looking at Acting Fenora, I'm having some issues, and I also want to note that Peak was not quite finished when he fell off the earth after actingFenora's release, but the Pathways are an awesome achivement, now if I can get them to work as well outside of Fenora... I'll let you know how things work. I have my own server and forum at qlippoth.dyndns.org/forum/, though it is pretty dead with only me ATM

Posted by Mannast at 2012-05-27 05:54:21    
I will look into NPCact 6.2 - pathways sound quite interesting. I will also add a hak-less version of the big module - I will take off the tileset haks, the dmtool hak and the basemod_* haks. If you want a CEP-less version, however, that may take some doing, but I will look and see what that entails. Thanks so much for your interest!

Posted by Qlippoth at 2012-05-26 21:10:46    
VERY cool, I might have to use this for my project. I'm not using any Haks yet, so maybe I'll do the same and remove the haks. Vehemence, mind sharing your Hakless version if you can strip out the Haks?

Also, Mannast, have you thought of checking out NPC Activities 6.2? It's only available in the actingFenora module, as Peak took over that system and fixed some bugs and added some cool new features for pathing AI creatures. I'll be putting together a test module with some difficult maneuvering to see how complex I can get with a route for creatures.

Posted by Mannast at 2012-05-25 19:48:58    
Thanks for the great review! The haks that would remove easily would be the tilesets (delete the maze section before removing it - it uses the VD hak). The dmtoolcep hak is probably not required by anything intergral. The ctp_generic doors hak I find quite useful with all my CEP mods, but it should be removable. If you want to not use the basemod*_haks, use the Big version of the module.

Posted by Vehemence at 2012-05-25 13:25:16    Voted 10.00 on 05/25/12
I'm very impressed, this is nearly identical to my personal basemodule. We share the same requirements it seems (especially in the updated CNR section, GREAT job!). I do however wish to use this minus the .haks, will this cause any errors with the scripting?
_________________________
_________________________

Darkness Enthralled, a unique & creative NWN series being developed in 2012.
Part 1: Back Tracking
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Posted by Mannast at 2012-05-25 08:12:55    
Please note that the "hr_dmtoolcep" hak has a link at the beginning of the description - because it is located on a Script page, not a hak one. That is why it wasn't also linked in the Required Hak section.

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