Outpost of Westgate - Open Source
Community Module - Beta
What is it?
Outpost was an unfinished PW created by lizardfoot/Genzir and mirrorpool (http://nwvault.ign.com/View.php?view=Modules.Detail&id=6356)
which they kindly posted to the vault when some of their larger systems broke down after updating CEP and they ran out of time to work on it.
I have done my best to rebuild it, using Mannast's base module as a base, and am now opening it out to the community as an open source community module. Basically you can do whatever you want with it personally (with this or later builds), and/or you can contribute to filling it out further. I am aiming to have it as easy to build in and DM as possible, and have put in a lot of work to do so.
AS IT IS NOW IT IS BASICALLY A LARGE SANDBOX MODULE, WITH ALL SYSTEMS FUNCTIONING, WHICH CAN BE USED FOR A DM CAMPAIGN OR AS A 'BLANK CANVAS' FOR BUILDING.
I started this project with zero prior knowledge of building, and thanks to Mannast's documentation and other sources from the vault, and the support of the forum and some experienced friends, I've got this far. It's not perfect, and I've tried not to delete any scripts or items, but please forgive mistakes due to inexperience. There is a lot that could be improved or added, but the basics all work fine.
This build is however partly for testing, please feedback if you find bugs or anything broken.
Is it playable?
Yes, though for a single player I would say the Beta build is more for exploration and seeing if you like it. All areas have been worked on, and seeded with resources, the random encounter system works and there are a (very small) number of quests. However many underground areas have resources but no monsters bar the basic random encounter system. It is far more playable with a DM, who should be easily be able to fill out the world as people play.
I am currently requesting the ability to upload these haks to make people's life easier.
I want to build more content into the module! (to share or just for me):
Please see the "DM and Builders Guide" in the documentation.
Credits:
lizardfoot/Genzir and mirrorpool for the original build.
Mannast for his base module, and all those who contributed to that. Without all the documentation you included I would have given up within a week.
Olander for many systems and his great helpfulness.
Grani for his horse system.
John Hawkins for his bleed system
DM Kev aka Illuvatar for his moral support and many tips.
Chaos Theocrat, Twistedwolf and SnowHunter for their prefabs. Because I hope this will be to some extent a community showcase, I included some of their work.
The kind folk from the forum who answered my questions.
PS: If the original builders (in particular) or anyone (in general) wishes to host this or a future build as a PW, fine with me, I will not be doing so. However I feel the original builders permission would be required before this was possible.
Hi folks, any feedback? How are you finding the module? What do you want to use it for?
I'm very busy with RL at the moment, but will start a couple of threads on the forum next week to muster up those interested in adding content.
Any help and ideas appreciated :) _________________________ The Frenchman
Hey there - The HTF Colors placeable was in the blueprints, it just needed to be placed and reTaged "COLORS". That was a simple error on my part when building the release versions of the module. Thanks for the mention and I am glad all that documentation is helpful. I am constantly going in and reading on one system or another to make sure things are working. The bleed system I will look into. I may be able to get the CRAP script to do what you are talking about, though Tom Banjo's script looks great.
Thank you loads for your basemodule, it has been really useful. And without all the docs you included I would have given up a week in.
While I was working through I found a couple of things - let me catch my breath after this release and I'll post on the basemodule page in detail. The main things that come to mind are the colors for HTF which didn't work (I fixed the script thanks to Olander's help) and the bleed system which had the creature ignoring the recovered PC for far too long (I replaced it with John Hawkins system - couldn't work out the script).
Thanks again :) _________________________ The Frenchman
Hi Deris, good point dude - I was trying to find a way of expressing the fact that this module / PW is conceived as an open evolving community project.
And yes, my current term: Outpost_Beta_Open Source Community Module is clumsy in the extreme.
Any ideas? _________________________ The Frenchman
Just emerged from a self-imposed exile from NWN. Saw that you mentioned my basemod and wanted to drop by. Let me know if there is anything on my end that can be fixed with the basemodule. I am working on a fix to my scry scripts which if successful will be updated in the basemodule.
Going to take a little longer, but it's going well. Thanks to various folk for support, you'll be credited on release. @Maximus, thanks for the vote and surreal posts, I suppose they qualify as spammy voting... how do I get them removed? _________________________ The Frenchman
I seem to have generally succeeded in dumping outpost into Mannast's base module. This will I hope have removed the broken systems referred to by yeahchris. I now need to do a faction remake and quite a few other things but hope to have a MUCH better version out mid to end of the month. _________________________ The Frenchman
Thanks for the input and encouragement.
It is indeed those*bleep*bersome systems that are giving me a big headache, since their "large and unwieldyness" is dwarfed only by my scripting noobness. Still I'm going to persist and ask for advice in the building forum, and do my best to get it to an enjoyable multi-player DME thingy level (wherein many of the bugs can be ignored if I cannae solve them).
PS: Kenku village... Nice :) _________________________ The Frenchman
I designed a couple areas and conversations for this module back with Mirrorpool and Genzir; namely the Fugue Plane and Kenku village. Unfortunately, the module was always lacking for developers - particularly talented scripters - to really give it the attention it deserved.
After updating it from the CEP I to the CEP II, and through several updates of the CEP II, several of our*bleep*bersome (but, at one time, functioning) scripted systems broke down. Nobody had the time or inclination to do the work required to fix it.
I wish you luck, and am glad to see someone's getting something out of it.
Thanks Varos, noticed that too yesterday. Also realised that the original horses did work, I was just not familiar with the latest CEP horses (assign mount function - release mount).
Am looking into various horse systems (Urk, Calan) for later implementation. The original pack mule was a pain, so will try to implement better ones.
I think the horse seller in Tuigan meet still has the original horses and pack animals if you want to check those out. _________________________ The Frenchman
Just noting a bug while I'm in here, I'll add more as I see them. Can't summon any pack animals. Don't know if it's just me, but they will not come out when any of the items are used. Horses themselves seem to work fine however.
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