Introducing the BESIE Random Encounter System. BESIE provides tools, which require no scripting, for both classic random encounters and for a powerful MMORPG style spawning system. For scripters who wish to write their own random encounter routines, BESIE adds powerful scripting functions to the NWN scripting language. Version 1.81 has been recompiled under NWN v1.68 to ensure compatibility and includes some minor changes to the DEMO module. Version 1.8 includes support for 2da based custom encounter tables, all the new creatures through NWN v1.62, lots of tweaks and a couple of bug fixes.
Good to see you are back Ray and continuing to work with BESIE! Ok, off to join the guild as well...
Posted by Camenwolf at 2004-03-0219:33:00
For you folks who are upgrading from v1.7. Please remember, after you import the new version you *must* build your module by selecting "build module" from the "build" menu of the NWN Toolset.
Posted by Camenwolf at 2004-02-2408:34:00
Hi all. V1.8 is currently in Beta testing for members of the BESIE user guild. I will release the final version in a week or so barring any major problems. 1.8 fixes the paratroopers, adds 2da support for custom encounter tables, and includes all of the SoU and HotU creatures in the standard tables. Stay tuned.
Posted by Old_Scores_Transfered at on02/20/04
This is a compilation of the old system into a single score. There were 31 that made this score of 8.77 then rounded to 9.
Posted by Alucelestria at 2004-02-1605:47:00
WarLeader_6 Just in case you never got an answer, I think it may be the spawn in animation for creatures. Check your standard or modified OnSpawn for creatures and see if spawn in animation is uncommented. This may solve the problem. If not, I have not used this system so it be something within.
Posted by WarLeader_6 at 2004-01-2401:10:00
Anyone, I have always thought this system is the best. I really did enjoy it. I had to stop using it after SOU release because of an annoying situation. Can someone please test this for me because maybe there is something I am doing wrong. ok, I change nothing, absolutley nothing. just import BESIE into a new mod, make an area, place a BESIE RES, set the chance for a spawn higher ( I used 6000 for 60%) in the tag use RE_h to just get humanoids. then wait....Unfortunately for me, I am getting all my spawns way in the air, and it causes them to float down to ground. I have NWN,SOU,and HOTU. I changed no NW scripts, and jst imported BESIE and tested it. Works great except the spawns are high in the air. can someone please confirm? It doesnt seem to happen on large creatures such as giants and Ogres...just humanoids Thanks WL_6
Posted by bloodsong at 2004-01-1614:32:00
heyas; first off, besie is killer. :) ray did all this nutso figuring and calculating and planning, just so people could come along, punch a couple of numbers and letters in on a placeable, and have totally random encounters. out of the box, you can populate forests, graveyards and crypts, towns and inns, etc., using the built-in groups. and the placeable respawner is very helpful, as well! i have yet to tinker with that bad boy to its full potential, but it is very easy to set up. now we have in our world a 'bad part of town,' full of twisty little alleyways... and you NEVER know when some bandits are gonna leap down from the rooftops on you! very cool :) now... the one thing i am (and it looks like other people are) having trouble with is the custom encounters. i dont know about you guys, but im trying to get it to spawn rats, and all i ever end up with are duergar clerics. :/ by putting in some debugging notes, i see it is noting that i am using a custom encounter table, running the custom table script, and selecting a rat. still, i get duergar clerics. ::sigh:: but i'm hopeful that an update is on the way soon! oh! ray... in the update, do you think it would be possible to create respawning doors? like for a pw, if you want to have a bashable door that regenerates later? that would be hella cool :)
Posted by Camenwolf at 2004-01-1213:32:00
--------------------- BESIE Mailing List --------------------- If you want to be on a mailing list for updates to this project send an email to me at kayne@cableone.net with the subject as "BESIE mailing list". If I get 10 people who want to be on a mailing list, I'll make one. Yes, this is the third post in a row regarding this topic, but upon looking back, I realized a person would have to actually do some reading before they even realized there was a mailing list. So I wanted it plastered very visibly across the top. Best Regards, Ray Miller (author)
Posted by Camenwolf at 2004-01-1122:10:00
I didn't realize that as a registered user my e-mail address isn't displayed with my post. So for those who may be interested in being on a mailing list. send the email with the subject "BESIE mailing list" to kayne@cableone.net Ray Miller (author)
Posted by Camenwolf at 2004-01-1122:07:00
Dan, thanks for the offer. Rex, The only update I can give you is that I'm almost finished with chapter one of the HotU expansion :). I really want to finish it before I get into scripting again. I've had several requests for a mailing list. Enough for me to follow up. If any of you want to be on a mailing list for updates and watnot, send me an e-mail with "BESIE mailing list" as the subject and I'll add you. If I get enough of them (say 10 or more) I'll create a list. Maybe I'll take Dan up on his offer of starting a yahoo group. My life is much busier these days than when I started this project, but your response and input is motivating, so thank you. Ray Miller (author)