This is a prefabricated "Plug n' Play" interior stable area for the 1.69 patch designed for multi-player environments. It allows players to buy, stable, and sell mounts. It includes templates for 4 riding horses and 3 warhorses. Stabled horses can also be traded with other players by using tokens.
This area requires that you have NWN patched to 1.69 and assumes that you have horses enabled in your module. For information on how to do this I recommend Proleric's NEVERWINTER NIGHTS 1.69 BUILDERS GUIDE TO HORSES & CREATURE SCALING available here:
Link
Overwrite all files. I have not changed any standard scripts.
Saddlebags are enabled on most horses. Metal armored horses cannot carry saddlebags. 150 lbs. of armor and a rider is more than enough weight for the poor beast, don't you think? Of course if you disable saddlebags in your mod that will override the horse templates.
In the 1.69 default horse templates all barding is AC 3. My templates change this. Different barding has different armor levels.
Leather Ac 2
Chain Ac 3
Plate Mail Ac 4
You can't buy barding upgrades. Horses cannot use barding they are not trained in.
This system only supports one stable area. If you want to have multiple stables in your mod you will need to create 7 new tokens and modify 14 conversation scripts for each instance unless you want the stabled mounts to be persistent between different stables.
THIS SYSTEM IS NOT COMPATIBLE WITH STANDARD BIOWARE HORSE BLUEPRINTS.
When placing horses for use in your mod use the custom blueprints in this package instead of the standard Bioware ones.
The custom blueprints already have all the necessary variables on them for the house rules explained above.
If you intend to import this system into an existing mod you will need to replace all your instances of standard Bioware horses with these custom ones (or at least all the ones that you intend for the players to be able to use with the stable system).
Version 1 urks_169stable.erf V1 does not have the placeable horse blueprints included. My bad. I just forgot. If you are using version 1 and you want to add placeable horses to your mod just download and import "Urk's Placeable Horses" (urks_placehorses.erf).
The blueprints called "Horse" and "War Horse" are not intended for use as in-game placeables. They are used as templates to be copied into owned horses if you build a custom stable.
Urk's Placeable Horses urks_placehorses.erf This file contains placeable horse blueprints for use with Urk's 1.69 Stable version 1.
You will find compatible horses in the "Custom" tab under Creatures>Monsters>Animals>Other.
The placeable blueprints will appear in your pallet as:
Horse, Black
Horse, Gray
Horse, Painted
Horse, Walnut
War Horse, Chain
War Horse, Leather
War Horse, Plate
Version 2: Download this version urks_169stbl_v2.erf This is exactly the same as version 1 except the placeable horses are already included.
If you are using version 1 You do not have the placeable horse blueprints in your pzllet. Download this file to add them. "Horse" and "War Horse" blueprints are NOT placeable. They are used only for building custom stable areas.
A chain barded warhorse!? Why that will be perfect. Here's my 950gp!
*The great sucking sound is in your head, I assure you*
Once you have purchased your horses you need to exchange the tokens with the stable master.
There. All my horses are retrieved and set with the right variables establishiong me as the owner. The warhorse is cool, but it can't carry packs so I bought a cheap riding horse for use a a pack animal. It was cheap. Only like 80gp including tack and harness.
It's the end of a hard day's adventuring and time to get back to the stables.
I'd like to stable my horse.
Are you SURE? This check is my version of an idiot light. If you accidently store a horse with a full pack you'll lose your stuff.
The rules...
OK, Now I'm ready!
One last check to make sure that you are storing the right horse. A large herd can sometimes get tricky to manage.
The stable master will give you a token to prove this is your horse. The choice not to use variables stored on the player is deliberate. My campaign frequently cuts from module to module. This way as long all all the players horses are stabled their ownership is persistent.
Posted by PoisonTheMonkey at 2010-11-02 09:12:32 Voted 8.75 on 11/02/10
I am guessing I was the only one with this problem, but the tokens given to me after stabling my horses simply didn't exist in-game--they weren't in any of the files I downloaded. I used Version 2. I simply replaced the horsetoken bit with the item I was actually supposed to be getting, and that fixed it. Just saying in case anyone else has this problem. _________________________ Obsidian Shore, a HoF 9.8 heavy roleplaying PW. Dark and gritty fairytale world with the opportunity to do and change the world as you wish. Link
Greycliff, a brand new NWN1 heavy roleplaying PW. A broken kingdom is all that remains from a bloody civil war. Link
Posted by JackTaylor at 2010-07-06 09:21:07 Voted 10.00 on 07/06/10
Thanks for sharing! Nice work.
JFK _________________________ My other sword is a +5 Holy Avenger
JFK Swimming Skinmesh Fish Link
JFK Makeshift Weapons Link
Sorry about that Birke. I wrote this system expressly for my Greyhawk campaign and I didn't like the default horses. So... I went ahead and implemented my own "standard" horse blueprints with all my "house rules" already attached. _________________________ If A is a success in life, then A equals x plus y plus z. Work is x; y is play; and z is keeping your mouth shut.
Posted by Birkebark at 2008-10-01 00:34:15 Voted 9.75 on 10/01/08
First of all: This is a nice system. But for some reason, the refference of the tokens in the script are different from the pallet. I can correct this myself, but it's a little annoying. _________________________ Zantium.dk
A better scripter could do a better job. I'm pretty sure there is a way to rename the tags of the horse tokens as they are spawned into the PC's inventory to identify the Tag of the NPC speaker. What this means is a single conversation file could be written that would support multiple stables provided each stable keeper has a different tag.
Unfortunately I'm not THAT good a scripter. Any takers out there? _________________________ If A is a success in life, then A equals x plus y plus z. Work is x; y is play; and z is keeping your mouth shut.
This system is not designed to call the standard Bioware blueprints.
If you are willing to use my house rules blueprints just upload the erf, enable horses and (if you want them) saddlebags... and you're done. It was intended for newbies to use as a plug'n'play area.
The only difference between my blueprints and the Bioware ones are the AC changes to the barding mentioned above and the saddlebag rules, also mentioned above.
For more advanced users like Loki-
If you want to use your own blueprints, or the standard Bioware ones, you will need to modify the scripts.
I have included 7 completely custom horse blueprints. You will find these horses in a "No Access" area attached to the stable. Do not remove this area unless you already have a "No Access" area in your mod (in which case if you do remove it make sure you add instances of the custom horse blueprints to your no-access area... the blueprints were imported to the pallet when you imported the ERF under creatures>animals>other).
BTW- You can modify the each of these standard blueprints simply by changing these instances. You don't need to edit the pallet blueprints.
This is VERY important!!!
The script function that copies the horse and assigns it to the player cannot call tags from the pallet. There must be an instance of the actual horse somewhere in the mod for this to work.
If you want to use this area to call the standard bioware blueprints instead of my custom ones then yes... you will need to change the resrefs in the retrieve action scripts. You will still need actual instances of the blueprints in the mod for the copy function to work. _________________________ If A is a success in life, then A equals x plus y plus z. Work is x; y is play; and z is keeping your mouth shut.
ACK! Sorry Loki. I was afraid a dumb mistake like that might slip through. What kind of horse were you trying to stable that returned the wrong token? _________________________ If A is a success in life, then A equals x plus y plus z. Work is x; y is play; and z is keeping your mouth shut.
Posted by Loki2008 at 2008-08-24 11:02:38 Voted 9.50 on 08/24/08
Very handy and time saving. I did notice one thing however: The scripts that stable your horses and give you a token in return call out to the wrong token tags. Don't let that stop anyone from downloading it though, it's an easy and quick fix.
Yes. I really should have included them from the start. Screenies are now uploaded. Aficionados will notice that this is actually a CEP 2.1 module, but CEP is not necessary to import the area. _________________________ If A is a success in life, then A equals x plus y plus z. Work is x; y is play; and z is keeping your mouth shut.