This is a module with some basic conversations and scripts added. There is also a merchant guild area with low level specialized merchants. This module is NOT a playable module, but really a tool for builders that want some of the basics taken care of already.
Conversations will be templates more or less. There is a basic commoner conversation, merchant conversations, guard conversations and miscellaneous that can make things a little easier.
The biggest help will be the conversation templates. These will be basic stripped down conversations that already have scripts attached to them, such as a henchperson conversation that will allow leveling up, tactic adjustments, a generic conversation thread to join the player and that sort of thing.
You will also find templates for NPCs to check the player's class, race, alignment, gender and that sort of thing. Just copy the necessary threads into the conversation that you wish to create and write what you wish the NPC to say.
There are also various scripts available for use. Whenever possible I try to use the scripts already in the toolset to accomplish what is needed, however that is not always possible. There are other scripts that will perform various functions that the user may or may not find useful.
Specialized merchants have also been created for things like dyes and potions and other things. I added a generic merchant's guild with merchants that the builder can use or remove as needed. This will be very useful to beginning module makers.
There are three henchpersons with conversations that work, you'll have to change the dialogue a little to make them your own.
I referred to Valine's ADWR series quite a few times when making my first module. I used much of that knowledge in the scripting and conversation set up in this module as well. I also grabbed the spell list that the henchpersons can cast from Fester Pot's Almraiven, although he told me that they are from Witches Wake and were made by Rob Bartel of Bioware. In the 8-15-8 update, I made a lot of improvements to the henchperson scripts with massive help from Mistress.
I have learned a lot about scripting and the toolset from people on the forums, such as Mistress, Fester Pot, nereng, Axe Murderer and various others as well as using Lilac Soul's Script Generator and the NWN Lexicon. Much of the scripts I have adjusted to make simpler or work for me.
I am a fair scripter, but I am sure that many of the better scripters out there will be able to make some of this better or more efficient. EDIT****** I have learned more about multiplayer scripting and this will now work with multiplayer modules and PWs. It is not geared toward them, but it won't break them now. With the exception of the 1.68 version. I have not done anything to fix that and many of the scripts are unfriendly to multiplayer. I am not really working on that version anymore and will be removing it soon.
This module includes:
Over 50 basic conversations and conversation templates that can be copied from as needed. It includes a basic henchperson conversation with scripts already placed where needed, NPC conversations, shopkeeper conversations, guard conversations, and conversation templates where you can go in and copy threads that already have scripts attached to check the player for things like gender, class, race, skills and other things.
Metal, stone and wooden doors that are locked and/or trapped with experience points given for unlocking/disabling.
10 pre-made henchpersons that can be adjusted as you please.
One area, a merchant's guild with 9 ready made merchants.
Over 100 scripts, many of which you will find useful and some that you may never use.
I hope this helps beginning module makers or any module makers. Please note that this was made with the help of the Neverwinter Nights community without which this module and many others could never have been created.
If anyone finds anything wrong, or would like something added, just ask and I will do what I can. If you scripters out there see a way that something could be different, please feel free to straighten me out ;)
Update 1-27-9
1. Added random conversation and scripts to all generic conversations with more than one node.
2. Updated the CEP version to 2.2 and added some of the missing resources from the regular version to this version.
This is the starter module with conversations using CEP 2.2. Simply extract the file into your modules folder and you are good to go. There is a text document and a word document with more detailed instructions as well. Good building.
The CEP is a hak that includes a lot of wonderful custom content created by the Neverwinter Nights community. It is definitely worth using.
This is the starter module with conversations. Simply extract the file into your modules folder and you are good to go. There is a text document and a word document with more detailed instructions as well. Good building.
Hi olcottr, Thank you very much for the vote and sorry for the delayed response time. I tried to use the Bioware defaults where possible to make it use less custom resources. The truth is, I think I could have used even more default scripts. but there are thousands of them and it's hard to sort through them, you know? Anyway, good building and good gaming. :) _________________________ My book: "Rojuun" Link "Resurrection Gone Wrong" Link and now "Resurrection Gone Wronger" Link Twitter if you like insane rambling: Link
Posted by olcottr at on03/06/09
Great prefab! I like the way you reutilize existing bioware scripts.
Posted by kookoo at 2009-01-3118:06:30
Tanvaras, Thank you very much for the vote. That is exactly why I made this. It handles a lot of the little stuff that really consumes time. Good Gaming! _________________________ My book: "Rojuun" Link "Resurrection Gone Wrong" Link and now "Resurrection Gone Wronger" Link Twitter if you like insane rambling: Link
Posted by Tanvaras at on01/29/09
Excellent piece of work. I myself have come back to NWN's 1 to build a world for myself and a few friends sto play on, as NWN's2 is abit much for my server to run decently. This has made my starting out so much quicker. Thanks for foing the hard work. Now I can sit back and build the areas and mobs which is the part i really prefer. Thanks mate, very well done. Tan
Posted by kookoo at 2009-01-2721:44:28
@ olcottr, Fixed. :) @Steve_Savicki I have added tridents to merchants. The merchants are low level, so nothing special. The Purple Dragon Class is available. :) Good building to all. :) _________________________ My book: "Rojuun" Link "Resurrection Gone Wrong" Link and now "Resurrection Gone Wronger" Link Twitter if you like insane rambling: Link
Posted by kookoo at 2009-01-2608:04:01
@olcottr, Thank you for the note. I will fix that as soon as I can. _________________________ My book: "Rojuun" Link "Resurrection Gone Wrong" Link and now "Resurrection Gone Wronger" Link Twitter if you like insane rambling: Link
Posted by olcottr at on03/06/09
Just wanted to let you know the bystander conversations don't have any Text Appears When scripts included.
Posted by Thirdpres at 2009-01-1613:38:56
Hehe. I sorta figured that would happen. Good you're on the job with it all. 8) And having fun too!
Posted by kookoo at 2009-01-1613:16:03
Hi Thirdpres. Thank you. However, I've asked Maximus to move it to another category as it isn't really the sort of module that belongs at number 1 on that list. He will move it to prefabs tomorrow. It is more appropriate there. :) I asked Maximus to give me a day so I can show off to my friends. ;) I'm number one! I'm number one! For a day. *grin* _________________________ My book: "Rojuun" Link "Resurrection Gone Wrong" Link and now "Resurrection Gone Wronger" Link Twitter if you like insane rambling: Link