***UPDATED***This is a good 'base' module to build a Persistant World. All I've done is add three 'systems'. One is HCR's latest and final script package, version 3.0. Two is CNR's latest script package, version 3.04. And third is Benton's Persistant Facade version 1.0.
By the way, this was saved under SoU and will only work with the SoU expansion. If you don't have SoU maybe it's time you went out and bought it.
This is a compilation of the old system into a single score. There were 5 that made this score of 10.00 then rounded to 10.
Posted by Oridian ( ..xxx.xxx ) at 2003-11-05 14:02:00
Thanks for working on the Update Jace. I am just searching for a some good base materials to rebuild the persistant world I have been working with. We were using the old base of Nordock but are looking to clean up our mess. This work of yours is greatly appreciated as it combines several things that we were looking into using. Anxiously awaiting the new release. Thanks.
Posted by Jace ( ..xxx.xxx ) at 2003-11-03 17:07:00
Woah, this is old. I'll have to re-do it I think. Both HCR and CNR have released newer versions.
I'll work on an updated package to be put out before the end of the week.
Posted by Genji ( ..xxx.xxx ) at 2003-11-01 19:41:00
Ok - I fixed it as follows ...
Comment out these lines in "Subrace_Defaults"
//int AREA_UNDERGROUND = 20;
//int AREA_ABOVEGROUND = 30;
Posted by Genji ( ..xxx.xxx ) at 2003-11-01 19:36:00
Posted by radiant ( ..xxx.xxx ) at 2003-08-14 11:55:00
disregard last post saw bentons facade but it needs to be ver 1.1. 1.0 had probs wit hcr if i remember correctly?
Posted by Radiant ( ..xxx.xxx ) at 2003-08-14 10:35:00
I have finally upgraded my network and installed mysql on a spare machine. I want to run a small persistant world using this base. Has anyone converted to aps\nwnx2? If so are you willing to share your mods? If i dont see a response to this soon i will start the conversion myself. Just dont want to waste time if its already been done.
Posted by Trickster ( ..xxx.xxx ) at 2003-08-06 12:07:00
For some reason resting doesn't work correctly. I Have it set so that when players rest they must consume food and can only do it once every 8 hours. The conversation is on too. But what goes wrong is that players rest, DON'T eat anything, and can rest again just a second later. Does anyone have any ideas?
Posted by Irritatus ( ..xxx.xxx ) at 2003-08-04 19:05:00
Hi,
I think it's a problem with the PF config file. it's specifying an include file that does not exist(I think it used to, since I used to use PF) pf_aps_include. It's fixed in PF 1.1, it should be pf_aps_persist, not pf_aps_include. Tsk Tsk benton, seems you didn't fully debug test...hah. Do I need to help you out again? Oh wait, you fixed it, and, 1 bug is more than acceptable for such a cool hak.
Irritatus
Posted by Asmodeus ( ..xxx.xxx ) at 2003-07-31 19:50:00
When you have it set up with a server vault when a player dies he loses his tradeskill book. Anyone know how to fix this striping of the book so it can't be looted and someone else us it?
Posted by silvercoon ( ..xxx.xxx ) at 2003-07-29 05:04:00
just the darknessa one and now it works still getting get the mw_ch_ac1.nss one
Posted by mezz0 ( ..xxx.xxx ) at 2003-07-26 17:17:00
Sylvercoon, which files did you copy ? pf_* files ?
Posted by silvercoon ( ..xxx.xxx ) at 2003-07-25 06:26:00
i copyed the scripts over from the base mod that is not getting the errors now just getting one its the nw_ch_ac1.nss will keep working on it
Posted by Sommarnatt ( ..xxx.xxx ) at 2003-07-25 04:24:00
Seems like the ones I got as well. Will also try it out later this weekend - time time.. if there only could be more of it :)
Posted by mezz0 ( ..xxx.xxx ) at 2003-07-25 00:33:00
I saw Benton has released version 1.1 of the persistent facade, maybe this fixes it ? will try later today (or this weekend)
grtz
Posted by mezz0 ( ..xxx.xxx ) at 2003-07-25 00:13:00
no compile errors when using the biowaredb... I had the problem when using aps in the previous release too though (nw_ch_ac1 not compiling + nw_ch_ac7 + hcrhonconv)
I'll let you know later on what happened (and how far I got)
greetz
Posted by Sommarnatt ( ..xxx.xxx ) at 2003-07-24 14:33:00
Do you have SoU installed? I'm not getting any compile errors when just building it as it is. It's not until I change the config that it screws up.
Posted by silvercoon ( ..xxx.xxx ) at 2003-07-24 08:46:00
yes and got the same errors
Posted by Sommarnatt ( ..xxx.xxx ) at 2003-07-24 00:22:00
silvercoon:
Did you load this module up and tried building it without touching anything? What have you changed?
Posted by Sommarnatt ( ..xxx.xxx ) at 2003-07-24 00:20:00
Edid:
Been busy these days and haven't had time to post anything. I'm getting errors going back to aps definitions. I'll try to post the errors I get as soon as I get home today.
Has anyone else tried changing over to APS/NWNX instead of bioware db?
Actually I think I had the same problem when I downloaded the HCR 3.0 base and imported aps2.erf and the facade v.1.0
So it does not have anything to do with the way this package is built - but I'm not sure where else to post this.
Posted by silvercoon ( ..xxx.xxx ) at 2003-07-23 17:31:00
getting compiling error of nw_ch_ac1.nss and mw_s0_darknessa.nss is there a fix
Posted by mark ( ..xxx.xxx ) at 2003-07-23 10:35:00
i downloaded hcr 3.0 but is their a way to put it on an existing module or do i have to build my own and if so how do i install cnr
Posted by edid ( ..xxx.xxx ) at 2003-07-23 00:50:00
sorry just relised that the facade is already there! may be just some instructions on using it with nwnx will do the trick? Sommarnatt what kind of compile problems are you having with it?
Posted by Edid ( ..xxx.xxx ) at 2003-07-23 00:43:00
Count me in on the aps/nwnx2 request as well! I may have time next week to take a stab at it, and was planning too, but if someone can get this done in the mean time it would be a great time saver!
Posted by Sommarnatt ( ..xxx.xxx ) at 2003-07-22 15:23:00
Got some problems getting it to compile using aps/nwnx2.
Would really appreciate if someone could rebuild this module using aps instead and send it to my email: [email protected]
Or at least give me some heads up on how to do it. I've followed the readme files, made the changes in them.. And been shaking my head quite alot too :P
Posted by Sommarnatt ( ..xxx.xxx ) at 2003-07-22 12:44:00
Thanx Jace, nice to see you've upgraded it to the latest HCR version! Will try it out right away and comment later on tonight!
Posted by mezz0 ( ..xxx.xxx ) at 2003-07-21 03:21:00
Hi Jace,
HCR3 was released this morning :-)) any eta on the updated HCR+CNR module ? (love your work, btw !!!)
greetz
Posted by mezz0 ( ..xxx.xxx ) at 2003-07-17 10:44:00
Hi, got 3 scripts that don't compile when I switch the persistence to APS:
Posted by Jace ( ..xxx.xxx ) at 2003-07-15 16:25:00
I've heard of a few problems with this module. HCR is releasing a newer set of scripts within a week or less. When they do, I'll update this to include those. In fact, I'll probably recreate it from scratch just so there isn't any chance of older scripts being left unused.
Also, a couple people have asked for a non-SoU version. I'll upload one with the new HCR release.
Posted by Ondaderthad ( ..xxx.xxx ) at 2003-07-11 21:14:00
I also posted a CNR tutorial for PLAYERS.
It is NOT a tutorial about how to install CNR but is aimed at new players.
It takes the form of a series of quests to craft the various HCR items. (bedroll, water canteen, copper dagger, beer-drink, bread-food)
It is in two self contained areas (indoor, ourdoor) and has all minimum required items.
Look for it in the next update of the prefab database.