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NWN PREFABS

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Title  The Core v1.51
Author  Zero
Submitted / Updated  05-18-2003 / 10-25-2005
Category  Other
Type  Prefab
Focus  Other
Weapons  Various Weapon Types
Armor  Various Armor type
Area  Various Area Types
Items  Various Items
Description
The Core is a .MOD file intended to form the basis of a persistant world module. It possesses dozens of active features and new ones are constantly being added - all of which you can pick and choose from to form a unique world of your own. This version has some strong improvements over previous releases - it now has full support for Persistant Worlds and maintains its own database of players, it has an unprecidented level of customization and also offers smooth integration of its systems with each other. The details of how each system works are controlled in a central file, that acts as a 'questionaire' for how you want your world to behave. The settings you choose make your world unqiue!

Unfortunately, this space is too small to describe all of The Core's features - check out the following URL to get a list of all the goodies (http://www.zeromassengine.com/hak\The%20Core%20v110%20Synopsis.txt). I'd like to hear your thoughts on what you think that should be like, so drop me an email!


Files

NameTypeSizeDownloads
TheCorev151.ZIPTheCorev151.ZIP
Submitted: 05-18-2003 / Last Updated: 10-25-2005
ZIP7.2Mb668
--
hak\\The%20Core%20v151%20Synopsis.txthak\\The%20Core%20v151%20Synopsis.txt
Submitted: 05-18-2003 / Last Updated:
txt--619
External Website Beyond Our Control
SCORE OUT OF 10
9.25
4 votes
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Comments (29):

1 2 3

Posted by Xenophilos at 2004-10-3113:50:00    
Since this is hak-independent, will it work with 1.64 +CEP, then? Obviously some of its functions will override som eordinary NWN stuff, but there shouldn't be incompatibility issues? (New at this, you can tell.)

Posted by Zero- at 2004-10-2902:30:00    
OK, disaster averted. It should be the correct file now.

Posted by Zero- at 2004-10-2817:29:00    
OK - thanks again for the feedback. Can't look into it at the moment, but will fix it a bit later this evening. Sorry for the confusion!

Posted by Tiggerlicker at 2004-10-2809:37:00    
Downloaded 10-28-04 and tried to open it in the toolset. Got the error: "This module requires the following Hak Paks, but they were not found. thecoreshak" Downloaded file was Zero1053253130846TheCore.zip off of NWVault. Still looks like this version posted needs the HAK to me... I ended up going to the author's site and finding the location of the HAK that is needed so that I could at least open it up and see what the module looks like.

Posted by Anonymous at 2004-10-2721:35:00    
Still Requires hack pack.

Posted by Ayath_The_Loafer at on10/27/04
Thank You for putting this together. Great work. Cannot be anything else than useful.

Posted by Zero- at 2004-10-2701:35:00    
Just wanted to post a brief summary of the features available in The Core: The Core's current features are as follows (hopefully I haven't forgotten any!!): - New Persistant World support FINALLY added! - New features added to the Monster Generators. - New revised AND powerful respawning Treasure System. The builder and DM have *very* tight and strict control over the types of treasure playesr find! Also, + Treasure System automatically converts Copper, Silver, Electrum and Platinum to Gold and indicates remaining 'change' to the PC. + Treasure System imposes a 'Coin Encumberment' value on PCs - the maximum number of coins that can be carried before the PC becomes encumbered. Based on PC Strength score and DM-set value. + Treasure System integrates generation of custom items into normal treasure finds. - New Death and PC Respawn system added. Raising the dead isn't easy - you may get a zombie back, or something worse (changes to Raise Dead and Resurrection)! As well, respawning is costly as monsters will often drag your carcass to other areas for feeding! - New Module Heartbeat Performance Scaling System - Troll Regeneration v1.0 (if a Troll is killed, but not set to flame or destruction by acid), they regenerate hit points and eventually come back to life (normal Trolls can be killed by massive damage and will not regenerate) - PC Death Regeneration. If a PC possesses the regeneration effect, it will work even though they may already be dead! - Henchman Death Regeneration. If a Henchmen can regenerate, they will do so even when dead and may thus return to life given enough time! - Henchmen behavior system. Your henchmen must be managed with wages, supplies, and group dynamics. Alignment differences between you and your henchmen (as well as differences between themselves and other party members) can break up a group or cause fighting in the ranks. - Infinite Henchmen system! - Henchmen Leveling-Up Support added - Coin Encumbrance System Updated. Customizable maximum coin carrying setting. - Spell Customization (Light, Regenerate, Raise Dead, and Resurrection) - Added Security against cheating for the OnClientEnter event - Several DM Wands including, + My Wand of FX, SFX, and VFX v1.02. Allows the DM to create many effects, change the weather, play sounds and more! + Wand of Scribing to see what abilities and powers PC's have + Wand of X-Rays to see all the equipment a PC (or creature) has + Wand of Emotes for players to role play more effectively + Wand of Removal (when you catch a cheater, use this on him!) - Bashable Doors - Infectious mystic conditions such as Lycanthropy and Zombie Creep (others as character classes ON THE WAY!!) - XP rewards for using skills (Trap Disarm & Lock Pick XP system) - Item Recharging - War Machines such as Catapults and Ballistas - Exhaustion System - Food and Alcohol system - Usuable furniture - Limitted life torches - Added Lanterns as a new type of Torch - Limitted life torches and lanterns can now be refueled - Dynamic lightning for storms which can deafen, knock down and damage unfortunate creatures! - Additional monetary units (platinum, silver, copper, electrum) and a coin-conversion mechanism - 1000+ new items including dozens of custom scripted items, and Poisonous Potions! - Hitpoint recovery system (tied into the exhaustion and food systems)!! - Inn Patron AI v0.02a - New Tile Magic Effects (Grass/Ice/Lava/Water) - Over 110 new ?loot? (jewelry) items added - Undead Re-animation system (when PC's are slain by undead, they may later rise as undead of the type that slew them!!) - Undead Sunlight system (when Undead come into direct sunlight, they are damaged until destroyed!) - Undead Corpse Salting Added to the Undead system (salting is an ancient practice used to prevent people from becoming undead once slain by the undead. Orifices on a corpse are choked with coarse sea salt) - Undead Special Zombie Treatment (Zombie's are monsters that can be hacked apart, broken, crushed, and smashed - they are VERY hard to destroy and have high resistance to bludgoning!! But because they're so slow, they are easy to evade and knock down) - Inventory Stripping. As the builder, you can specify exactly what items you will not allow into your campaign. If players arrive with objectionable or banned items, they are taken away and destroyed. - Lootable Corpse System (sure it's old hat, but ya gotta support it!!!) - Seeker Beasts. Often times, wilderness areas are so vast that PC's don't run into the creatures that spawn from the encounters they trigger. Seekers are creatures that will 'tend to move' in the direction of PC's to increase the fun factor of large areas. - Thectus Spider Poison Mystic Condition (poison does damage) - Mummy Rot Mystic Condition (very difficult to cure) - Infectious Wererat, Werecat, and Werewolf Lycanthropic Mystic Conditions - Inn Room System and partial completeness of Inn Patron AI - Area Sweeper System (Body Bag Sweeper; Vacant Area Creature Sweeper, PC Chest Sweeper) - PC Chests (you can give players a certain chest now that can only be opened by them). The chests are semi-permanent, existing in the module for up to 24 hours after the owner has left the module. - Coin Bags added to increase the maximum number of coins PC's can carry - AI Flock Movement functionality, v1.00. - Forgotten Realms Calendar functions and Time Piece. Indicates the time of year and day in a nice, precise format - Night Time Only Encounters added - Floor Levers, improved - Magic Flames - Shrine of Ptah - Cursed Items System (disabled in v1.10) - Farm Animals, v1.00

Posted by Zero- at 2004-10-2604:59:00    
Hi MokahTGS! No worries - it's been reposted and decoupled from its HAK Pak. I was working on it for so long I hadn't recently given any thought to posting it on its own - actually, the first posting also lacked the documentation! Anyhow, enjoy!

Posted by MokahTGS at 2004-10-2514:46:00    
Um...is there any way you could release a version of this WITHOUT the hak pack? It's 130+ mbs!! That's a really huge requirment for something that is mostly scripts. I only want the script systems. I don't want tilesets and other custom content. I'm not sure what your goal is, but as a module builder this is useless to me in its present state. _________________________ Mokah - The Grumpy Strumpet || Dear Strumpet Letters || Jabberwocky Development Blog || Vertex I - The State of the Union ||

Posted by Zero- at 2004-10-2302:32:00    
Hi Chris! Yes, v1.09 of The Core (The Nexus Core) requires NWN SoU v1.31 or greater. However, I'm in the process of posting v1.10 of The Core, and that requires HOTU v1.64 and it's accompanying toolset. TTYL!

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