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!
Forgive me if ive missed this somewhere.. But does this module/script set require SoU? Thanks!
Posted by Old_Scores_Transfered at on02/20/04
This is a compilation of the old system into a single score. There were 120 that made this score of 9.35 then rounded to 9.
Posted by Zero at 2003-11-1512:30:00
Hi everyone, sorry I've been absent for so long. I've been busy at school and so haven't had much time to devote to this project. First, thanks for all the comments - the feedback on what people think about The Core is beginning to shape it. I just wanted to note that I *will* get around to fixing the issue mentioned by Rocky (throwable weapons) when my current semester ends in December. Additionally, I'm also planning on re-working much of the existing components of The Core so that builders can fill out Property Sheets that will customize the behaviour of a PW, such as the Food and Exhaustion systems. I'll also be using some new functions released by Bioware that enables the detection of the tileset players are in, allowing more accurate modelling of weather and season and their impacts on hunger and energy. Just to briefly address Akear's question regarding Lycanthropy, you -can- have characters that cure the Lycanthropic condition, and in fact, all of the Mystic Conditions I've done so far can be cured using characters or special items. I don't recall atm if I've covered these things very well in the documentation - I look into it ASAP and make any needed changes at that point (to the Docs). Finally, I've added everyone's email address from this page to my own List Serve database to keep people up to date. If you'd rather not be in my List-Serve, then just pop me a mail and I'll take you off. Again, thanks for all the comments.
Posted by Zero at 2003-11-1512:30:00
Hi everyone, sorry I've been absent for so long. I've been busy at school and so haven't had much time to devote to this project. First, thanks for all the comments - the feedback on what people think about The Core is beginning to shape it. I just wanted to note that I *will* get around to fixing the issue mentioned by Rocky (throwable weapons) when my current semester ends in December. Additionally, I'm also planning on re-working much of the existing components of The Core so that builders can fill out Property Sheets that will customize the behaviour of a PW, such as the Food and Exhaustion systems. I'll also be using some new functions released by Bioware that enables the detection of the tileset players are in, allowing more accurate modelling of weather and season and their impacts on hunger and energy. Just to briefly address Akear's question regarding Lycanthropy, you -can- have characters that cure the Lycanthropic condition, and in fact, all of the Mystic Conditions I've done so far can be cured using characters or special items. I don't recall atm if I've covered these things very well in the documentation - I look into it ASAP and make any needed changes at that point (to the Docs). Finally, I've added everyone's email address from this page to my own List Serve database to keep people up to date. If you'd rather not be in my List-Serve, then just pop me a mail and I'll take you off. Again, thanks for all the comments.
Posted by Rocky at 2003-09-1118:35:00
Hmm. It seems the grenades and other throwable items introduced in SOU are unuseable with the hak pack. If someone could explain which 2da's to change, I'll attempt to fix it. I've tried appearances and baseitems and neither affected the items in questions. If your looking for them, look in the standard items, weapons, throwing and you'll find several of these that don't work. Rocky
Posted by UnStatusTheQuo at 2003-08-3010:47:00
Overall this mod prefab is excellent. Well written scripts, creative ideas, and just generally a great starting point. However, I've found with talking to other players that the "hard-core" supplies/food system is well done and great for hardcore players, but may annoy some players, much like the gold encumberance system here, too. But, the multitude of currency options is a great idea and I think will go over well. Thanks for all the work, this is really a great building block!
Posted by Akear at 2003-08-2616:51:00
Could you maybe explain a little more about the version of Lycanthropy your using. I'm building a Semi_PW but would rather have a shaman or specialized healer be able to cure Lycnathropy and all I can find in the MOD is the possibilty to cure Zombie-creep. Also, I'm a little unclear about what type of lycanthropy system your using. Is there a percentage chance to contract the disease? What are the effects on the PC? etc... Thanks, I plan on rebuilding my mod based on your wonderful work here. Thanks SO MUCH for taking the time to give us newbie-mod builders a wonderful environment to start in. Akear Akear
Posted by David at 2003-08-2323:28:00
This MOD is awsome!!!! So are all your characters hw come u don't work 4 bioware
Posted by Zero at 2003-08-0714:02:00
Since a few people have complained about an incorrect version in the download file, I went to check it out and got the file myself. I have to say I'm not quite certain what the problem is as the word document I included indicates v1.09 as oppossed to the previous version 1.08. The file size and creation date match what I've got on my local harddisk for v1.09... it may be that I've forgotten to update a mentioning of the version number in the module or docs somewhere though. If someone finds a discrepancy, then please don't hesitate to email me. The next version of The Core will hopefully be available before September rolls around (v1.10) - I'm including some revisions I've been wanting to get at as well as some new features, such as Corpse Salting, my own version of the DM's FX Wand (which allows the DM to produce nearly all visual effects, a selected generous portion of generally useful audio effects and finally almost all 'real' effects (slow, regeneration, save modifiers, etc.) supported by the game engine. I'm also planning on FINALLY introducing basic world persistence features and a robust portalling system. The one revision I'm most eager to put into play is a fully customizable treasure generation system that will allow world-builders to customize the amounts and types of treasure available in their worlds. The current system is a bit heavy handed and, well, gross to look at. Anyhow, that's it for now. Take care!