Tired of watching your PC just plonk himself on the floor when you rest him?.
Not any more!. This system will give you a nice little cutscene whenever you rest. It will change according to what type of terrain you're in. Outdoors will give you a tent, fire and bedroll. Indoors will give you a bedroll. in caves / mines you get a fire and bedroll. I've added a few other features as well. See the readme for details.
07:08:2007 Version 2
Added routine to remove familiars and pets etc.
Added cute little stretch animation at end of rest sequence.
11:02:2008 Version 3
New features in this version:-
Any henchmen get a bedroll of their own and rest properly.
The PCs and henchmen now sheath their weapons on resting and draw them if rest is interrupted.
Added a new area that demonstrates changing the Rest Status of an area using Encounters. This works by keeping count of the numbers of encounters that have been fired & exhausted (All spawned creatures killed) when the area has been cleared it sets the rest status to safe. I have included an encounter blueprint. All you have to do is add an integer variable called "Encounter_Number" to the area and set it to the number of encounters in that area. When all of the encounters the area heartbeat script will call a script the name of which is stored as a string variable called "Encounter_Action" that is also stored in the area variables. You can run any script you want, I have used the name db_encount_act_1 for my script. The encounters are disabled and are set to
fire continuously and are enabled if the player has talked to the NPC outside the area and accepted the quest. This way DMs can re-use the quest as many times as they want. I've made the scripts as universal as I could, just create a journal entry with the same tag as the area involved and store the area tag on the NPC Plot giver as a string variable called "Quest_Area".
Made the Random on rest encounters switchable. (Using a Variable Integer called "Rest_Encounters" in the module on-load script.
Added a feature that allows you to choose what type of creatures interrupts the rest in each area. Just put the ResRef of the creatures you want in the area's variable Table as strings called "Rest_Creature_1" thro 4. Using this method you can have forest type creatures in forests Etc. They can also be changed on the fly by simply changing the ResRefs from a script.
Put all the Scripts, Items Etc in an erf file for easy importing.
Fixed occasional not consuming food bug.
Fixed annoying "you may rest in 1 hours" message.
Fixed a few small Errata in the readme file.
26:01:2009
New features in this version:-
Added option to use kindling to make fire. If enabled Using kindling to light a fire will keep wild animals at bay but could attract other (Sentient) enemies. Not having a fire will stop Humanoids from spotting the camp but could leave it open to attack from wild animals.
Added 2 Placeables to provide kindling. a "Spindly Bush" and some broken furniture, any suitable placeable would work as well just make it useable and put the script "db_get_kindling" in it's on_used slot.
Added 8 Waypoints that hold the res-refs of the rest encounter enemies. 4 for animals and 4 for humanoids. (Cave/Mine, Crypt/Dungeon, Sewer or Outdoors). Simply drop these into areas you have flagged as dangerous to rest in and the encounters are set.
Changed encounter chance from set amount (1 in 4) to a builder controlled percentage, using an integer variable set in each dangerous rest area. ("Rest_Encounter_Chance") if set to 10 will give a 10% chance of interrupted rest. (100 not recommended)
27:01:2009
Made encounter enemies spawn at random distances from player to add realism.
Noticed enemies not facing PC when Spawning. (Fixed).
Fixed duff onrest script causing rest limit to fail. (Must have accidentally deleted a line of code in it.) Just DL and import the db_mod_onrest ERF and over write.
Posted by gra_ulv at 2010-02-05 22:56:16 Voted 10.00 on 02/05/10
Thanks for the quick reply and fix. Greatly appreciated. Works perfectly. _________________________ Dolentoll - The Hidden Islands Link
Posted by Borden Ha'elven at 2010-02-05 20:40:28 Voted 10.00 on 01/15/12
Fixed the rest limit problem. Thanks for reporting it gra_ulv. _________________________ Stuff I've done.
Posted by gra_ulv at 2010-02-05 18:35:49 Voted 10.00 on 02/05/10
I love this system. I am having a timing issue with being able to rest the set number of game hours but I am still voting a 10. I'm sure its something that can be worked out. _________________________ Dolentoll - The Hidden Islands Link
Posted by Borden Ha'elven at 2009-07-21 19:12:15 Voted 10.00 on 01/15/12
@ Jedijax Animated Rest in the OC? Hmmmm... _________________________ Stuff I've done.
Posted by Almighty God at 2009-07-18 14:43:25 Voted 10.00 on 07/18/09
Brilliant. _________________________ [...] And the world was created. [...]
Well, maybe if you did an override version of the pack, it would be a big breakthrough. I mean, imagine the opportunity to noly dump these in a fomder and enjoy them without having to open the toolset...
Posted by DeadSomething at 2008-05-09 23:37:48 Voted 10.00 on 05/09/08
this was just needed :) also was thinking about such a system and talked about it with my brother, but never came to scripting it ^^
Posted by Undead Paladin at 2008-04-08 03:36:59 Voted 9.00 on 04/08/08
VERY NICE! Adds a bit of realism. Thanks for doing this.
Posted by jsharples at 2008-04-08 01:38:19 Voted 9.75 on 04/08/08
Excellent work, incorporated very nicely into our PW
Posted by Borden Ha'elven at 2007-11-06 18:01:16 Voted 10.00 on 01/15/12
266 downloads and only 5 Votes? Miserable bunch. [Stands in corner & sulks] _________________________ Stuff I've done.
Posted by mondego at 2007-08-22 08:14:05 Voted 10.00 on 08/22/07
Thanks.
Posted by Blasco-Yang at 2007-08-04 13:29:42 Voted 10.00 on 08/04/07
Just what I was looking for. Thanks
Posted by jbaudrand at 2007-07-30 21:52:30 Voted 9.75 on 07/30/07
:) nice and long awaited system _________________________ You want an intro for your mod? Link
Contact us: Link
Posted by Mazzi10 at 2007-07-30 18:44:28 Voted 9.25 on 07/30/07
I like it a lot. It's definitely a neat idea, and I don't think I've seen anything quite like this before. It also works really well, no bugs. Good work, and keep it up. _________________________ All the tales of the greatest adventures never mention the fact that most of them were spent walking, do they?
You must be Logged In to post comments in this section.