Table Top Variant Rules, v. 1.031 Updated October 27, 2002. The Table Top Variant Rules (TTV) are a set of lightweight scripts and objects designed to help bring more of the feel, flavor, and fun of the third edition 'Pen & Paper' (PnP) Dungeons and Dragons game to Neverwinter Nights. It's something of a small compromise between the realities of online computer games, and the P&P game. These rules are not intended to force PnP rules upon a very different medium. Real-time, remote multiplayer play is very different from sitting around a table with friends in a turn-based game. Some things which work for the table-top will never cleanly work in Neverwinter Nights, or any D&D computer game. But there are a few missing elements that add to the experience, and TTV is geared to provide just that, without a huge overhead or colossal module-merging tasks.
Posted by daynar_renken at 2005-07-21 18:58:18 Voted 10.00 on 07/21/05
Why does it say this in the Readme
Installation
------------
Unzip the TTV zipfile into a temporary directory. Import all five .ERFs into your module. Don't worry about overwriting default NWN files - you aren't really copying over the originals, simply creating new versions in the local module that supercede the default ones FOR THAT MODULE ONLY.
Also, you'll have to link the following scripts to the appropriate module event. If you already have custom module event scripts, you'll have to do some cutting & pasting to combine them together.
It only came with one ERF _________________________ �DiGiTaL AnGeL�
Posted by daynar_renken at 2005-07-21 18:57:56 Voted 10.00 on 07/21/05
Why does it say this in the Readme
Installation
------------
Unzip the TTV zipfile into a temporary directory. Import all five .ERFs into your module. Don't worry about overwriting default NWN files - you aren't really copying over the originals, simply creating new versions in the local module that supercede the default ones FOR THAT MODULE ONLY.
Also, you'll have to link the following scripts to the appropriate module event. If you already have custom module event scripts, you'll have to do some cutting & pasting to combine them together.
It only came with one ERF _________________________ �DiGiTaL AnGeL�
Posted by daynar_renken at 2005-07-21 15:24:44 Voted 10.00 on 07/21/05
f _________________________ �DiGiTaL AnGeL�
Posted by Daynar Renken ( 67.125.xxx.xxx ) at 2005-07-20 22:33:37
Thanks for this. nice work and you can be happy to no it will be in my D&D Revised Mod that will soon be up to play on in about 3 weeks on the Roleplay Section. Name is D&D Revised.
Posted by Vasi ( 212.106.xxx.xxx ) at 2004-11-13 03:06:00
eh ...ok i find a my misstake, now evrything is working
Posted by Vasi ( 212.106.xxx.xxx ) at 2004-11-13 01:12:00
I have big problem with this scripts. They don't work with CEP . The problem is in files "nw_i0_plot". Can sombody help me run this TTV scripts? ( my English is not sa good )
Posted by Mystic Sword ( ..xxx.xxx ) at 2004-03-31 16:09:00
I was wondering if anyone is still following this ruleset since it does not seem to have been updated for sometime and the website is not up...
Posted by Razheem ( ..xxx.xxx ) at 2004-03-11 04:00:00
Anyone that has tested with Hotu and Epic levels??
This ruleset modify nw_io_generic. Any changes to that with Hotu?
This is a compilation of the old system into a single score. There were 19 that made this score of 9.26 then rounded to 9.
Posted by some 1 ( ..xxx.xxx ) at 2003-05-18 07:38:00
Those scripts are realy nice specaily the player corpse. But i was wondering how to get dead player to pop up in heaven (for exsample)and still leaving a corpse.
Posted by Ironwood ( ..xxx.xxx ) at 2003-03-18 03:29:00
Can anyone help with a small (!) request ?
I was hoping to insert the sleeping effects on resting into the script : Ie, the blindness, the bedroll and the snoring that the HCR has.
Can anyone post a modified TTV OnRest script ??
Posted by Frag ( ..xxx.xxx ) at 2003-01-20 11:10:00
I don't know if anyone has noticed this, but there are some
unfortunate bugs that crash servers if used with
multiplayer modules.
If you pick up a dead player corpse, then try to barter the
corpse with another player, it will crash the server
everytime.
Just though I'd pass this on, perhaps someone will find
this usefull.
Posted by Frag ( ..xxx.xxx ) at 2003-01-13 06:59:00
Hi Sgain,
Many thanks for the help with this. It turns out that I had
not actually chosent to overwrite any files when I first
installed the ERF. I knew it had to be something silly like
that.
Everything is now all good :)
Just as a note to CoyotePrime, it might be a nice idea to
redo the READMEs a bit to mention that it's only 1 ERF now,
and perhaps expand the installation guide a bit, perhaps
add a Troubleshooting section with tips on solving some
common problems?
Just a friendly suggestion of course :)
Thanks to everyone for their help and hard work!
Frag
Posted by Sgain ( ..xxx.xxx ) at 2003-01-12 15:53:00
Hiya Frag;
You have to do the following to get your experiance to work;
first off install the TTV.erf
Then look at the scripts (right hand side of the builder
window) look for nw_c2_default7 (this should have installed
with the erf)
take a look at it (you'll see that is modified), copy it to
your notepad (righ click and drag).
Now take any creature and put it on your map
click on the properties of that creature
click on scripts
open the onDeath script (nw_c2_default7)
detete all the stuff in the script
copy and paste the earlier version of nw_c2_default7 from
your notepad.
compile the script
violia! you now have modified the nw_c2_default7 script to
the TTV standard.
check this by taking another monster and putting it on the
map, check its properties and look at its onDeath script and
open it..see if its the TTV version... if so your ready to
play test your module. If not, try cutting and pasting the
modified nw_c2_default7 script again and saving your game.
I hope this helps...it takes me like 2 seconds to do this
(once I figured it out), but its a lot harder to explain.
cya
Sgain
Posted by Frag ( ..xxx.xxx ) at 2003-01-12 11:52:00
OK, just as an update, I have tried this now with equal
character level vs. CR and above but still no joy getting
the XP system to work.
I've read and reread all the documentation but found
nothing to help this problem. I'm sure it's something I'm
missing or haven't done, so I'd appreciate some advice :)
Posted by Frag ( ..xxx.xxx ) at 2003-01-12 11:20:00
I like TTV overall, but I'm having some integration
problems.
Mainly, the XP script. I've read through the installation
files and all the posts thoroughly and I've put everything
where it's supposed to go, but I am no getting the two XP
messages upon a kill. The XP module slider is set to 0 also.
All I get upon a kill is a 0 XP gained message. I've tried
it with different level characters against different CR
encounters, but no joy. For example, I tried a level 2
fighter against some goblins, figuring the CR wouldn't be
too far out of range for level 2.
Is the XP script supposed to go somewhere? Or am I just
missing something really obvious? The installation really
only tells you how to change the various module events,
which I have done. Everything else seems to work, just this
XP thing.
I would really appreciate some help with this.
Thanks,
Frag
P.S. The website and readmes mention 5 ERFs in the zip, but
there's only 1 which I presumed was everything.
Posted by Sgain ( ..xxx.xxx ) at 2003-01-10 21:20:00
MJ if you read the readme.. I'm pretty sure you'll find that
your character doesn't totally heal all the time when they
rest, unless they are in a 'safe resting' zone. At least
thats what I've noticed, though my players always rest back
at their camps to avoid random encounters...
cya
Sgain
Posted by MJ Harnish ( ..xxx.xxx ) at 2003-01-09 03:21:00
Has anyone else been getting complaints about "magical
damage" occurring to players when resting? I've had
several players of my mods complaining that they're
actually taking damage after resting...
Posted by Sgain ( ..xxx.xxx ) at 2003-01-03 19:50:00
yep I still get the 1 exp point every once in a while (I
don't always notice when it happens). I don't really mind
it all that much, as I look at it as 'survival experience',
meaning if you don't get killed for a long period of time
you accrue a tiny bit of experience.
cya
Sgain
Posted by Turold ( ..xxx.xxx ) at 2002-12-28 06:46:00
May have been reported already, but I think the xp bug is
still there except much reduced. I upgraded to the newest
version, but occasionally I still see the "1 xp gain".
Again it doesn't seem that anything is happening.
Posted by CoyotePrime ( ..xxx.xxx ) at 2002-12-16 23:17:00
Okay - the new version is up with that bugfix. Please let
me know how well it works, and any other bugs you might
find.
Posted by CoyotePrime ( ..xxx.xxx ) at 2002-12-16 11:28:00
Gah. Can't believe this snuck into my code. I've got a fix
for it, I've just gotta test it and post it before I get
lynched by an angry mob!
Posted by vinny1223 ( ..xxx.xxx ) at 2002-11-20 11:05:00
every 2 minutes i get 1 exp point, why?
Posted by stripes ( ..xxx.xxx ) at 2002-11-18 21:04:00
i too have experience this 1xp for doing absolutely
nothing. dont know why
Posted by Sgain ( ..xxx.xxx ) at 2002-11-17 20:14:00
Hiya Coyote;
Here's my question/problem, I like to run modules that are
team based, and would require the players to find a safe
spot to rest in. This is handled nicley by your resting
script, but I want to have a few things handled diffently;
1. The entire party must be in the same resting area.
2. Only the party leader may initiate resting.
3. Time moves forwards 7-8 hours on resting.
I used to use erg's resting script which handled all of
those things nicely, but recently I switched to your system
(I like the ability to 'catch my breath' on the fly for my
players (the non-safezone resting)), but I don't like time
not moving forward..or the party resting together.
Is there some way you could create a "party resting script"
that includes all the good stuff in your resting script
with the addional stuff I want? I figure the majority of
your scripting has been for PW gaming...but personally I'm
not into that and would rather just have myself and my
buddies all camp out together.
Thanks...
Sgain
Posted by elchwang ( ..xxx.xxx ) at 2002-11-10 19:31:00
Ignore my previous question; I figured it out. My new
question is: I want all of TTV except the XP calculator.
In fact I want all my XP to be hand awarded at the end of
each session, with 0 coming during the session. How do I
do that? Do I just delete the TTV XP script and set the
XP slider to 0?
Originally I just set the float ModuleXPMod (which
calculates the fraction of the calculated amount to award)
to 0.00. But now I get bizarre things like that PCs get
1XP for resting, or for unsummoning.
Posted by elchwang ( ..xxx.xxx ) at 2002-11-06 23:12:00
I made a mod with v1.02. How can I update it to v1.03?
Thanks for all your hard work!
Posted by CoyotePrime ( ..xxx.xxx ) at 2002-10-11 10:29:00
Sorry Turold - I haven't heard of this one at all. The TTV
servers I've played on / run often have auto-saving turned
on, and I've never seen this problem. Are you using custom
portraits, perchance? And with the new version of NWN
(1.25) are you still having the problem?
Posted by Turold ( ..xxx.xxx ) at 2002-10-03 14:50:00
I like the ruleset but I'm having a problem with crashes
when I try to save a game for a TTV module. Anybody having
a similar problem. The save is usually good but I have to
restart NWN to resume. Not having the problem with non_TTV
modules so I wondered if it had something to do with the
ruleset.
Posted by razorwise ( ..xxx.xxx ) at 2002-09-23 17:29:00
Good stuff, CoyotePrime. Thanks for your hard work.