Well there are innumerous XP scripts around that will work for every level but then again these will give out simply too mutch XP for any level. Whyteshadow's is the best one I found around as it is the most similar to PnP's D&D 3E (Almost perfect.). The problems in it are that it doesn't work well for a PW as the developers aim for a low XP, big (re)spawn and endurance wandering module. And with HotU we have a gap of 20 levels from maximum PC level and maximum monster CR. Taking into account that soloing should be a no-no and that it is pratically impossible to a party to kill any monster with a CR 22 levels superior to theirs here is my solution. Just set the XP slider of your module to 0 and overwrite the NW_C2_DEFAULT7 scrip with the following.
This is a compilation of the old system into a single score. There were 4 that made this score of 9.25 then rounded to 9.
Posted by Xee_Thot at 2004-02-20 05:39:00 Voted 10.00 on 03/09/04
Are you sure that error is on this XP script? Send me an e-mail and I'll have a look anyway.
Works perfectly on my server the way it is.
Posted by Xee_Thot at 2004-02-20 05:39:00 Voted 10.00 on 03/09/04
Are you sure that error is on this XP script? Send me an e-mail and I'll have a look anyway.
Works perfectly on my server the way it is.
Posted by Devron ( ..xxx.xxx ) at 2004-02-19 18:56:00
Umm ya, i keep getting ERROR: No right bracket on expression, it then highlights
if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT))
what needs to be done? pls help
Posted by aFFgCtrKBR ( ..xxx.xxx ) at 2004-01-07 09:30:00
I know that overwrighting isn't the best option. But it sure beats editing all monsters that you put in your module.
As for losing the script, it is here for safekeeping too.
Don't actually overwrite the script. Save this script, import it (copy paste works) and use this script in the event slot instead. It's not a good idea to overwrite official bioware scripts because your changes could disappear with a patch or other upgrade.
Posted by Martin ( ..xxx.xxx ) at 2004-01-07 03:45:00
This is what I used to use instead of changing the xp modifier slider, just put this at the end of that script:
// This line is needed to stop looping on death.
SetLocalInt( OBJECT_SELF, "AlreadyDyingEXP", 1 );
// Now we need to wipe out the object.
effect eDeath = EffectDeath( TRUE, FALSE );
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDeath, OBJECT_SELF);
However, I have heard there might be problems with EffectDeath with with versions after NWN 1.31
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