This is a simple to use place and forget npc respawn system. Place a stock Bioware, or custom npc, in your world and that is where they will respawn when killed.
No need for waypoints, special tags or any scripting by the user.
Simply create an area drop in the creatures and your finished.
Mobs are set to randomly walk the area by default.
Encounter creatures will not be effected by this respawn code.
The respawn timer is set to (6 - 15) minutes by default adjust this in the last line of nw_c2_default7 to suit your world.
v1.8 Setting local variables RESPAWN_MINUTES &/or RESPAWN_RANDOM on a mob will override the standard respawn timer settings.
v1.9 DM spawned mobs will no longer respawn when killed.
This allows DM's to spawn mobs at will without worrying about the respawns.
Only the mobs placed while building will now respawn.
v2.0 added support for 1.69 horse code
*Note* You MUST recompile/build your module after importing the erf.
How does this work as far as worg riders are concerned? would this spawn the rider as well as the worg/goblin that that script spawned upon death?
Posted by rathsrants at 09:23:16 Voted10.00
I think I missed this somewhere. When a creature spawns they spawn as the base resref. So if I make individual adjustments to placed NPCs they are lost upon respawn unless I add them to the palette and place that specific version. Is there a work around? I have just recently started working on my old NWN module again =D Am sorta out of the loop these days. _________________________ The Dirty Dwarf
Posted by DemonLords at on04/16/07
Awsome script for NWN1. It may work for NWN2 but I would not recomend useing it just for the sake of server performance on multiplayer mods. Drop in creatures for NWN2 id BAD!!!! For NWN1 its not realy an issue. This is an awsome script for NWN1.
Posted by red at on03/27/07
Awesome simple Awesome!
Posted by SorceressAshura at on02/15/07
Wow, sure posting alot here today. lol Anyway, about the system here in regards to NWN2. The system works great so far, the scripts in the erf are "almost" identical to the ones in NWN2. But not quite. In fear of overwriting something the devs scripted of major importance, I had to do a lot of copying and pasting between the scripts as to not interfere with any of the code they made. So in all fairness, I think others should be aware of that. _________________________ AKA: GuardianofLore. Interested in joining Rhydin's PW Staff? Come make your dreams, a reality.
Posted by SorceressAshura at on02/15/07
Just tried this system in a NWN2 module. It worked as wonderfully as it did in NWN1. ...... Now as for a PW. I don't know... But I dont see no other reason in the script why it shouldn't. All the scripts compiled the first time, without tweaking a thing. I hope this brings some hope to you builders out there! _________________________ AKA: GuardianofLore. Interested in joining Rhydin's PW Staff? Come make your dreams, a reality.
Posted by SorceressAshura at on02/15/07
Coulda sworn I voted on this.... Hrm. _________________________ AKA: GuardianofLore. Interested in joining Rhydin's PW Staff? Come make your dreams, a reality.
Posted by SorceressAshura at on02/15/07
This was my favorite respawn system, I'm going to attempt using it with NWN2. I hope it works as beautifully as it does in NWN1. Sir Elric? If this isn't compatible with NWN2, could you recreate this system for NWN2? I know alot of builders who'd shower you with praise and affection.... Me being one of them ;) _________________________ AKA: GuardianofLore. Interested in joining Rhydin's PW Staff? Come make your dreams, a reality.