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NWN SCRIPTS

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Title  x2 ambient system - a tutorial - version 1.55 (May 27th 2005)
Author  Ayath The Loafer and Nereng
Submitted / Updated  05-07-2004 / 11-22-2006
Category  Tutorials
Expansions  Requires Both Expansions (SoU & HotU)
Format  Module and Code
Type  Type - Other
Includes  BioWare Standard
Description
UPDATE: Nereng has updated his Ambient City after FireFairy kindly bug-tested it.
Baron of Gateford has kindly allowed us to include his excellent guide to NWN Waypoints. UPDATED WITH NEW VERSION OF GUIDE.
Tutorial document is now also found as pdf-file. I have included Nereng's new texts into the Tutorial for The X2 Ambient System. There are jobs to be had, 'Blacksmith, patron, waitress, stray dogs, hunter, prey, rats' etc. This is version 1.53. Nereng has created a demo module where he demonstrates some uses of the system. I myself have made a raw demo module. Documentation is a 75 page Word document (we have tried to explain almost everything and there is an index). It is meant for the beginner and unexperienced and the aim is to demonstrate the x2 ambient system as well as reverse engineering.

Files

NameTypeSizeDownloads
NWN_x2_Ambient_System_v1_55.zipNWN_x2_Ambient_System_v1_55.zip
Submitted: 05-07-2004 / Last Updated: 05-27-2005
zip1.4Mb4806
Files for the X2 Ambient System
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9.68
39 votes
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Comments (30):

1 2 3

Posted by Durrance at on02/12/06
Neat.

Posted by {DD} at on02/06/06
Seeing as how i've just started to take a serious intrest in building my own SP module and using the toolset this little item is in my opinion nothing short of a masterpiece. I have somewhat more of a clue as to what i'm doing with NPC's but thaks to you guys learning it is alot more simple and i can not implement things i dont even throughly understand yet. Thanks for this, you guys rock

Posted by SilverLady at on01/10/06
Thanks! :D

Posted by Georg_Zoeller at on12/18/05
This is an excellent piece of documentation for the community. We never ended up using the ambient system in HotU (which as created in a time when most of the action of the expansion took place in Waterdeep), but we left the code because we figured someone might find it useful. Thank you for creating this excellent piece of documentation for our community.

Posted by TomG at on09/25/05
Great work reverse engineering and documenting these features, thanks for this conbtribution to the community!

Posted by Danebo at 2005-08-0618:09:13    
Excellent resource for making NPCs come alive

Posted by Daijin at on08/06/05
Found this most helpful, thanks!! _________________________ Dream Well, Faith, Loyalty, Truth, Honor, Friendship always..... Daijin Dreamweaver, Leader of the Dream Warriors for 32 years, going strong. Nwn The Dunjon Shard: Link

Posted by Ayath at 2005-06-0905:14:07    
I suggest you try to incorporate a Swtch statement where you assign the template name to a variable. Something like int x = d(4) switch (x) { case 0: // statements ... // without a break testing would continue // in this example if we didn't use a break, the default // condition would also evaluate as true if x == 0 break; case 1: // statements ... break; case 2: // statements ... break; default: // statements ... break; }

Posted by WrathPhoenix at on06/07/05
Love it...its just awesome... Although, since my previous post didnt go through ill ask here. Anyone know how to get the create rats command to duplicate so that we could create more prey type creatures? Theres only so many places rats can be fun ;)

Posted by WrathPhoenix at on06/07/05
Gets a 10 for me, theres just no equivlent. Love the tutorial, a real help. Tell me, in the 'create rats' command, any experienced scripters know how I could duplicate and use this command to create things besides, oh i dunno, rats?

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