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NWN SCRIPTS

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Title  Sins Housing Project
Author  f0ul_cr0w
Submitted / Updated  02-22-2005 / 11-22-2006
Category  Database Related
Expansions  Requires Both Expansions (SoU & HotU)
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Player Property Tracking
Includes  Custom
Description
*Version 5 : 7/27/06*
Reworked some functions, fixed some errors.

7/26/06
Fixed issues with the house tokens, creating 10+ of the same furniture, and making homes with 10 or more areas.

Sins Housing Project uses NwnX2/MySQL, and therefor is very fast and very clean. The furniture system includes persistent storage containers that can handle non-modular, dynamic items. Furniture can be placed anywhere in the house (not just at waypoints), can be altered after placement, and is stored persistently when a PC leaves the area (including when the PC logs out of the server while in a home). Players may preview homes beforehand so they know exactly what they're getting. Instructions included tell you how to set up your system (after you try the demo of course), as well as how to create new furniture to be used in your home. Check out the demo module to set up the core system table and to make sure it works for you! Be sure to read through the instructions, as it documents the features and how to use them. Thanks!
-f0ul cr0w

My Email: [email protected]

Files

NameTypeSizeDownloads
Sins_Housing_5.zipSins_Housing_5.zip
Submitted: 02-22-2005 / Last Updated: 07-27-2006
zip199.49Kb399
Version 5 - Complete package. Read the included instructions. Try the demo first!
SCORE OUT OF 10
9.9
7 votes
View Stats
Cast Your Vote!

PORTFOLIO
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SCREENS

Using the House Deed to give another creature access to a home.


Using the House Deed on a placed furniture to turn it.


Clicking on the door to an owned home displays the address and owner.





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Comments (90):

  1  2  3 Next>

Posted by Himmelweiss at 2010-03-06 03:14:22    
Did anyone ever figure out the conversation lag ? The Demo module works fine, but as soon i import it into my module the conversations when using the house deed lag heavily....

Posted by drakedragon at 2006-12-02 17:17:01    
I have mysql running but for some reason the housing is not persistant not sure what is wrong.
_________________________
Drake Dragon

Posted by drakedragon at 2006-12-02 11:58:54    
well I go and buy a house get deed and have a house but after reset the house is up for sale again what am I doing wrong here?
_________________________
Drake Dragon

Posted by drakedragon at 2006-12-01 12:04:38    
looks good but after building one house and buying it I get a deed. When trying to use deed on door to unlock it does nothing making me mad. Then tried to create other houses but they seem to not let me preview them only the first house.
_________________________
Drake Dragon

Posted by f0ul_cr0w at 2006-09-22 09:27:01    
wow...

I guess I can't type certain symbols or the system fails completely. That means I'll have to upload the fix, sorry guys.

Posted by f0ul_cr0w at 2006-09-22 09:22:38    
Sorry, it didn't send but half of what I wrote......

1. Open shs_include.
2. Go to line 471: If you've not modified it, it will be in the SHS_SaveFurniture function, at these two lines:
if(iLocal

Posted by f0ul_cr0w at 2006-09-22 09:04:48    
All I can do is apologize for my absence guys, I'm not going to pretend I've been giving this good attention lately. So, please, do forgive me. I have pretty much cut out all work on this, in the very least until NWN2, and I hope nobody hates me for it.

Here is a fix for the 10 furniture issue, I will probably update the download soon, but until then:

1. Open shs_include.
2. Go to line 471: If you've not modified it, it will be in the SHS_SaveFurniture function, at these two lines:
if(iLocal

Posted by TheJokerzWild at 2006-09-18 07:47:05    Voted 10.00 on 09/15/06
An update to my issues, in case someone is watching.

The NPC/Placeable turning issue was due to a modified nw_walk_wp script. (I didn't know the creators of my module had gotten that far..)

So I fixed it.

The blank conversation window, I've discovered that it wasn't blank, just.. reaaaaaally slow. When I start the conversation, I get the greeting from the start of the convo.. But I've waited up to 3 min. (not exaggerating) before getting my first set of options. Then again each time I select an conversation node.

Its brutal.

Any help would be appreciated. Thanks in advance.

Cheers,
The Joker

Posted by TheJokerzWild at 2006-09-15 05:09:55    Voted 10.00 on 09/15/06
I'm a having some trouble. Since I'm 100% certain its my fault.. You still get a 10 ;)

This system rocks. "ease" of setup was good, but it did take a long time.

I have a few problems. The first of them has been present in my module for quite some time, so its not relative to your system, although it does affect its usage considerably, so I will ask for assistance.

When I leave a conversation with a placeable (or myself) whatever I was speaking with (including myself) turns to the east. :|

Its quite strange.. If you could point out a possible reason for this Placeable object rotation issue, I would appreciate it.

The second problem is related to your system directly, though again, I'm quite certain its something I've done.

When I place furniture, and try to start the HDeed conversation with it to turn it or lock it or whatnot, I get the conversation window, but get no options. I see the NPC side, but not the Player side of the conversation. Its simply blank. (And of course, when I exit the conversation, the placeable rotates East as per the first issue)

Any help would be greatly appreciated.

Thanks in advance.

Cheers,
The Joker

Posted by Gothryd at 2006-09-11 14:35:39    Voted 9.75 on 09/11/06
When will placeable pets be added? Would be nice to allow a kitten, cat, dog, puppy or other exotic pet to be added. Doesn't have to have ambient movement when places (while cool as that would be) and maybe it shouldn't to preserve CPU from having to "path find" for pets.

Posted by AncestralNights at 2006-08-28 03:10:57    
hi f0ul_cr0w,

i was testing the demo mod, i think the 10 furniture problem still there, i tried placing 10 chairs in a house and 1 chest... after exiting the house, waited for 10 mins, restarted the demo mod and only 1 chest and 1 chair is left... please help! thanks!

Posted by tango1 at 2006-08-14 02:26:06    Voted 10.00 on 08/11/06
hi, i need your advise on this... i've been making some houses.. and was wondering if such naming convention will cause problems...

basically, i have 2 areas, (for example area A and area B), and i make a house on both area.

Can i give it a tag name like house_area1_1_1 for area 1's house, and house_area2_1_1 for area 2?

Will it cause clashes or potiential problem?

thanks for your help!

Posted by tango1 at 2006-08-11 14:13:53    Voted 10.00 on 08/11/06
this is no doubt the best housing system ever!

Posted by f0ul_cr0w at 2006-08-07 00:02:31    
BTW: Thanks a lot xtrick8. The vote is great support, and the words are very encouraging. Hopefully future updates will have some more good stuff in em.

Posted by f0ul_cr0w at 2006-08-06 23:57:19    
All that furniture should be fine as long as you update shs_mod_load and the line of code in shs_include to reflect those changes (as documented in the instructions). Of course, there is the despawning of furniture in the current release, which I will default to disabled in the next update. But that wouldn't explain the data for the furniture in the tables being erased.

I'll check my email about the item duping issue. Thank you very much for

Posted by tango1 at 2006-08-06 21:20:20    Voted 10.00 on 08/11/06
sorry, forgot to mention, might it be, because there's too many different furnitures in a house/floor? i added about 100 more different furnitures on top of the default ones...

Posted by tango1 at 2006-08-06 21:19:03    Voted 10.00 on 08/11/06
anyone else face problem with furnitures in a entire house or floor disappearing suddenly sometimes? when i check DB, the location where e.g *2*xxx*1*xxx there used to have furnitures sometimes becomes empty suddenly... also, i encountered on a item duping problem.. sent an email to you on that, hope you got it. other than the above 2 problems, this script works like a wonder!


Posted by xtrick8 at 2006-08-02 17:49:20    Voted 9.75 on 08/02/06
Totally awesome. I have tested all the different persistent housing schemes and this is the one I like the best. It is the most flexible, extendible, feature rich and easy to implement. It took me a while to get all the tokens and stuff right and we are doing a lot more testing, but this is up and running in our mod (Xtricks8's LOTR) and the functionality is great. Excellent work !!!

Posted by f0ul_cr0w at 2006-07-28 12:53:18    
The actual SQL statements are the same for SQLite (at least, I think), so there shouldn't be any problems at all.

You could just run the demo module to check, that way you wouldn't have to integrate until you verify it works.

Posted by OnyxEye at 2006-07-28 06:16:22    
I've looked over this system and it seems like it would be a great thing to include in my PW. However, we use SQL-lite distributed with the PRC system. Would this system work with that or is full MySQL needed?
_________________________
OnyxEye - Lead Admin
The Realms of Ghamede
Link

Posted by f0ul_cr0w at 2006-07-27 12:39:28    
Another small update coming soon:

I fixed some issues with miscalculating size and price of multi story homes, and the owner being bootable from his own home.

Also made more use of the SHS_GetMainFloor function so that less variables are stored on each area of the house. Only H_MainFloorTag and H_Owner will be on each area now.

Removed the constant for using the Unlock script on interior doors. Now, you can just do it and it will behave properly, whether you choose to use the thief/upgrade system or disable it.

I'm considering either removing the ability to grant access to all homes using the house token, or redoing the way the house token works entirely. I'm thinking of adding players who are granted access to a new table, which could also track values for those players corresponding to the house (like access levels, ranks, etc). This would mean no variables getting thrown onto the house token itself anymore. And the ability to store additional information about each guest would open the door to other possibilities.

Posted by f0ul_cr0w at 2006-07-26 11:01:33    
The update is in, but that particular issue is unresolved for now.

Posted by f0ul_cr0w at 2006-07-25 09:26:02    
The 10+ furniture issue I've resolved (as well as another unreported issue concerning 10+ stories in a home).

However, I can't see what would be causing the PC to re-enter a home he's sold. The table for the house should be getting dropped in the function SHS_RefundHome, and the local variables that are checked for ownership and whatnot are also deleted in that function.

I will check again when I get the chance, and should have the update later tonight.

Posted by f0ul_cr0w at 2006-07-25 07:57:21    
I will check into both of these, thanks. Let me ask, are you using the demo module or a seperate module to do this? And are you using default furniture or furniture you created?

Posted by Jugs n Mugs ( 70.115.xxx.xxx ) at 2006-07-24 22:06:08    
Thx f0ul_cr0w!

I think i came across a few more problems today, not sure if it's just me though, haha...

I realised if a I place more than 9 of the same furnitures at the same area, the 10th furniture will be recorded into the database but without resref and location... and sometimes causes other furnitures to dissapear...

Another problem is if a dm is in the same house as a player when he re-sell the deed, the player will get his money back, but the door will still show as he owns it, which he can re-enter and sell it again.. i haven't tested it with a player standing inside though...will test it later once i get a friend to help :)

Posted by f0ul_cr0w at 2006-07-24 09:24:35    
BTW, the download has been updated to include this fix.

Posted by f0ul_cr0w at 2006-07-24 09:01:51    
Jugs n Mugs -

Thank you for reporting this; it was an oversight on my part. This can be fixed by changing one line of code. Open the script shs_act_token and go to line 42, or the line that says :

SetLocalInt( oTarget, "OwnerUnlocked", 1 );

and change that to :

SetLocalInt( oTarget, "H_OwnerUnlocked", 1 );

I changed the naming of most variables and I suppose I overlooked this script. Thank you for reporting and let me know if you find anything else!

Posted by Jugs n Mugs ( 70.115.xxx.xxx ) at 2006-07-24 03:29:05    
hmm.. not sure if it's just me or what, but after changing some settings in shs_inc_const (after some narrowing down), the house tokens don't work... Basically, i changed the pricings, disabled the theft system, display name on clicking door, display in feet to TRUE, and the house tokens stopped working. Anyone else having this problem?

Posted by Jugs n Mugs ( 70.115.xxx.xxx ) at 2006-07-20 12:38:46    
hi, i love ur house scripts. i just updated from version 3 to 5. but i keep having problems with house tokens after that.

after the house owner gives a token to another player, the token, when used on the house owner, does shows that he has access to the right house, but when used on the door of the house, it says "locked" without other message. we made sure it was set to allow guest access, but same thing happened.

we also checked to make sure the door's resref n tags are correct, and the house deed does work on the door, only the given tokens weren't. pls help! thanks in advance!

Posted by BigMacDaddy at 2006-06-23 17:25:17    Voted 10.00
Ok I'll email you later tonight or tomorrow... Sorry I've been busy dealing with other things for the last few weeks...

please dont torture yourself :) we'll work it out...
_________________________
BigMacDaddy

Forgotten Worlds: Dragon Mountain
Link

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