This is my attempt at incorporating socketed weapons into NWN. For those not familiar with the concept, you have a weapon with a number of "sockets". Each socket can hold a special gem. Each gem then adds a specific item property to the weapon.
In my version, you open up the weapon's "sockets" by activating it's unique self only power. This will give you an inventory into which you can then place enhancement gems. When you place the gem in the inventory, the appropriate item property is added to the weapon. Then, if you want to remove, change, or add new gems, you open up the weapon's "socket" again, and add or remove gems accordingly.
I would like for people to try out this out and tell me a few things.
--Is this method of adding socketed gems easy to use??
--How easy is it to figure out how to add and create new Socketed Weapons and new Enhancement Gems??
--How well documented is this system??
Thanks in advance for your feedback.
Simple workaround: Make new insertables i.e Runes rather than gems. Gems stacking seems to do funny things to local variables. I just replaced the gems with small misc objects instead i.e runes.
Trying out the new demo mod in solo and every time I save chaarcter and reload the demo the old gems seem to lose thier INTs or something and once they stack on another gem none of them will go into the weapons inventory.
Anyone else have that issue? Anyone try it online for that matter?
Posted by riffraff at 2006-07-12 19:51:52 Voted 10.00 on 07/12/06
Tested it and I also tried to break it. Couldn't do it. Pretty solid script, congrats on another 10 vote! _________________________ My Submissions
Posted by Fleshmelter at 2006-07-12 17:47:43 Voted 10.00 on 07/12/06
Very nice, good to see such inspired work coming out...in light of the new game. _________________________ PW Action Server:
| Chaosgate |
Posted by shapechanger at 2006-07-12 08:46:31 Voted 10.00 on 07/12/06
Today I have tested your mod and was impressed by the restriction feature that works great.
I have furthermore built a merchant in and sell und buy items equipt with gems and this works fine.
Also to give weapons a different number of slots is as well a great implemention.
Good work.
Just submitted version 1.01B... what I consider the initial beta version of this system. Have cabinets for the sample weapons and sample gems now. Felt the need to tidy up the floor. The conventions for creating new weapons and gems is simpler now.. and I have actual documentation... imagine that!! Also have a simple battle arena where you can go play with the weapons.
Thanks for the comments and encouragement.
Shapechanger---
"so I dont know how difficult it is to create a perceptible special effect (like fire or sonic) to a weapon how is eqipt with a gem (or more of course), but this would be a nice side effect."
I've toyed with the idea of having brief visual effect occur every time a gem is added to a weapon... but this seemed like window dressing to me when I still have some meat and potatoes of the system to work on. Perhaps I'll add this in later.
"By the way, is there a possibility to restrict the quantity of the gems in this form crafting?"
If you mean can you limit the number of different gems that can be placed in one weapon, then yes. In fact, version 1.01B includes such a feature.
Posted by Sir_Elric at 2006-07-11 19:32:47 Voted 10.00 on 07/11/06
Innovative approach & simple to use, good job. _________________________ City of Melnibone
ausnwn.dyndns.org:5121
Posted by shapechanger at 2006-07-11 15:26:18 Voted 10.00 on 07/12/06
At first, this looks like an very interesting project. I have played the module and find it's an easy way, to handle with weapons and gems.
I have not so much experiance with scripting, so I dont know how difficult it is to create a perceptible special effect (like fire or sonic) to a weapon how is eqipt with a gem (or more of course), but this would be a nice side effect.
By the way, is there a possibility to restrict the quantity of the gems in this form crafting?
Oh, if you have fun to create this, then its anyway a good idea to continue - I will look in on so soon.
If I would vote now, I would give you a 9, but I think, It's not fair from me, to vote for (or against) a work in beta-status.
I wish you success by your work.
Posted by Acrodania at 2006-07-11 07:59:12 Voted 10.00 on 07/11/06
Very nice! A very innovative method of item creation/enhancement. I'm impressed!
Posted by +scarface+ at 2006-07-11 05:53:07 Voted 10.00 on 07/10/06
"BTW,
How do you edit a post on these boards?? For that matter, does it support ubb codes or something similar so I can properly quote someone or include a link in my post??"
AFAIK you can't :( _________________________ §çà®Fãçë�
Posted by +scarface+ at 2006-07-11 05:51:55 Voted 10.00 on 07/10/06
"That really means a lot to me coming from you. BTW, you do realize I didn't actually give an inventory to a weapon, don't you?? I faked it...:-) Just wondering if you figured out how I managed this.....:-)
Nope I am a total noob scripter and did'nt know you created an invisible placeable to store then gems and store their resrefs locally on the weapon, im totally clueless :p _________________________ §çà®Fãçë�
How do you edit a post on these boards?? For that matter, does it support ubb codes or something similar so I can properly quote someone or include a link in my post??
P.S. Yes, I realize I just threadjacked my own thread.
Thanks for the comments and the votes. That's enough motivation for me to flesh this out some more.
Mithheru--actually, the naming convention for tags and resrefs don't actually matter that much. For the socketed weapons, they just need to all have a tag of SocketedItem. For the gems, neither the tag nor the resref matter at all. Just that the gems need to each have a unique resref. The key to this system lies in the local variables set on the weapons and the gems. The initial version I posted doesn't really have a convention. But the version I'm working on does. Will take to long to explain it here, but I'll include documentation in my next update. Which will be by the middle of this week. BTW, I would be really flattered if you were to help beta test this on your PW.
Scarface---
[quote]Very nice indeed, I love the concept of this, it's probably something I would have done with my system if I had thought of the idea first :)[/quote]
That really means a lot to me coming from you. BTW, you do realize I didn't actually give an inventory to a weapon, don't you?? I faked it...:-) Just wondering if you figured out how I managed this.....:-)
Posted by +scarface+ at 2006-07-10 19:34:56 Voted 10.00 on 07/10/06
I will give this a 10 because I love the concept and it's a nice original way to work a socketed item system.
Posted by +scarface+ at 2006-07-10 19:31:44 Voted 10.00 on 07/10/06
Very nice indeed, I love the concept of this, it's probably something I would have done with my system if I had thought of the idea first :) _________________________ §çà®Fãçë�
Posted by Mithheru at 2006-07-10 18:04:00 Voted 10.00 on 07/10/06
Sweet! On initial inspection of the module it seems to be fairly easy to add new gems. Just need to understand the naming convention you're using for the items' tags and resrefs.
I would like to work on this and incorporate it into my PW Rhun server. We are still growing and getting our feet on the ground so it would be an ideal time to add something like this to get initial thoughts.
Contact me through delarun.dns2go.com if you need any more feedback or even beta testing.
Thanks for the comments. I assume you're referring to a system much like the Forge of Wonders or one of is variants. (Don't recall who made it, and I'm too lazy right now to look it up). Although I've used such a system in the past and tried (and failed miserably) to develop one of my own, I believe that socketed items gives mod developers some unique options. For example, if the PC kills the local kobold chief, he might be rewarded with a +1 Enhancement Gem that he can use on whatever socketed weapon he has. Or, if he slays the Evil Red Dragon, he'll recieve a +5 Enhancement Gem and a 2d12 Holy Damage Bonus Gem. I believe this offers different options than going back to ye olde village smithy and asking him to customize a weapon for you.
I already checked out Scarface's version, and although I like it, it's not quite what I was looking for. I wanted a system where you can add a gem to a socketed weapon by literally placing it inside the weapon's inventory. Although it's not technically possible to actually do this in NWN (except possibly by messing with the baseitems.2da file... UGH), I've managed to find a way to "fake it". As it stands, with my system, it appears as if you are indeed placing gems within the socketed weapon's inventory.
Improvements I plan on making in this system include:
---Add support for a greater variety of enhancement gems (working on this)
---Make it easier for other users to create their own socketed weapons and enhancement gems with this system (done)
---Document how to use this system (will get to it)
---Devise system for controling the removal and stacking of gems from socketed weapons (will get to it)
---Add support for Socketed Helms, Shields, and Armor (will get to it)
If anybody has suggestions or comments, I welcome them. I should have an improved version uploaded in a few days.
Posted by dreamwarder ( 81.168.xxx.xxx ) at 2006-07-10 16:34:31
Good work, and an innovative approach to socketing, but as you are probably aware there have been a few different attempts at socketing in the past, and although I like the visual drag and drop approach of this system and the extra versatility this provides, I found item-property-adding script based systems more useful for my mod.
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