This package allows a builder to simply define a pantheon, and provides tools for giving the pantheon in-game effects.
Before getting into greater detail, I want to go through brief directions (so they're easy to find).
Instructions:
Detailed instructions for the full system are in the scripts as comments and in the readme file. But to get started, you'll need to know what you can download and where to put it.
Players:
What players need to download is determined by which features your module was built with. In the simple case, players don't need to download anything. In more complex cases, they'll need the .haks and .tlk, and maybe an override.
DDPP_haks_and_tlk_2.zip: This zipped file contains two .hak files that need to go into your hak directory, and a .tlk file that needs to go into your tlk directory. These are only needed for modules that make full use of favored weapons and the new domains.
DDPP_Domain_Override.zip: This links to another vault entry containing an override version of the new domains. It's useful for choosing the new domains at character creation in multiplayer, or for adding the new domains to your single-player games.
ReadMe.txt: This is a more in-depth description of features. Players can focus on just the parts of this file dealing with the new domains and favored weapons.
Builders:
ReadMe.txt: This is a more in-depth description of features, installation, and use. For your reading enjoyment.
DEMO_Pantheon_2.zip: A demo module showing the basic system without favored weapons. This should be unzipped and placed in your modules directory so you can play it.
DEMO_Pantheon_Plus_2.zip: A demo module showing the basic system with favored weapons. This should be unzipped and placed in your modules directory so you can play it. Requires the talk file and the non-CEP hak.
DDPPantheon_erf_2.zip: This zipped file contains the .erf file with the basic deity system. The .erf file should go into your erf directory, then imported into your module. Overwrite nw_s0_bescurse (.ncs and .nss), nw_s0_sphchaos (.ncs and .nss), and nw_s2_turndead (.ncs and .nss).
DDPP_Full_2.zip: This zipped file contains all of the above, plus some additional files so you can use the full system, including favored weapons. The additional files are:
* DDPPantheonConvo.erf: The conversation (with scripts) that is used in the demo module to let a PC choose a deity from your pantheon. This should go into your erf directory, then imported into your module (if you want to use it).
* DDPP_haks_and_tlk_2.zip: This zipped file contains the .hak and .tlk files you'll need to associate with your module to make full use of favored weapons. (The .hak files go into your hak directory, and the .tlk file goes into your tlk directory.) There are two .hak's, but you only need to associate one with your module. If you use CEP, associate your module with DDPP-CEP.hak, and give this hak a higher priority than the CEP haks. Otherwise, associate your module with DDPP.hak. In either case, use ddpp.tlk as your module's custom talk file. (Yes, it can replace the CEP talk file.)
* DDPP_Domain_Override.zip: This zipped file is included for convenience. Unzipping its contents into your override directory is an alternate way to access the new domains.
Overview:
Currently, this package provides the ability to force clerics to follow a member of your pantheon and to adhere to the race, alignment, and domain restrictions of that deity. There is also an implementation of favored weapons that provides minor bonuses and penalties depending on whether or not a cleric is wielding the favored weapon of her deity. (For details, see the readme file.) A real strength of this package, though, is that it provides a framework and templates for you to define your own in-game effects. One example of this customization is the sample conversation that lets a PC choose a deity.
Note: This system does not require a hak file to function. The hak (and talk) file merely provides better feedback to the player about the effects of favored weapons (and it enables the chaos, law, and luck domains). If you choose to not use the hak, you can still use this package, minus the free proficiency for favored weapons.
Features:
* Simple customization: Modifying the pantheon is fairly simple and straight-forward. There is only one script to edit (deity_onload), and minimal scripting knowledge is required.
* Three pantheons included to get you started: core, Greyhawk, and Forgotten Realms. (NOTE: These pantheons might be a little inaccurate since I worked from Wikipedia instead of rulebooks.)
* Modularity: Choose which aspects of this package you want to use by either calling or not calling the provided functions in your module's event scripts.
* Updatable: The code that is most likely to change if updates are needed (deity_core*) is kept separate from customized code (deity_onload and deity_include). This means that if this system is updated, you can update your module without losing your customizations.
* Domains: Clerics may choose any two of their deity's domains. If desired, a deity can be given a domain twice, allowing a cleric to choose that domain in combination with any other domain.
* New Domains: By using the optional override or hak, clerics are given access to the Chaos, Law, and Luck domains. For details about these domains, see the readme file.
* Alignments: Clerics failing to maintain an acceptable alignment are prevented from advancing as a cleric. "Acceptable" is defined by the cleric's deity. In addition, alignment must match domains (good alignment if the Good Domain was chosen, evil for the Evil Domain, lawful for the Law Domain, and chaotic for the Chaos Domain). The latter check can be turned off by changing a constant in deity_configure.
* (Sub-)Race: In addition to requiring clerics to be of certain races, a deity can require clerics to be a particular subrace.
* Lolth is hardcoded to only allow female clerics. (Objections anyone?)
* Favored Weapons: If a deity is given a favored weapon in the pantheon definition, and if this part of the package is enabled, clerics of that deity receive minor bonuses for wielding that weapon. Not wielding the weapon incurs penalties. The exact bonus/penalty depends on the cleric's level. The penalties were chosen so that they would negate part of the cleric's advancement, rather than causing the cleric to become less capable after advancing. (Multiclassed epic characters sometimes are exceptions to this rule.)
* Dynamic: You can add deities at any time. Deletion of deities is not supported. Changing deity details is supported, but be wary of annoying your players.
* Deity selection: Allows for strange capitalization of the deity field at character creation, as well as entering only a deity's first or last name. Furthermore, the optional conversation will allow a PC to choose a deity after character creation.
* Rewards: Includes a function that will shift a PC's alignment to be closer to the PC's deity's alignment.
* Storing effects: Includes a function that will store an effect's parameters as local variables, and a second function that will return the effect described.
* Extensibility: The information stored about each deity can be extended as much as you want. This requires a little more scripting knowledge than adding a deity, but it comes down to following a template. Some sample extensions are included. To access these extensions, be sure to include "deity_include" in the relevant scripts.
I think minimal scripting ability allows sufficient use of these features, and moderate scripting ability can accomplish a lot with them.
New stuff:
* Chaos, Law, and Luck Domains have been added (via hak or override).
* Favored weapon system implemented.
* Effects specific to a deity (e.g. the result of praying at a temple) can now be stored and retrieved using SetLocalEffect() and GetLocalEffect().
* Some configuration options have been moved to deity_configure.
* The SetDeityWeapon() and GetDeityWeapon() functions have been moved from deity_include to the core scripts. If you are updating and want to preserve your include file, all you need to do is delete these two functions from your modified deity_include.
* Reorganized the files on April 16 but didn't change the contents from the March 6 version.
January 2010:
I finally updated this for NWN 1.69. Sorry it took so long. There are no real changes, though, unless you are making use of the favored weapon portion. (The basic demo module did not need updating, but I figured I would keep the download names similar.) The "full" download is not yet updated. I plan to keep the older "full" download available for those who cannot update to 1.69, and a new 1.69 version will (hopefully) be ready in a few days.
* Because BioWare overran the "safe lines" in one of the .2da's, the 1.69 version is incompatible with the pre-1.69 version. As a consequence, the haks have been renamed. This is only an issue for those making use of the favored weapon portion.
* Haks (and scripts) have been updated to support CEP 2.3.
I noticed that a fresh/new PC who is an invalid/rejected cleric cannot level up in any class. I changed the
on_cliententer1 script in lines 53-58 as follows:
if ( !bOK )
{
// What do you do to invalid new PC's?
int nOldClericLevel = GetLevelByClass(CLASS_TYPE_CLERIC, oPC);// cleric level of new PC
SetLocalInt(oPC, "ClericLevel", nOldClericLevel);// must be set to allow non-cleric level-up
}
Hey there,
after successfully incorporating your Rope-Scripts and disabling C.R.A.P.'s PAW choices regarding ropes, I thought to try out your Pantheon System.
First problem I encountered is that the empty_creatureskin requires a higher level than fresh lvl1 toons to be equipped, due to level restrictions for equipped items enabled on my server.
Secondly, it can be very annoying for a fresh player to find a god he may worship, as very much depends on the domains a god will accept. With the basic 9-Gods-Pantheon I had in mind, it seems nearly impossible to cover all the possible combinations of 22 domains. Is there a way to abolish the domains a fresh cleric has and to replace them with new ones which their god will accept?
I second many of Entropicus' objections, because I had the idea to make gods compete for the souls of the players and to try to make followers of another god fall from their faith and serve a new god.
Modularity, code and -last not least- the comments in your scripts are excellent, so I will start with disabling many of the restrictions and expand from there.
Posted by Henesua at 2011-12-03 06:23:06 Voted 10.00 on 01/23/11
I found the GetSkin function in deity_core_defs and changed it to a wrapper for your SkinGetSkin function from your x3_inc_skin rewrite.
///////////////////////////////////////////////////////////////////////////////
// GetSkin()
//
// Returns oPC's hide. If none exists, one is created.
//
// This function might clear oPC's action queue.
//
object GetSkin(object oPC)
{
object oHide = SkinGetSkin(oPC, TRUE);
// Done
return oHide;
}
That is also my recommendation for others that use The Krit's rewrite of x3_inc_skin _________________________ Vault Submissions | Arnheim | Beyond Vives
Posted by Henesua at 2011-01-23 12:52:26 Voted 10.00 on 01/23/11
Thanks for putting this together. I am making use of it in a mod I am working on now. Very useful, and easy to modify. _________________________ Vault Submissions | Arnheim | Beyond Vives
Posted by Gonzo_og at 2010-01-26 08:06:51 Voted 10.00 on 01/26/10
Posted by gra_ulv at 2010-01-24 19:41:06 Voted 10.00 on 01/24/10
I sent The Krit a message either yesterday or the day before asking about this package and the new CEP. You don't get much better support and help than this.
Thank you so very much for taking the time to update this system. I have seen some of your other work and this is just as good. Solid 10 on quality and timing. :)
Gra_ulv _________________________ Dolentoll - The Hidden Islands Link
Oh, I didn't realize HCR had a deity subsystem. (Not surprising, since I haven't taken a good luck at HCR yet.)
As for binding clerics and limiting their choices, that is up to you. The primary purpose of this package is to provide a way to define your pantheon; everything else is secondary. If you don't want to limit clerical choices at all, you don't have to check the restrictions at level-up. If you just want more choices, you could either relax the requirements in one of the sample pantheons or add your own deities (and perhaps go as far as ditching the sample pantheons in favor of your deities).
Of course, preferring your own pantheon system is understandable.
Posted by Entropicus at 2007-05-29 12:12:07 Voted 10.00 on 05/28/07
Sorry for misunderstanding but it seemed that I didn't explain right what I had on my mind. I didn't claim that this need HCR to work. Its stand alone deity system. I'm just saying that to bound clerics with their divine patrons its using a static configuration. Cleric choices are limited in best cases to few deities. So he can't change religion or his deity because in such case he will lose his cleric status. This is the same or at least very similar way how its resolved in HCR. This is the thing I didn't like. What doesn't change the fact that as I previously wrote this is a good deity system. Additionally with possibility to generate deities from data created during game session what is unique setting. I didn't encounter something like this before.
Thanks for a hint but Ive already repacked all needed files. However override version of your domains is good solution too. Both for players and developers.
About Sphere of Chaos spell: I agree with you. Before making any modifications it should be tested. But this requires some more feedback from community.
Posted by Entropicus at 2007-05-28 07:18:22 Voted 10.00 on 05/28/07
Despite of fact that Dynamic Deity Populated Pantheon is quite interesting idea and well working system I don't find it best solution to have deities in a world. Its usefulness is quite limited.
And its too much HCR in it. A Hard Code Rough developed by scripters for their own satisfaction. I saw it in action and I wasn't enjoyed with the way it works - HCR. Its main function seemed to be suppressing players.
And after all I made my own solution for deities.
The thing I liked the most are new domains of power. I think they are very well made and I incorporate them to my own project if you don't mind.
I have also some second thoughts on Sphere of Chaos spell. It's quite potent since it can kill many enemies. Maybe too potent? (I didn't try it in game I just saw the code) Some of its effect also maybe not best selected like regeneration for five rounds. Only power of effects is affected by caster level not duration time so in this case regeneration doesn't appear as a great advantage. However this its not my intention that you change anything with it. I just wish you to reconsider what this spell should really do.
Apologies to everyone who downloaded the updated files before now. I just realized the scripts implementing the new domain powers (and new spell) were missing from the basic system. Files have been updated now.
Posted by Ubersaint at 2007-03-06 21:41:40 Voted 10.00 on 03/06/07
So happy to see a update to this Script as i've been using it for abit and will update soon! :) _________________________ Trimaris - Kingdom of the 3 Seas PW Story Link
There is an oddity with the new alignment check for the Good and Evil domains. Because NWN does not implement all the D&D domains, some deities only have two domains. When one of those domains is Good, clerics of that deity effectively must be good.
For example, Kord (in the standard and Greyhawk domains) is listed as allowing chaotic-neutral clerics. However, clerics of Kord must choose Good and Strength as domains, and a chaotic-neutral character cannot choose Good. So effectively, Kord cannot have chaotic-neutral clerics.
I don't know what to think about that, but if it bothers you, you can always give Kord (et al.) another domain, or you can turn off the check.
Posted by RapidDeployment at 2006-11-23 17:00:07 Voted 10.00 on 11/23/06
Good stuff pal. Works like a charm... and my only arguement is that drow suck and Lolth should be flayed and staked out for the ants _________________________ I am 9fires.In Hell I burn in flames. So cold inside the fires heals the pain.
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