This version is BETA:
This system is nearing a stable release, but is still considered BETA. As such, expect and report bugs, and please give me the chance to fix these bugs BEFORE voting negatively.
MAJOR FEATURES:
-5 Riding horses
-3 Riding ponies
-4 War Horses with barding options (Capable of Jousting)
-4 War Unicorns with barding options (Capable of Jousting)
-1 War Nightmare with barding options (Capable of Jousting)
-11 non-ridable pack animals*
-NWN mount radial commands supported
-Full henchman support
-Animal name can be randomly generated or can be spoken by the PC
-Persistent ownership using �deeds� in players� inventories
-Deeds can be transferred simply by giving the deed to another PC
-Persistent animal inventories using NWN databases*
-DM�s and DM-possessed NPC�s get special treatment by both horses and horse sellers
-Hitching rails that dismount the PC and hitch up every animal owned by the PC
-Area transition scripting to create areas that do not allow horses. Works with the hitching rail.
-DM Horse Widget that allows DM's to work with horses easily in-game.
-Very configurable:
-All configuration defaults are kept in a single �horse_cfg� making customization easy
-Configurable swear/racist word filter for horse names
-Nearly all configuration values in �horse_cfg� can be overridden per seller using local variables
-�Advanced� configuration allowing module builders to decide who can ride what type of horse
-Comprehensive include script for advanced module builders
-Compatible with Calan�s Flight System
-Does not disable or replace Bioware's internal horse system, leaving its functionality intact**
*Please read the documentation on Linux-based servers
**Full testing has not been performed, and it is likely that this aspect of the system is still very buggy. Use caution when combining the systems.
There ARE some known bugs/issues. These are listed in the included documentation.
PLANS FOR FUTURE RELEASES:
-Remove CEP requirement
-�War Ponies� to avoid the annoying size-changing horses for smaller statures.
-Mounting animations are not run. This is planned for the future. (Not all horses have this animation)
-There are no internal jousting functions. This is planned for the future.
-Separate speed and price adjustments for the various �Special Breeds� are planned for the future.
-Horse armor has no effect on the AC of the horse or rider. This is planned for the future.
-The horse seller doesn't always hear the PC speak the name of the horse. With the new OnPCChat event script, this will be corrected in a future release.
-A few more suprises
VERSION INFORMATION:
v0.11b- Fixed more compatibility issues with 1.69, Updated for CEP 2.3 compatibility (though new content is not used yet), Fixed server crash issue with player stables, Mounting radial menu functional for self and henchmen
v0.10b- Added support for standard NWN 1.69 horse area settings.
v0.9b- Updated the DM Horse Widget, giving DM's a lot of abilities to adjust things in-game. Added new stabling options. Updated database system to improve efficiency and allow use on Linux servers, as well as give users more options. Added more �ownerless� horse options. Added in jousting phenotypes, toggle by using the deed while mounted. Added the ability to run mount and jousting checks into horse_cfg.
v0.8.1b- Fixed a bug where large phenotypes were not detected as mounted. Improved the internal random numbering of deeds.
v0.8- OnDeath event script added to fix the "turn you into a dwarf" bug. A couple changes made to "ownerless" and NPC owned horses to ensure databases aren't saved, and make it cleaner for DM's to spawn generic ridable horses in-game. Added support for auto-numbering of deeds (helps with selling deeds at standard merchants, giving NPCs horses, and allows DM's to spawn generic deeds in game). Made horse conversations private. Made changes to the DM Horse Widget (used to be DM Mount Widget) for a future upgrade. Fixed error that caused a horse to respawn dead after it had been raised. Disabled database support on Linux-based servers due to NWN bug. Disabled radial menu access to animals' inventories (this can cause an exploit or errors).
v0.7- Added CEP 2.1 / NWN 1.69 models. Added barding options to seller conversation. Added radial menu functionality (flaky for henchmen). Added stabling functionality. Undroppable deeds can not be sold. Renamed a few functions so that the system can work along side NWN's built in system (see horse_inc_h for a list of functions that changed). Added serveral �user� functions. Fixed a bug on override locals for the seller. Renamed horse blueprints for easier recognition. Added support to allow mounting of �ownerless� horses.
v0.6- Modified to function with CEP 2.1 / NWN 1.69 (still works with CEP 2.0 and 1.68). Fixed Pack Ox bug.
v0.5- Added henchman support. Fixed bug in horse seller conversation. Fixed bug that duplicated animals. Fixed bugs that made animals reappear in the wrong place. Fixed issues that allowed horses through restricted area transitions. General improvement of system internal workings. Added multiple new functions to "horse_inc_h". Added "unsupported" multi-server PW functions to "horse_inc_h".
v0.4- Corrected a bug that made horses reappear in the wrong place when a PC logs back into a server after logging out while riding. Added a new script for area transitions. Animals will resist fighting their owner and their owner's friends. Made a change to the distance pack animals follow theor owner. Fixed a bug that allowed animals to follow the PC through restricted transitions if there was no hitching rail. Dead animal corpses no longer follow PC's through transitions, and PC's can access their inventory by using the animal's deed near the corpse.
v0.3- corrected bugs relating to horses not re-appeaering where they should. Changed animals' faction to "Merchant." Changed the default rules to allow DM to ride any ridable animal.
v0.2- changed the way using a deed's unique ability calls the horse. It now makes a lot more sense. Also added an explanation to the horses' conversation of how the system works so players will understand how it works better.
If life would ever throw me a break, I'll update this. I'm still around, still alive (barely). Career change, move to a new state, but this is still something I want to get back to as soon as I am able. It should still all be very usable for now, and updates will come.
Posted by dunahan at 2011-09-19 14:11:53 Voted 10.00 on 09/19/11
Fine system! Helped me really to understand the horse systems ;) Thx for sharing! _________________________ Link
I know more delay isn't good news, but this still isn't dead. Real life has finally really started to lighten up, with birth of the baby behind us, so I finally have time to put into things like this again. My PW needs some serious focus, but this is next on the to-do once I get my PW updated some. Just letting everyone know (once again) that this isn't a dead project.
Posted by adam_warlock at 2011-07-30 17:48:15 Voted 10.00 on 07/30/11
Just another update on my time- job searching, and a new baby due in three weeks has taken so much time I've not even had time for my PW. I still haven't forgotten this.
With CEP 2.4 out, I am planning on adding in all the new content I can muster. There are quite a few ridable animals that aren't in the system yet, but they will be soon.
I've got a few things that I hope to be adding to a 0.12 very soon. In addition to keeping my PW alive and RL fires at work, I recently had a major hard drive crash, as well as starting a new business, so my time the last few weeks has been absolutely zero. But there's light at the end of the tunnel!
Posted by TheOneBlackRider at 2011-01-30 14:06:25 Voted 10.00 on 01/30/11
I've wittnessed this system through 2 persistant mods now and it's a great piece of work! Plus Calan now seems to have found a work around for this NWN-engine-dwarf-bug.
One thing left (ATM for me) is the "getting rid of dead horses / packanimals"-way (you have to drop the deed), but that is no biggie and I'm sure, if Calan finds the time, it will be improved.
And Calan is giving a good support (when RL spares some time). Thanks for that and this fine system!
Sounds good... I have lots going on in my life, but I do intend on checking up on this thread as often as I am able, and I'll be quick with updates if issues are found. If I don't reply on this thread within a day or two, please send me an email through my profile.
Thanks for this, sadly my server box is down atm, as well as windows has disappeared from my editing machine ... I will be testing this soon though. _________________________ /Ariel
Alright, update posted... I was focusing more on speed trying to get this version out, please inform me of any bugs or issues and I'll post a 0.12b as soon as I can fix them.
I do understand why things were done the way they were done. I just disagree with it wholeheartedly. ;) Hak scripts override scripts in the module, which means it's a new standard, like it or not, whether it conflicts with things or not, whether it works in the setting of your module or not, and there's nothing you can do about it. Scripts are server-side only, which means there is simply never a real solid reason to have them in a hak since the client-side does nothing with them anyway. But enough complaining, it doesn't actually fix anything.
Update on this: I believe I have everything at least compatible now with 2.3, but I need to hammer on it for a day or two. For now, it's just compatible with 2.3, so all the Dwarf bugs and all that mess should be fixed with this. As for the zep_mod_onactivate that isn't compiling... isn't that file in CEP's hak? I don't have any issue with it on this end.
While I realise that biowares horse implimentation could have been better, there's little I could do about it. I did lobby for no scripts to be added to CEP but it seems many wanted a one stop shop install. Anyway, I hope you get this fixed upo easily as I plan to continue using it as it's still the best way to do horses in Neverwinter Nights. _________________________ /Ariel
Bioware, and CEP, broke a very long-standing convention in how their horse systems were added in. They wrote scripts which actually interfered with this system, which was written long before, and did it in such a way that it was impossible to simply ignore them. CEP and Bioware should have never forced a specific system in, one which -will- interfere with any other system out there. I've done the best I can in making things compatible with their changes to how things work, but when CEP and Bioware don't make things backwards compatible or stick with their own conventions (and frankly, Bioware did a -horrible- job at the scripting of their system, it is actually -Bioware's- script that causes the Dwarf bug, not mine) then there's little I can do but have to fight back a little bit to keep things working for those who already have this system installed.
That said, I've yet to claim compatibility on this system with 2.3, which you have attempted to install this system into. I don't quite get the complaint (and the vote of 1) when you're trying to install a system into CEP 2.3 when I haven't said it will work with 2.3.
All that said, I'm getting my act together once again and picking up work on this for 2.3 compatibility, as I have finally got everything else that has been a higher priority for so long out of the way.
I need to apologize to everyone for neglecting this for so long. I've been overworked both in real life and on my PW for way too long. I can't complain enough about CEP adding scripting into their haks, it's messing with everything, and completely unnecessary to have scripts in haks in the first place. Updating this script will be a priority very soon.
Any news on this? _________________________ /Ariel
Posted by jo4n11 at 2010-06-09 06:55:09 Voted 10.00 on 02/15/11
Ok then. Comments_>
Aside from the above (which we still have no support on)..
There is a bug on multi-player that, yes - if the client crashes while mounted and then logs back in - The PC comes back in as a dwarf. The only fix is a server reboot or Leto.
It only took us about 5 minutes to reproduce it and the above mentioned resref error does, in fact, show right up.
Because the author did not make this as a proper HAK file (which we could just remove) - the erfs over-wright the WORKING CEP/1.69 horse scripts in a destructive and non-recoverable fashion, making this in fact, not only NOT work with CEP2.3 horses/1.69 content - but even seems to break it forever. If there is a working work-around - I'd love to hear it. But I don't hear anything.
Maybe I'm not being fair. Maybe this worked great before CEP overshot this hak (which is not a hak).
All I know is - unless the author follows through on his completed work - we're stuck with it unless we want to start from scratch (which we don't).
Thanks.
Posted by jo4n11 at 2010-06-01 11:57:47 Voted 10.00 on 02/15/11
Sorry - It's the Zep_mod_onactivate script, now that doesn't compile with Calan's (or at all with Calan's installed)- my bad in the explaining.
Posted by jo4n11 at 2010-06-01 11:50:14 Voted 10.00 on 02/15/11
Hey man,
Building a perpetual world and having a bit of trouble adapting this to work with some of the cooler aspects of CEP 2.3 (or any other horse system, actually).
When I try to merge and compile, I get that pesky ol' compile error...Unnamed Function on line 35 - of horse_mount...you know the one.
So - I remove that script, as suggested...now the zep_incl_phenos compiles with the same error...on the same line...for the same reason.
Should we say, now that this is not compatible with 1.69/CEP? It certainly isn't playing nicely on my end...and I can't seem to undo the installation of the system.
After a lot of searching, I found what was crashing the server in the horse system. It has been extensively tested in a PW environment and seems to be stable. I still need to add in the 2.3 content, so that's still on the to-do before there is a release.
I have been sick with pneumonia and my wife with a kidney infection so this last month has had everything at a total standstill. I'm trying to catch up on things, and I finally started looking at this again today. I hope to have a release for you all soon.