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NWN SCRIPTS

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Title  Calan's Persistent Ridable Horses and Pack Animal System
Author  Calan
Submitted / Updated  12-28-2006 / 01-12-2011
Category  Scripting routines
Expansions  CEP-2.00 Requires Community Expansion Project
Format  Module and Code
Type  Type - Other
Includes  Custom
Description
Calan's Horse System v0.11b

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.


Calan's Flight System can be found here

Includes a demo module.

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.

Files

NameTypeSizeDownloads
Calans_Horse_and_Pack_Animal_System.zipCalans_Horse_and_Pack_Animal_System.zip
Submitted: 12-28-2006 / Last Updated: 01-12-2011
zip1.1Mb1307
Requires CEP 2.1-2.3 (Does not function with CEP 2.0). Demo module included.
SCORE OUT OF 10
9.82
23 votes
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Calan's Horse System





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Comments (30):

1 2 3

Posted by TheOneBlackRider at on01/30/11
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!

Posted by Calan at 2011-01-1821:59:22    
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.

Posted by Ariel at 04:22:15    Voted9.75
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

Posted by Calan at 2011-01-1218:09:22    
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.

Posted by Calan at 2011-01-1120:59:42    
Another update: Hammered a few things out tonight, but it's still not quite ready to post. I -may- actually have it up tomorrow.

Posted by Calan at 2011-01-1110:41:43    
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.

Posted by Ariel at 05:48:35    Voted9.75
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

Posted by Calan at 2011-01-0922:59:17    
Specifically, in reply to Jo4n11: 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.

Posted by Calan at 2011-01-0922:43:35    
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.

Posted by Ariel at 09:12:08    Voted9.75
Mods, could you delete some of the spam \/ :) Oh and btw, how's this coming? _________________________ /Ariel

1 2 3

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