Craftable Natural Resources (CNR) V3.05 by Festyx & Hrnac. This is a trade skill system with over 1200 recipes! Built on an easy to configure recipe sub-system.
Posted by fallenone at 2009-09-06 04:10:57 Voted 10.00 on 09/06/09
this is a absolutly awesome system!!!!!!!
yes atom,i have patch 1.69 & it works beautifully.
Posted by Primeval Atom at 2009-08-26 07:04:22 Voted 10.00 on 08/26/09
Is CNR compatible with Patch 1.69? _________________________ (\__/)
(='.'=) This is Bunny. Copy and paste bunny into
(")_(") your signature to help him gain world domination.
Posted by Mannast at 2009-06-30 08:46:18 Voted 10.00 on 06/30/09
Wanted to say that I managed to take the O_HTF campsite cooking spit and turn it into something that works with this system and easily incorporated the foods into the HTF system. This system is really great. thanks again!
Posted by Mannast at 2009-06-30 08:42:38 Voted 10.00 on 06/30/09
This is a great system that is easy to expand on. Thank you so much for developing this!
Posted by CAP 9fires at 2008-12-29 22:26:30 Voted 10.00 on 12/29/08
Posted by Klutchshot at 2007-10-14 16:15:48 Voted 10.00 on 10/14/07
Beautiful work, I have always loved it.
Posted by cpucrash at 2007-09-15 04:50:04 Voted 10.00 on 09/15/07
Question :
Can it be used with neverwinter 2?
Posted by Phalkhan at 2007-08-31 00:59:32 Voted 9.00 on 08/31/07
Works. Has a few minor bugs. -Notice- that it will ruin the usefulness of gold in a server(personal opinion ) , unless you work with either merchant prints or with the item prints. Can "rejuvinate" a dying mod easily, especially if you do not mind adding/resetting the reciepes.
Found a bug in the mineral bath placeable's OnUsed script. The bug prevents the bath from producing very low quality gems like Greenstones. It was not real clear what the intent of the script was so I have made two versions of the script to fix it. I also added support for stacked mystery mineral items and to reduce the floating text spam when large numbers of minerals are all washed at once.
Fixed cnr_minbath_ou script -- version 1, following the comments (less lower quality gems)
/////////////////////////////////////////////////////////
//
// Craftable Natural Resources (CNR) by Festyx
//
// Name: cnr_minbath_ou
//
// Desc: This is the OnUsed handler for Mineral Baths.
// Mystery minerals found in its inventory are
// converted to known gem minerals.
//
// This OnUsed handler is meant to fix a Bioware
// bug that sometimes prevents placeables from
// getting OnOpen or OnClose events. This OnUsed
// handler in coordination with the OnDisturbed
// ("cnr_device_od") handler work around the bug.
//
// Author: David Bobeck 07Apr03
//
/////////////////////////////////////////////////////////
//
// Bug fix. The distribution of gems in the original v3.05
// script does not match up with the random number being
// generated to make the determination of which gem is produced.
// It looks like somebody "fixed" the distribution to produce
// more lower quality gems but because the random number was
// not changed to match the alterations made in the big
// if-then-else statement, the result was that no very low
// quality gems like Greenstones would be produced at all.
// This version of it fixes the numbers in the if-statement
// conditionals to match the comments that are present.
// I suspect that these comments represent the initial design
// distribution, thus it probably returns the distribution
// back to its initial design (i.e. less lower quality gems).
//
// It was also modified to support stacked versions of the
// mystery mineral item, and to reduce the floating text spam
// by a third when large numbers of minerals are all washed at
// once.
//
// Author: Axe Murderer Aug 26, 2007
//
/////////////////////////////////////////////////////////
#include "cnr_language_inc"
void main()
{
// Note: A placeable will receive events in the following order...
// OnOpen, OnUsed, OnDisturbed, OnClose, OnUsed.
if (GetLocalInt(OBJECT_SELF, "bCnrDisturbed") != TRUE)
{
// Skip if the contents have not been altered.
return;
}
SetLocalInt(OBJECT_SELF, "bCnrDisturbed", FALSE);
// If the Bioware bug is in effect, simulate the closing
if (GetIsOpen(OBJECT_SELF))
{
AssignCommand(OBJECT_SELF, ActionPlayAnimation(ANIMATION_PLACEABLE_CLOSE));
}
object oUser = GetLastUsedBy();
int iTotalMystery = 0; // Keeps track of how many total minerals are being washed to reduce floating text spam.
string sMineralTag = "cnrGemMineral001";
object oItem = GetFirstItemInInventory(OBJECT_SELF);
while (oItem != OBJECT_INVALID)
{
if (GetTag(oItem) == "cnrGemMineral000")
{
// destroy the mystery mineral
DestroyObject(oItem);
// get the stack size of the mystery mineral. If the item is not stackable this will be 1.
int iStack = GetItemStackSize( oItem);
Posted by Ubersaint at 2007-07-01 21:36:29 Voted 9.00 on 02/23/07
I don't think anyones working on this project anymore but i've come to fix/build onto it for my own server and know afew things not in the documents. Feel free to drop me a line at Link i'll help if i can. _________________________ Trimaris - Kingdom of the 3 Seas PW Story Link
Posted by la_crampe at 2007-06-20 06:41:07 Voted 10.00 on 06/20/07
First, I got a message saying some resources were missing and it gave me this list:
readme_recipes.ncs
readme_plants.ncs
readme_books.ncs
cnr_spells_inc.ncs
cnr_recipe_utils.ncs
cnr_property_inc.ncs
cnr_plant_utils.ncs
cnr_persist_inc.ncs
cnr_hook_helper.ncs
cnr_config_inc.ncs
However, when I look in the list of resources I see them listed there. I'm very confused.
The second problem is that the chickens and cows aren't eating.
Just so you know, I know next to nothing about scripting, however I was able to get help in putting the scripts into my mod.
Hello, I have used CNR in my mod and it is great, however I have recently changed to windows vista and now any mod with CNR installed in it just crashes the game, it wont even load, and I cant host it either! this includes the CNR 305mod that comes with the download! does anyone else have this trouble and does anyone know what to do to fix this...I dont want to remove this from my mod but I may have to if it doesnt work :(
thanks
Posted by Ubersaint at 2007-02-23 07:56:12 Voted 9.00 on 02/23/07
Great system been using it for years but the current update has a XL file that is way out of date compared to the items in the erf. If someone has a update to it i'd be greatful :) _________________________ Trimaris - Kingdom of the 3 Seas PW Story Link
Posted by Mescalino at 2007-01-28 13:28:43 Voted 9.75 on 01/28/07
Top system only misses an instruction to make things stackable.
Posted by Mescalino at 2007-01-28 13:26:46 Voted 9.75 on 01/28/07
Hi, How do i make the items Stackable? I saw in you demo module they where stackable but i couldn't figure out how you did it.
Further more its the best system i have seen so far!! good Job!
Posted by MoradinSoulForger ( 12.45.xxx.xxx ) at 2006-07-25 11:10:07
I love this system and have made substantial customizations to it.
One thing I've had an issue with though is the top ten crafters list for each skill. This list doesn't produce a distinct instance of a crafters name, but will fill a number od spots. rather than displaying the top ten scores and the crafter names that go with them, a crafters name will only be displayed when he displaces another crafter. the list often only displays 5 names or 2 distinct names and three repeated.
Has there been a fix for this produced?
Posted by Statix at 2006-06-16 17:26:24 Voted 9.50 on 06/16/06
Excellent system and very customizable. I have one question...
If I wanted to script some custom code when the PC levels up in a crafting tradeskill, where would I do that? I've looked through a lot of the scripts and I can't seem to find the code for the player leveling.
I have a question about the animal creature. I tried to place an area with some Deers, when I place them as a creature, their is script is OK but they don't seems to move and when I place them as an encounter, they don't spawn. Does anyone have a suggestion for me ?
Posted by nwngeek212 at 2006-05-03 13:36:47 Voted 10.00 on 05/03/06