Travel Builder is an easy-to-use script set for NWN 1.69. It includes a "quick fix" for custom area transitions in 1.69 which can be used stand-alone.
The full feature list is :
1. When a player travels between areas that are supposed to be miles apart, the journey is described and (in Single Player) the game clock advances.
2.To avoid unnecessary running around in areas that have already been explored, the player can take an instant shortcut from any location within and across areas.
3.Portals and other plot-related area jumps are supported.
4.Travel across water, chasms and other barriers is emulated.
5.When travelling by ship, everything on board moves with the vessel.
6.The system can easily be extended to support ropes, ladders, planar travel or anything else you can imagine.
7.There is an OnTransitionRequest user exit which can be used to intercept existing transitions without changing them.
8.Travel can be controlled by a menu in a quickslot.
9.Conversations involving a choice between options require only one conditional script and one action script.
Travel time depends on many factors, leading to the possibility of "beat the clock" quests across areas.
The system is fully compatible with 1.69 horses, and uses the same approach to movement rate.
Older modules which use any means of travel other than default area transitions will need significant changes to support horses properly. This system provides a plug-in solution which reduces the work considerably.
The approach is flexible - the module author chooses which features to use.
It is supplied in English. Provision has been made for easy translation into other languages.
A basic knowledge of nwscript and the Aurora toolset is assumed.
A demo module is provided, with working examples of overland travel, horses, and every type of ship.
These features can also be seen in my Enigma Island modules.
ACKNOWLEDGEMENTS
Thanks to Deva Winblood for patiently explaining how the 1.69 horse system works, and to Azbest for the function GetEncumbranceLevel().
UNSUPPORTED
The author no longer supports this work. Please feel free to use, amend or republish as you see fit.
NWN 1.69 final is now available via NWN Update. I understand that it's only available in English at present. There are no changes to Travel Builder.
Posted by Proleric at 2008-07-0421:35:48
Updated the link to 1.69 Beta 11.
Posted by Borden at on06/15/08
Have another 10 Proleric. Do you mind if I merge this with my World maps? I think they would work well together. _________________________ Stuff I've done.
Posted by Proleric at 2008-05-2923:03:36
Added a screenshot.
Posted by Proleric at 2008-05-2305:25:17
Version 0.04 : For multiplayer, the module switch bh_TravelMultiplayer must be set to disable the game clock update. Fixed an issue with the game clock advancing when the distance is zero.
Posted by Proleric at 2008-05-2009:41:12
Jimmy_Buffit : Good point - the SetTime call in bh_travel_inc should be commented out in multiplayer. I'll make it optional in the next release. The travel message is already configurable, so you can omit the time taken.
Posted by Jimmy_Buffit at on05/20/08
What a great system:) I love the simulated distances. Thank you so much for this wonderful example. I do however have one question. Will actually advancing the game clock using the SetTime function be safe to do in multiplayer? It could be commented out if necessary but maybe a built in switch to toggle this function on and off would be better? _________________________ Currently stalking the dungeons of ForkWest.com
Posted by Keltic_Oryantal at on05/18/08
Amazing work. You outdid yourself again! _________________________ Cheers, *K.O* "Eliminating the need for a PnP game one NWN area at a time."
Posted by Pstemarie at on05/18/08
Excellant work, Proleric! _________________________ -- Pstemarie - Project Q Team Artist
Posted by Proleric at 2008-05-1716:53:54
Version 0.03 has been refreshed for 1.69 Beta 10 and includes some improvements arising from play testing in larger modules. There are now two erf files in the zip (core system and example scripts) so that a new release of the core system can be imported without impact on user modifications to the example scripts. Scripts rebuilt for 1.69 Beta 10 so that latest Bioware code is incorporated. An area can now contain multiple nodes on more than one network (for example, river crossings in an area that also has several overland shortcuts). Added functions bhtExportTravelDataBase and bhtImportTravelDataBase to provide support across modules and for Persistent Worlds. Added an option to bhtTravelOptionMenu and bhtJumpToTravelNode to allow an NPC to travel instead of the PC, so you can send a henchman or other NPC to a known location. Added a function bhtJumpHorsesToObject to allow the module builder to relocate horses when a PC enters a "no horse" area. Validation now checks for duplicate node waypoints. Additional messages have been added to bhTravelFeedback.2da. Fixed an issue with associates not jumping to the PC within area. This change uses a new function bhtJumpAssociates, which is enabled in the new version of xx_travel_exit. Fixed an issue that was reporting unknown nodes as unavailable when the party was mounted. Fixed a loop in the shortcut conversation which occurred if there was no land node in the module start area. Fixed a typo which occurred when the travel distance was 1 unit. Fixed a message about someone slowing you down when the distance was zero. Horse checks optimised for better performance. Module heartbeat script is now x3_mod_def_hb. Example script bhh_mod_def_load renamed xx_mod_def_load for consistency. Correction to Guide - items can be left in the ship's cabin using their radial menu. There is a known issue with drag-from-inventory in this location, which Bioware probably won't fix. Correction to Guide - the ship in the Mines Caverns tileset is supported.