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NWN SCRIPTS

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Title  Pencil n Paper Systems Pack
Author  Accerak
Submitted / Updated  11-24-2008 / 12-20-2008
Category  Scripting routines
Expansions  Requires All Expansions (SoU & HotU & CEP)
Format  Module and Code
Type  Type - Classic PnP
Includes  None
Description
The Pencil n Paper Systems Pack brings chat bar activated commands to NWN such as: Search the altar for hidden compartments, look for tracks in the area, check for traps on the door, listen to the door, and look for secret doors to name a few. Basically, you type a naturally phrased command into your chatbar and you perform the command. This system is derived from the Classic Roleplaying Adaptation Project scripts. No Haks, just scripts. It includes hidden items, objects, hidden compartments, listening to doors, checking for traps, looking for hidden tracks, and I have included holy symbols, a new paladin detect evil ability, unidentified potions, etc...

The download includes a premade demo/base module, documentation, and an erf for importing into an existing module.

Requires all NWN expansions patched to 1.69 and CEP 2.1.

12/21/08 UPDATE:
I have updated the scripts for CEP2.2. The update was significant enough that I am calling this Version 2. To use this you will need to have NWN1 patched to 1.69 and CEP2.2 installed. There are 2 seperate downloads for version 2.

One contains the updated PNP documentation in pdf format, an erf file for importing the scripts and items into an existing CEP2.2/CRAP module (shouldn't overwrite anything), a second spell scripts erf that will overwrite the default knock, find traps, and turn undead spells. The only one REQUIRED for PNP is the turn undead. If you don't overwrite your original with this one, the PnP turn undead features won't work. The other two are optional and are used to make sure knock and find traps don't break things in normal play. The original CRAP documentation in it's HTML format is also included in this download.

The other download contains a CEP2.2/CRAP/PNP demo module that can be used as a base for building.

PNPv2 is different enough from v1 that you will NOT be able to simply upgrade. You will need to remove PNPv1 before upgrading.

Files

NameTypeSizeDownloads
PNPv2_Base_Module.rarPNPv2_Base_Module.rar
Submitted: 11-24-2008 / Last Updated: 12-20-2008
rar511.01Kb99
Demo Module only. Download this to see what CRAP and PNP are all about and go through a short tutorial of the major systems. This module can also be used as a base to build a new module or world from. Requires CEP2.2 (including the CEP-CRAP and CEP-Tileset haks) and NWN1 patched to 1.69.
PNP_Systems_Pack.rarPNP_Systems_Pack.rar
Submitted: 11-24-2008 / Last Updated: 11-24-2008
rar1.5Mb184
The download includes a premade demo/base module, documentation, and an erf for importing into an existing module.
PNPv2_CRAP_Docs.rarPNPv2_CRAP_Docs.rar
Submitted: 11-24-2008 / Last Updated: 12-20-2008
rar733.03Kb126
Contains PNPv2 documentation in pdf format, an erf for importing into existing CEP2.2/CRAP enabled modules, a second erf containing fixes for the knock and find traps spells as well as an updated turn undead spell (turn undead is required for PnP turn undead features to work), and finally the original CRAP documentation in HTML format.
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Comments (25):

Posted by ShadyAllie at 2010-10-08 07:58:47    
glad I found this. i loved the crap system when it came out. i also enjoy the ors script sets. A combined builders base joining these two systems would rock.
@ Mannast: would you be willing to share your ors/pnp combine in a base mod?

Posted by Mannast at 2010-06-10 18:14:24    Voted 10.00 on 11/25/08
Accerak - in the zep_on_mod_load script, it is roughly around line 80. Mine is an edited version running a number of ExecuteScript commands at the beginning for sub-systems. but it is where the script stores placeables and the inventoryies.
-----------------------
//store a placeable and all its inventory items
else if(GetHasInventory(oHidden))
{
oHolder = CreateObject(OBJECT_TYPE_PLACEABLE, "crpp_holdbag", lSavedObjects);
SetLocalObject(oMarker, "HOLDER", oHolder);
oItem = GetFirstItemInInventory(oHidden);
while(GetIsObjectValid(oItem))
{
CopyObject(oItem, lSavedObjects, oHolder);//instead of taking the object
DestroyObject(oItem); //we are copying it and destroying the original
oItem = GetNextItemInInventory(oHidden);
}
}
-------------------
Of course there may be some other unforseen problem with this fix, but I have been happy with the change in my mods... Thanks again!

Posted by Accerak at 2010-06-06 17:39:27    
Thanks for the fix Mannast. I never could get the error to duplicate and then I started earning my second degree in the evenings, so I pretty much got away from NWN. I believe I know what lines of code you're referring to now, but could you please post what change you made and where? Thanks for sticking with it!
_________________________
"Victory is built from the ashes of your enemies." - unknown

Posted by Mannast at 2010-06-01 21:47:35    Voted 10.00 on 11/25/08
Its been along time since I visited here. In the past I had a problem with "remains" bags being left behind when creating hidden bags, containers or other secret things with items inside (not items themselves). I did manage to fix that problem, but only by going in and modifying the Module load scripts. In CEP 2.2+, the module load scripts ended up in the zep_on_mod_load script. By changing the procedure from TakeObject to CopyObject followed by a Destroy object command, the remains bags vanished, and the containers worked perfectly. Since I brought it up here long ago, I thought I would mention it. Thanks for these great scripts. I use them in conjunction with the CEPCRAP stuff!

Posted by rakhir06 at 2009-02-23 15:44:03    Voted 10.00 on 02/10/09
I don't think you can take CEP out due to some of the items CRAP uses.

A key eh? to get passed a trap?

Posted by Accerak at 2009-02-18 05:09:42    
Sorry, forgot to mention, as far as putting out a version that doesn't require CEP, I'll look into it. No guarantees on if or when though.
_________________________
"Victory is built from the ashes of your enemies." - unknown

Posted by Accerak at 2009-02-18 05:05:20    
Actually, there is a key hidden in the hallway before that door. If you search the area, just after you turn the bend from the long hallway, you'll find it in some rubble along the North wall.

This second part of the demo, after you go through the secret door and start down that long hallway, was more or less just a way to play it as a player most likely would. You're not told "try this" or "look here" any longer except for when you find the potion of gaseous form. I should have put that information in somehow. Sorry about that.
_________________________
"Victory is built from the ashes of your enemies." - unknown

Posted by rakhir06 at 2009-02-10 18:41:05    Voted 10.00 on 02/10/09
Love the scripting. I was able to activate the CRAP Coins.

One note. Unless you have remove traps, you can't get past the door with the gaseous form potion to get past the wizard locked door. Kinda hard to run through the demo.

Posted by rakhir06 at 2009-02-08 06:19:25    Voted 10.00 on 02/10/09
Has any thought been given to making a version of this that does not require CEP?

I know HERESY!!

Rakhir

Posted by Accerak at 2008-12-31 04:23:53    
My mistake on the notes about the module download above. The tileset haks are NOT required.
_________________________
"Victory is built from the ashes of your enemies." - unknown

Posted by Mannast at 2008-12-21 09:26:32    Voted 10.00 on 11/25/08
Just a follow up to my earlier line (involving the hidden bags and such). It must be a bioware bug - when I test a mod from the toolset, the "remains" bags appear, but when I load a new game the scripts work corectly and the hidden compartments are thoroughly hidden. This even works in the testing mode - if I test the mod, the bag is there - during exit, I chose instead to load the module from the in-game menu, the bags are hidden. Love the edits you did to the demo. Great Work - glad I voted 10

Posted by Mannast at 2008-12-21 08:50:07    Voted 10.00 on 11/25/08
Thank you for updating this to the CEP2.2. I was in a quandry of how to implement both the C.R.A.P. content and the PNP. I did need to do one thing to get the C.R.A.P. stuff to work properly - I converted the crap script hak into an erf and imported it instead - I could not get my edits of the crp_inc_control script to stay put otherwise. Can't wait to check out how all this works together.

Posted by Accerak at 2008-12-09 04:36:07    
CEP 2.2 is out so I am working on integrating this system with it as much as possible. My goal is to get every command from the player action widget (PAW) accessible by chat bar command. I'm hoping I will have it by the end of the week. I've put the ORS issue on the back burner until this is done, but I will look at it still when I have time available.
_________________________
"Victory is built from the ashes of your enemies." - unknown

Posted by Accerak at 2008-12-03 04:28:29    
I'll look into it within the next couple of days and hopefully get back to you with a fix for it.
_________________________
"Victory is built from the ashes of your enemies." - unknown

Posted by Mannast at 2008-12-02 08:49:18    Voted 10.00 on 11/25/08
Actually both - the hidden bag as well as the hidden compartment on placeable objects left "remains" behind upon loading the module. I was going to test and see what was in my No_Access area to see if what was put there, but ran out of time last night.

Posted by Accerak at 2008-12-01 14:21:01    
Mannast, are you referring to hidden compartments on placeables? It makes a difference since there is actually a sack that is a "hidden container".
_________________________
"Victory is built from the ashes of your enemies." - unknown

Posted by Mannast at 2008-12-01 11:24:19    Voted 10.00 on 11/25/08
An ORS/PnP update: With ORS, the secret doors and hidden things work great, but the hidden containers are appearing as remains before any search is carried out - I am currently trying to figure out why the inventory is being left behind. If there is no initial inventory, the empty activator or bag can not be found at all, so somewhere a script is being mucked up by the two systems. If you happen to have a guess where the conflict may be, I would appreciate it - I will look nonetheless. Even if I can't get those to work, the secret doors and the hidden objects are more than worth it. Thanks again.

Posted by Saduj at 2008-11-26 11:50:35    Voted 10.00 on 11/26/08
Very interesting work indeed...
_________________________
Carcerian/Saduj's Submissions: (169 Portrait/Soundset Unlocker) (12 NWN Fonts) (30 NWN Fonts) (Auto-Emotes) (Custom Dragon Disciples) (Dynamic Wildshape) (Keyring) (NPC Schedules) (Sacred Shields) (Spawning Undead) (Shayans Subrace Engine for 169)

Posted by Accerak at 2008-11-26 09:40:49    
Mannast, if you come up with any specific procedures to make it more compatible with ORS, please let me know and I'll include them in an update and give you the credit for them in the docs.
_________________________
"Victory is built from the ashes of your enemies." - unknown

Posted by Mannast at 2008-11-26 06:23:14    Voted 10.00 on 11/25/08
The ORS had a wrapper in the chat location, but didn't seem to have anything running in it; that was the only bit that I really needed to fix. All the other scripts were wrapped in and didn't seem to upset anything yet. I am concerned about the two torch systems running at the same time, but I will need to test that more intensively. The ORS needs certain torches to be available to light the camp fires and such. I don't know if the timing systems effect the same or different items. I will post a follow up once I get it running for a while. It was great having my test secret items pop up when searched for!

Posted by Accerak at 2008-11-25 17:30:05    
Glad to hear it works with ORS. When I learned that chat parsing was coming with 1.69, I couldn't resist hooking the C.R.A.P. stuff into it... At least what was script related only. I wanted to keep any hak related content out because the CEP team is adding the original CRAP hak content in 2.2, and when they do I plan to update this asap to keep this feature simply because it really does work so well with the way most mods and multiplayer mods/pw's work. I don't know if CEP is adding the script hak material from our last release of CRAP, but whatever they do, I assure you I will update this to work with it asap (simply because I really love that the emotes I would normally type in during a session now actually do more than just go through animations).
_________________________
"Victory is built from the ashes of your enemies." - unknown

Posted by Mannast at 2008-11-25 11:47:04    Voted 10.00 on 11/25/08
Tested well and I don't have to modify too much (using ORS) to get the C>R>A>P> things that I have been missing. The chat line abilities add a whole new dimension. Thanks for putting this out there!

Posted by frudillao at 2008-11-25 03:25:07    Voted 10.00 on 11/25/08
I haven't downloaded and tried it yet but I will put in a good vote for any PnP systems that may make it's way on the vault.
_________________________

Posted by Accerak at 2008-11-24 18:54:29    
Actually, PW's were a concern when I was setting this up. I am on dialup so I can't really test a PW setup well, but I purposely used a script style similar to DMFI 1.09's chat parsing to set this up. Also, there are no hak requirements other than CEP 2.1, which shouldn't be a problem for most PW's either.

While the system works well for adding alot of flavor to single player mods, I think it will tie in very well in a PW. If anyone does find any issues using it in such a manner, please let me know and I'll see what I can do about it.
_________________________
"Victory is built from the ashes of your enemies." - unknown

Posted by Link6746 at 2008-11-24 16:49:09    
A damn good idea. But really, it'd have to be usable with PW's to work.
_________________________
__________________________________________________
Megadeth has a very intelligent way of talking about governments and religions: Either they bullshit you or try to kill you for not being one of them. I wholeheartedly agree.
(Note: Just because Mustaine is christian doesn't mean he believes EVERYTHING the bible tells him.)
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