Neverwinter Vault

Expand AllContract All -Site -My Profile -Features

Neverwinter Nights 2

-NWN2 Files -NWN2 Game Info -NWN2 Resources -NWN2 Community

Neverwinter Nights

-NWN Files -NWN Game Info -NWN Resources -NWN Community

Vault Network
RPG Vault
VN Boards
IGN Vault
Vault Wiki
· Age of Conan
· Anarchy Online
· Asheron's Call
· Dark Age of Camelot
· City of Heroes
· D&D
· EVE Online
· EverQuest
· EverQuest 2
· Final Fantasy
· Guild Wars
· Lineage 2
· Lord of the Rings Online
· Middle Earth
· Neverwinter Nights
· Pirates of the Burning Sea
· Rise of the Argonauts
· Star Wars Galaxies
· Tabula Rasa
· The Matrix Online
· The Witcher
· Titan Quest
· Two Worlds
· Vanguard
· Warhammer
· World of Warcraft

Planet Network
Planet Hub

IGN
Games
Cheats
Entertainment

The Web   The Site  



NWN SCRIPTS

- Jump to comments -
Title  Rope Scripts
Author  The Krit
Submitted / Updated  11-09-2009 / 11-19-2009
Category  Inventory Item
Expansions  HOTU-1.69
Format  Code Only
Type  Type - Transitions
Description
These scripts are replacements for the C.R.A.P. rope scripts included in CEP 2.2c. I fixed a couple of bugs, updated the scripts for version 1.69, and made some minor changes that I consider improvements, although opinions may differ on that. While I was at it, I expanded the customization options for builders. See the change log for a more detailed list of changes.

A secondary purpose of this submission is to make some auxiliary files available to players and builders. First up are the two guides I wrote (one for players and one for builders). These are written for this version of the rope scripts, but are somewhat applicable to the CEP version of these scripts -- enough to give people the basic idea, even though some of the details (especially about customizations) will be off if used as a reference for the CEP version.

The other file I wanted to make more readily available is an override that provides the C.R.A.P. animations. This did not go into CEP for some reason, even though the scripts that reference the animations did go into CEP. For the most part, not having these animations does not hurt, other than PCs shifting into a horse-riding pose at one point (for both CEP's and my versions of these scripts). On the other hand, dropping the C.R.A.P. version of a_ba_non_combat.mdl in a player's override will let that player see the intended animations (which do add to the experience). My source for this file is C.R.A.P. for 1.68 and CEP 2.


What do I need?

Players will want to download Rope_Animations.zip and decompress it into their override directory. They might also want to read the player guide.

The animation override might conflict with other overrides. It might be ineffective in modules with custom hak paks. If you're convinced it's causing problems, remove it. It does work for me, though.

Builders will want to download either RopeScripts_TK_erf.zip or RopeScripts_TK_hak.zip (or both). The former gets decompressed into your erf directory, and the latter into hak. They might also want to read the builder guide and the change log. The "erf" version can be imported into any module (even one that does not use CEP, but you'd be missing the item and placeable blueprints in that case), but it will be completely ineffective if the module is associated with the cep2_crp_s hak pak. Unfortunately, associating with this hak is the simplest way to get the required item and placeable blueprints. If your module uses that hak pak, you need the "hak" version. My thinking is that a server admin would use the nwhak.exe utility to merge this hak into either cep2_crp_s.hak or cep2_custom.hak. (It is technically possible to use my hak directly, but that adds the requirement that your players get this hak.) Someone who is building a single-player module and needs the hak version might want to merge my hak into a module-specific hak that gets downloaded with the module.
(Yes, scripts in haks can be such a pain to update, but what are you going to do? CEP made their decision about this, and attempts to convince them that it is not the best idea have been met with baseless attacks from the CEP clique.)


Requirements:

These scripts require version 1.69 because they have horse support. They do not themselves require HotU, but the .erf is flagged as needing that because that was easier for me (and can be changed upon request). CEP 2.2+ is useful in that it provides item and placeable blueprints, but it is technically not required for these scripts to function.


11/19 -- bug fix: Closed a loophole that could allow an encumbered PC to climb if an equipped weapon has a strength bonus.

Files

NameTypeSizeDownloads
RopeScripts_TK_erf.zipRopeScripts_TK_erf.zip
Submitted: 11-09-2009 / Last Updated: 11-19-2009
zip23.33Kb132
Importable scripts. For builders; decompress into your erf directory, then import into your module.
Rope_Animations.zipRope_Animations.zip
Submitted: 11-09-2009 / Last Updated: 11-09-2009
zip162.96Kb158
Animation override. For players; decompress into your override directory.
RopeScripts_TK_hak.zipRopeScripts_TK_hak.zip
Submitted: 11-09-2009 / Last Updated: 11-19-2009
zip22.75Kb120
Hak pak scripts. For builders; decompress into your hak directory, then choose the least wonky way to get the data associated with your module. (Not my preferred method, but sort of required by CEP's choice of distribution.)
Rope_changes.txtRope_changes.txt
Submitted: 11-09-2009 / Last Updated: 11-09-2009
txt2.99Kb135
Change log (changes from the CEP 2.2c version of these scripts)
Rope_Builder_Guide.txtRope_Builder_Guide.txt
Submitted: 11-09-2009 / Last Updated: 11-09-2009
txt9.84Kb216
Builder's guide to configuring rope transitions and custom ropes in the Toolset
Rope_Player_Guide.txtRope_Player_Guide.txt
Submitted: 11-09-2009 / Last Updated: 11-09-2009
txt4.69Kb186
Player's guide to using ropes in the game
SCORE OUT OF 10
10
6 votes
View Stats
Cast Your Vote!

PORTFOLIO
Add this entry to your portfolio so you can track it
Manage your existing portfolios or create a new one.
SCREENS





You Must Be Logged In to Participate.
Comments (13):

Posted by Arbedaios at 2012-04-11 06:42:04    Voted 10.00 on 03/28/12
I changed line 707 of crp_inc_ropes:

location lTop = GenerateAwayLocation(GetLocation(oLowerer), 0.4); //default 1.0

Since the rectangular pit placeable is bigger than the other one, sometimes the ropebundle/grappling hook-and-rope placeable is created too far towards the center of the pit and cannot be reached/used by the toon.
Reducing the distance in which the placeable will be created in front of the player char solves this issue. 0.4-0.6 works fine.

Posted by Arbedaios at 2012-03-28 13:31:16    Voted 10.00 on 03/28/12
By avoiding using the P.A.W. on the pits, it works.
Thanks again!

Posted by Arbedaios at 2012-03-28 13:07:28    Voted 10.00 on 03/28/12
@The_Krit-
Thank you very much for answering. I feel that NWN1 is a means of sharing adventures which has many advantages compared to similar games. Most of the time, I have been searching for solutions elsewhere and I am new to this forum. I wonder if there is another project trying to bring back some old style pen and paper feel to NWN, aside from C.R.A.P.?

Anyway, I will try what you have suggested.

Posted by The_Krit at 2012-03-28 05:57:41    
Arbedaios, a common thread in your problems is that you used the PAW. Don't do that (at least not for anything rope-related). Or use the PAW but don't use any rope items or placeables. I only fixed the rope scripts; I did not touch the PAW (fixing that was a bigger project than I wanted to tackle). In fact, since your module is using the PAW, you might not want to use these scripts. There are bugs scattered around the C.R.A.P. scripts, but a buggy, consistent system often beats competing systems.

Assuming you keep these scripts:
For #1, you managed to avoid using the PAW, so there were no problems. For #2, when you are ready to secure the hook, use the grappling rope item, not the PAW. For #3, use the rope item, not the PAW. Using the PAW invokes C.R.A.P.-y scripts, which were not worth maintaining compatibility with.

Posted by Arbedaios at 2012-03-26 06:52:34    Voted 10.00 on 03/28/12
I came across the problem that the ropes do not work correctly whenever I want to climb down from the pit edge into the pit.

1. I fell into the pit. I combine grapple hook (crpi_graphook) and rope (crpi_rope) to get rope with hook (crpi_graprope). Using this, throwing animation plays, hook catches, hanging rope placeable appears and clicking this twice I can climb up and out of the pit again, being transported to the pit placeable at the "top" of the pit. Whenever I click on the hook and rope placeable at the top of the pit, I get the correct dialogue with the options to retrieve the rope or to climb down again. This works.

2. At the pit placeable, I combine the items to get the rope with grappling hook. I use the PAW on the pit placeable. I get the dialogue option to secure the hook and lower the rope into the pit. Hook-and-rope placeable is created at the pit placeable.
a) Now I use PAW on the pit again and can climb down the rope. Down at the pit bottom I click the hanging rope placeable and can climb up again, works correctly.
b) If I click on the hook-and-rope placeable at the "top" of the pit (instead of using the PAW on the pit), it is removed without starting the correct conversation. The rope is put into my inventory, the grapple hook has disappeared. Wrong. If I use PAW afterwards on the pit, I get the option to climb down the rope again. The hanging rope placeable at the bottom of the pit is not destroyed. Wrong. If I try to use this again to climb up, climbing animation plays, but I climb out of the floor at the pit bottom in front of the hanging rope. Wrong.

3. I use the PAW on the pit placeable. I get the dialogue option to drive a spike into the floor, secure the rope and lower it into the pit. Rope bundle placeable (crpp_ropebundle) is created.
a) I use the PAW on the pit, get the option to climb down, animation works and I am transported to the waypoint at the bottom of the pit. Correct. When I now click the hanging rope twice, animation climbing up rope starts, blackout, but next I see my toon climb out of the floor at the bottom of the pit in front of the hanging rope placeable. Wrong.
b) I click on the rope bundle placeable at the top of the pit and it is put into my inventory without starting a conversation. Wrong. If I get into the pit by some other way, I see that the corresponding hanging rope placeable was not destroyed, when I try to use this I am stuck climbing out of the floor at the bottom of the pit.

There seems to be something wrong with creating the linkage between oRopeTop and oRopeDrop. The "transition" between bottom and top does work only if I start with hook and rope at the bottom of the pit.
I tried the ropes and pit in the CEP 2.3 CRP-Starter-Module, it works correctly (without the animation).
I compared the placeables and items used in your starter modules and in CEP 2.3 CRP-Starter-Module, they seem to be identical.
Sooo, I figure that you use a modified script somewhere (crp_inc_rope, perhaps?) from one of the older versions of C.R.A.P., if it works for you correctly.
Does anyone know of a solution?

Posted by jdeavila at 2010-12-25 08:37:54    Voted 10.00 on 12/25/10
Great work!!
_________________________
Imtherealthing

CCP (The Community Creature Project)

The TRIAD

Posted by Mannast at 2010-06-06 06:46:50    Voted 10.00 on 06/06/10
Forgot to vote... Great stuff and thanks for the work!

Posted by Gonzo_og at 2010-01-26 08:11:45    Voted 10.00 on 01/26/10
Thanks.
_________________________
stuff

Posted by The_Krit at 2009-12-28 22:01:15    
petekwando, if someone wants to update the animations to handle cloaks correctly, I think that would be great. But until then, I think the correct animations with stiff cloaks looks better than missing or incorrect animations with flowing cloaks. Still, it's each person's judgment call. Just don't forget that you could always take off your cloak before climbing. ;)

Posted by petekwando at 2009-12-22 14:05:38    
I'd also love to get these working again, especially after hearing about the mounted climb-out animation bug. But I think messing with the supermodels is a bit beyond me, I don't want to make this an either/or thing with the horse animations. Damn.
_________________________
I drank what?

Posted by Primeval Atom at 2009-11-30 02:05:27    Voted 10.00 on 11/30/09
This answer my question as to why those animations were missing in the CEP :(

Thanks The Krit


_________________________
(\__/)
(='.'=) This is Bunny. Copy and paste bunny into
(")_(") your signature to help him gain world domination.

Rip RPG

Posted by ShaDoOoW at 2009-11-11 23:49:43    Voted 10.00 on 11/11/09
This is so good idea, definitely 10 from me even if onperceived is needless ;).
_________________________
[Boost System] [Door System] [Devastating Critical Immunity] [HIPS remake] [Circle Kick Mode] [1.69 Full 2da Source]

Posted by Mannast at 2009-11-11 11:24:04    Voted 10.00 on 06/06/10
I will get these going - I had edited all the rope scripts in my base mod to ignore the animation calls and I had not figured out what to do with the horses. I will vote once I get these installed. Thanks for the hard work!

You must be Logged In to post comments in this section.

 
Most recent posts on the MMO General Boards
Analyst: Star Wars: The Old Republic Could...Analyst: Star Wars: The Old Republic Could Sell 3M: more numbers
- last reply by Acao on Aug 15, 2011 06:15 PM
which class will your first character be
- last reply by Blisteringballs on Aug 15, 2011 05:50 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 05:00 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 04:00 PM
NWN Idea Database Update
- posted by Vault_News on Aug 15, 2011 03:46 PM
Missing Votes for NWN2 Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:40 PM
Missing Votes for NWN Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:39 PM
Random Questions and game altering suggest...Random Questions and game altering suggestions!!!
- last reply by ArkadyTepes on Aug 15, 2011 03:22 PM
State of the game?
- last reply by LyricOpera on Aug 15, 2011 01:37 PM
Yesterday streaming, now demanding downloa...Yesterday streaming, now demanding download :(
- last reply by Sinane-tk on Aug 15, 2011 10:23 AM
 

   


IGN Entertainment
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2011, IGN Entertainment, Inc. | Support | Privacy Policy | User Agreement | RSS Feeds
IGN’s enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.


NWN2 Hall of Fame

HOF NWN2 Original Hakpaks


View all Hall of Fame entries


Neverwinter Nights 2

TOP NWN2 Modules

NEW Modules

NEW Reviews

NEW INTL. Modules

TOP Hakpaks

TOP Gameworlds

TOP Tutorials

TOP Prefab:Areas

TOP Blueprints

TOP Plugins

TOP UI

TOP Other

TOP Visual Effects

TOP Scripts

TOP Tools

TOP Movies

TOP Models

TOP Characters





Hall of Fame

HOF NWN Modules


View all Hall of Fame entries


TOP NWN Modules

NEW NWN Modules

NEW Reviews

TOP Intl. Modules

TOP NWN Hakpaks

TOP NWN Gameworlds

TOP NWN Models

TOP NWN Portraits

TOP NWN Scripts

TOP NWN Prefabs

TOP NWN Other

TOP NWN Movies

TOP Sounds

TOP NWN Textures

TOP NWN Creatures

TOP NWN Characters