Now you can have a Bedroll, campfire & tent in the OC. It only works on the prelude, SoU & HotU as they have onrest scripts I could tap into. The rest of the original game doesn't use an on rest script unfortunately. Just extract the scripts into your override folder and you're good to go. Oh it will also work on any mod or PW that uses the standard bioware on-rest scripts.
09:02:2010 revisions:-
Removed onrest (m1q0_rest) script for the prelude. (Not really worth using just for the academy) & db_animated_rest script. These should be deleted from override folder.
Made it as seamless as possible with the standard rest system. (No Cutscene)
This update has cost me a nights sleep so you B*****s better appreciate it & vote. LOL
Posted by Jedijax at 2010-02-11 18:04:25 Voted 9.75 on 02/10/10
One other thing I noticed: If you have a weapon equipped and added to the quickbar, once you rest, it disappears from the latter.
Posted by Jedijax at 2010-02-10 22:40:30 Voted 9.75 on 02/10/10
Thank you, my friend but I am not using your work in a module I built, it is merely for personal gameplay, and always as a stand-alone feature, not merged with any other rest systems. I do know your intention was to use the scripts in the official campaigns, and that is what I meant regarding the x2 version of the script, which I tested in HOTU chapter 3, getting the mentioned non-fading bedroll.
What I've been doing is merely adding the x1 rest system to my favorite modules, and it works like a charm! Just mentioned the db_inclrest and x2_onplayerrest issue as user feedback.
This System is actually designed for use on the Official Campaign. The X1_PLAYERREST script is the official NWN SotU module on rest script modified to call the camp routines from the db_incl_rest include script. The X2_ONREST script is the official NWN HotU module on rest script modified the same way. I haven't been able to reproduce the bedroll left behind bit but as the routine that removes the rest items is in the include script I can only assume it was a one off problem as both the other scripts call exactly the same routine. If you have a custom on rest script for a module you are building plaese e-mail it to me and I'll make a special modified version for you. _________________________ Stuff I've done.
Posted by Jedijax at 2010-02-10 13:29:29 Voted 9.75 on 02/10/10
Ok, I've done some testing and found out a bit more:
The db_inclrest script doesn't seem to do anything when aggregated to modules, no models, no additions. The X2_onplayerrest is the one leaving the bedroll behind after resting, but the x1_playerest script works flawlessly, and it is the one I'm using.
Hope the info helps you!
Posted by Jedijax at 2010-02-10 11:18:39 Voted 9.75 on 02/10/10
Now we're talking! You were right, the file hadn't been updated.
The thing works great, exactly as I wanted it to. Just a little thing, though: The bedroll doesn't fade after resting, like the other placeables. Not a problem for me, to be honest, but it happens anyway.
Great addition! And great response to feedback too!
I,ve just over-written my files & it works perfect. If you have deleted db_animate_rest then you shouldn't get a cutscene as that script contains the cutscene code. All Ican suggest is that your system is somehow caching the old code and re-using it. Try a brand new game... _________________________ Stuff I've done.
Posted by Jedijax at 2010-02-09 19:22:41 Voted 9.75 on 02/10/10
No, no, I didn't keep the previous files, I deleted them so as to get the fresh, updated version. I downloaded it, placed it the same as before, but nothing has changed. I tested it on Hordes of the Underdark, and it still plays as a cutscene, with no chance to cancel.
Open your override folder, delete x2_onrest.ncs & nss, x1_playerrest.ncs & nss, db_incl_rest.ncs & nss and db_animated_rest.ncs & nss. Then re-install the new files. That should fix it. _________________________ Stuff I've done.
Posted by Jedijax at 2010-02-09 01:48:48 Voted 9.75 on 02/10/10
I noticed you updated the files, but nothing seems to have changed on my end... I still can't interrupt the resting sequence...
@ Jedijax: It's combining a cutscene with resting (Not designed to happen) that's the problem. The escape key won't work on the cutscene. I'll work on a non-cutscene version. (Problems with placing the camp then) Watch this space ... _________________________ Stuff I've done.
Posted by Jedijax at 2010-02-07 13:48:25 Voted 9.75 on 02/10/10
There's a little annoying issue with your override, Bolden. You cannot stop the resting process anymore, which comes in handy if you want to dispel henchmen-summoned creatures, or to dispel the annoying light-source placed on you after modifying armor and weapons. The animation and placing is, however, superb. Fix this minor thing, so one may stop the animation at any time, and you'll get a perfect ten from me.
Posted by Jedijax at 2010-02-07 13:37:30 Voted 9.75 on 02/10/10
Maybe because they're already in the BIF? As I understand, this is just a set of "instructions" to use already-included resources from the game.