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NWN SCRIPTS

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Title  Inter-Module Navigation System
Author  Galbor
Submitted / Updated  05-01-2003 / 11-22-2006
Category  Travel
Expansions  Works on all versions
Format  Module and Code
Type  Type - Portals
Includes  BioWare Standard
Description
This system provides a simple and flexible way of linking entire modules together, just as areas can be linked within a module. PC's travelling from one module to another (along a road, through a doorway or cave, or whatever) will appear in the appropriate place in the connected module, rather than appearing at the default start location. Modules can also be set to return PC's to whatever module they came from, rather than one specific module. This allows (for instance) an inn, town, or similar shared area that can be reached directly from many locations, with each visitor being automatically returned to wherever they came from when they leave. Also includes a DM key for locking/unlocking module transitions, and a flag system for disabling travel if there are PC's with unfinished quests.

Files

NameTypeSizeDownloads
InterModule_Navigation_System.zipInterModule_Navigation_System.zip
Submitted: 05-01-2003 / Last Updated: 05-01-2003
zip78.91Kb843
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Comments (9):

Posted by apunyfly at 2010-07-30 01:38:10    
All right,I'll try downloading this and giving it a go.

Posted by Deus of the Apocalypse at 2009-07-21 09:29:39    Voted 10.00 on 07/21/09
Nice work, & good concept.
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Posted by rascal at 2006-11-24 13:36:38    Voted 10.00 on 11/24/06
This will help me and my brother in law connect our mods together (Jungles of ChultCalimshan) Thanks for doing this. :-)

Posted by Nydoc ( 168.156.xxx.xxx ) at 2004-06-02 17:13:00    
Thank you thank you Galbor!

This will allow me to use infinite haks without having to worry about conflicts! It makes stitching together my world SOOO much easier!

Thank you!

Posted by Vilance ( ..xxx.xxx ) at 2003-05-03 09:34:00    
*shaking the dust of tileset of brain*

so currently, do linked pw sites auto start people from a spot or do they place them at the edge of an area like this system of travel?

Lost in tilesets...
V

Posted by Gamergeek ( ..xxx.xxx ) at 2003-05-03 06:37:00    
This could be useful for a linked PW as well.

Posted by Galbor ( ..xxx.xxx ) at 2003-05-02 16:05:00    
Demangel:

Yes, because you're reloading each module when you go through a transition, it's "new" each time. You're restarting it. It would be really cool if NWN had a "reload saved game" function rather than "start new module"...

So mainly it's handy for connecting adventure modules to your "home town". You equip, head out of town, go through a transition to "Endless Respawning Goblins of Doom" or whatever, then head home when you've finished that. Slightly more realistic than manually saving PC's then manually loading the next module to simulate a "journey".

Or you can build up your own world by linking "home towns" together. I've just posted a module that uses it (Tinkers Cross: it should appear on the next nwvault update). A town with roads leading out, that modules can be hooked up to (temporarily or permanently, whichever is appropriate).

Editing the properties of one trigger and one waypoint is all you need to do to change which module you go to.

Posted by Demangel ( ..xxx.xxx ) at 2003-05-02 15:20:00    
Would this be useful for Small Party scale campaigns with a DM? In other words will all the quests reset and mobs be respawned ETC? (bad thing in some cases)
What if the DM or player hosting the game uses the transition? Surely the other players will get bumped there too right?
Am I really this stupid for asking such potentialy obvious questions? (heheh yeah I think I am LOL)


However for PW uses this could be great stuff:)

Posted by Timidon ( ..xxx.xxx ) at 2003-05-02 14:21:00    
Intrestign concept, I do like it.

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