(10/9/07 update: The base module has been upgraded to HCR2 version 1.02 and also inlcude the HCR2 CopyObject & corpse system workaround for patch 1.10. I also upgraded it with DMFI Patch 1.04-1. I also added an area non-accessible to players, with the required HCR2_NOACCESS waypoint, which was missing from the last version. Please let me know if you find other errors or omissions).
This is a base module I use whenever I start to build a new module for my weekly DM'd mutliplayer campaign. IT IS NOT A PLAYABLE MODULE - it is only three areas (a start area, the HCR2 fugue plane, and an area that houses a HCR waypoint). I am uploading it here for anyone who uses the same base scripts I use, and who doesn't want to go through the hassle of setting up these in his or her module. The module contains the following:
- HCR2 bleeding and death script (NOTE: I changed the HCR Healer's Kit to have unlimited uses a day, to make it more like a healing widget like in HABD. If you want to change it back, set the item properties to 1 charge/use)
- DMFI tools
- Mogney's Sleep Activator Widget (set up by me for NWN2). This widget, initially designed by Mogney for NWN, allows the DM to toggle resting off and on.
- A start area that includes base merchants in one room, some empty rooms, and a crafting area
- Some base NPCs based off of Storyteller's Norse NPCs.
- Low level versions of the NWN2 OC companions that can be placed into an area, and asked to join a party. I use them for testing the difficulty of modules. I believe it was Lochlainn's Easy Party Companions that I used to set these companions up.
- Some extra Lights, such as torch lights, candle light, and campfire.
Credit for all these tools, except the start area, goes to the original authors. All I did was add it all into one module, and add a start area. If you notice something I forgot to mention, let me know so that I can credit the author. I'm no coder, and I'm not too tidy with my building, so any sloppiness or junk (stray scripts, conversations, etc.) left over from my own modules is solely my fault. If you notice any errors, please let me know.
Since it doesn't look like this will get updated any time soon, the DMFI has in the works a new base mod, which will incorporate some of the latest Vault content.
I've asked Venture to update this with the latest edition of the DMFI NWN2 Tools and HCR2, which would make this a very useful starting package for building DM-Friendly modules.
Posted by NWN DM at 2007-10-09 19:43:44 Voted 9.50 on 10/09/07
Thanks for the recent update... now if I can just coax the toolset to not corrupt 40+ hours of my work....
Posted by Laban at 2007-08-21 05:05:06 Voted 8.50 on 08/21/07
I really love the idea. It permitted me such great gain of time. Grats.
Due to the increased complexity of the toolset, NWN2 will rely more on community efforts than NWN1 did, in my opinion. A good base module is an invaluable aid to the casual builder. I hope that we can continue to refine this base mod as DMFI (and hopefully HABD) are improved for NWN2.
I'm sure there are plenty of people who will find this useful.
Baby steps... but we'll get there eventually. _________________________ Do not meddle in the affairs of dragons.
You are crunchy and taste good with ketchup.
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10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone