Have you ever wished you could take a group of companions with you from one adventure to the next? Now you can!
The FRW Persistent Companion system was originally developed for use in Forgotten Realms Weave modules so that we could create a group of persistent companions with their own self-contained plots. In reality, it is more. It provides a complete system for easily creating companions and is also fairly easy to install -- just import the erf with the scripts, and then paint down a spawn trigger around the player's start position and you're set.
Included Features:
* Take a group of up to seven companions per character with you between adventures (this number may change with testing).
* Easy to install and configure.
* Includes scripts and template conversations for quickly designing companions.
* Includes a system for deleting individual companions from the database via conversation.
* Includes a system for persistent reputation/influence and timer-based plots (including romances).
* Allows for multi-classed companions, with easy switching of classes via conversation.
* Comes with two sample modules. #1 includes eight sample persistent companions, a trainer npc, and a database management npc. #2 Can be used to test persistence.
Note: This is a beta version, so please post any bugs you encounter or suggestions for future improvements on the thread here or head over to the Forgotten Realms Weave discussion for the project at: Link
Credits:
Lead Scripter & Designer: Lord Niah
System Design & Writing: Xandurpein
Scripting, Design & Testing: Vendalus
Special thanks to Knat for providing the community with his awesome tokenizer and NBDE scripts. Also a special thanks to the builders over at the Forgotten Realms Weave for their continued feedback and support.
So... 5+ months later and no response... guessing this is a dead item.
Posted by Dreamender at 2009-09-09 14:13:53 Voted 1.00 on 09/09/09
I just wanted to try out tanithiel.The whole persisten companion system was explained horribly(if at all),the installation was not explained as well(for non-modders at least=70% of people reading this)
After numerous hours of trying to get it to work,i finally realized SoZ makes the whole thing unplayable.
If you really want a decent score,create a readme for CASUALS,explaining what and how is done.Then,update,fix and keep it up to date.Finally,if you're just too lazy or can't be bothered,don't put it where the working modules are.Tyvm,have a nice day.
I had installed this and had it working fine in a module I built after MotB, but before SoZ. Now, after SoZ, it does not work completely. The maximum companion number sticks on 1, and the release companion from party doesn't work. These may be easy fixes, but I haven't figured out how to do it.
My goodness some of us aren't computer programmers! But I'd love to get to talk with Tathaniel. I can't seem to figure out how to spawn her in the module. I've done everything except the circle the starting point? PLEASE PLEASE someone break this down to laymans terms on how to inport this character in future modules. I've seen nothing but good reports about using her and would love to embark on learning those 13,000 words!
(I also followed the link at the bottom of this page's description, but it seems like it's mostly for builders/scripters, not for those looking for modules to download. Or at least, I didn't find anything in my few lazy attempts to find stuff.)
How would I find a list of modules that support FRW companions? Or for that matter, find out what Forgotten Realms Weave is?
I tried a few different searches in the module section and had no luck. Even if there's something I missed, it might not be a bad idea for you to do a little extra work to get the name out there for those of us not in the know.
Thanks!
Posted by powerboy at 2008-02-26 21:43:49 Voted 9.50 on 02/26/08
Ok, I am an idiot. I figured it out. Let's just say I was having "interface" issues :)
This is a great piece of work. One of my favorite things to do is create characters and now I can tote them along with me to pretty much any module.
I still have a few little issues but nothing show-stopping at all. Thanks for creating this!
Posted by powerboy at 2008-02-24 21:10:15 Voted 9.50 on 02/26/08
I am having a problem getting this to work. I can get the companions to join my party, but after that I am not able to talk to them. I get no conversation prompt or anything.
This happens in the FRW base mod as well as my own mod.
@zethre: If you mean for using this in a module that you're working on, that's what the Quick Reference guide is for; the system isn't that complicated once you get used to it.
Posted by zethre at 2008-02-02 07:42:03 Voted 10.00 on 02/02/08
really good idea this, I like the idea of adding characters of my choice to mods with good plots but little vharacter interection - I hope people will develop other charcters as good as Tanithiel as well!
10 out of 10 for the idea, but it could do with a really simplistic idiots guide for those of us who've never used the toolset ! _________________________ If the human brain was so simple we could understand it, we'd be so simple we couldn't
Posted by zethre at 2008-02-02 07:41:36 Voted 10.00 on 02/02/08
really good idea this, I like the idea of adding characters of my choice to mods with good plots but little vharacter interection - I hope people will develop other charcters as good as Tanithiel as well!
10 out of 10 for the idea, but it could do with a really simplistic idiots guide for those of us who've never used the toolset ! _________________________ If the human brain was so simple we could understand it, we'd be so simple we couldn't
@Ploedminka: Glad to see that you liked it; I will echo Xandurpein's thanks on the other page, since this bug may have affected more than just Tanithiel.
Posted by Ploedminka at 2008-01-21 15:50:49 Voted 10.00 on 01/21/08
As mentioned on the Tanithiel page, my first uploaded hak contained some files which don't belong to it. One of them is a faction file that causes a lot of trouble :D I already removed them from the hak and uploaded it again.
In the meanwhile i playtested Tanithiel with the modified hak and it worked perfectly (module was PRR). Thus i can finally vote for this great system, it's a very nice concept. 10 points ! _________________________ "Duty is everything - the greatest of joys, the deepest of sorrows..."
- Aribeth de Tylmarande
@Ploedminka: Downloading it now. Thanks for the detective work on this.
Posted by Ploedminka at 2008-01-19 12:42:56 Voted 10.00 on 01/21/08
Please take a look at the Tanithiel page, i got Tanithiel to work with some "workaround". _________________________ "Duty is everything - the greatest of joys, the deepest of sorrows..."
- Aribeth de Tylmarande
Just some links changed to point at the new forum location. Xandurpein's been busy with other responsibilities, so I figured I might as well look into it for him. I'm not sure at this point why it's not saving the variable properly; the code that reads from the characters persistant companion database is in fact looking for the variable that is set in the other module. I will continue digging for the answer.
@ladydesire- Thanks for looking at the Tanithiel mod variable issue. _________________________ "In life, one and one don't make two. One and one make one."
-The Who "Bargain"
Not sure if Xandurpein is watching tanithiel so this is a copy of my post there:
I really want to play this but I want to play it correctly, from module to module, so I haven't gone far into the plot, just enough to try to get it working. As I was investigating Stinky Dragon's comment, I noticed a change in variable names between mods (though I don't know the system enough to tell if it's intentional). I saved in the Tanithiel mod and loaded a new mod (my own test mod with FRWPC hak and erf, to ensure no custom content conflict). I immediately saved in the new mod as well. I opened Tanithiel's ros in a gff editor for both my initial tanithiel.mod save and the test mod save and looked at the var table of each. In the tanithiel mod, reaction is stored in a variable named (char name)(player name)_ reaction ,correct start value of 50, but in the new mod, its saved in (char name)_reaction (eliminating the player name in the variable name). This "new" variable had a value of 0. Would this cause the scripts to look for/assign a value in a variable that was not imported and therefore assign a default value of zero? In other words, are subsequent mods looking for a second reaction variable rather than the variable Tanithiel.mod is using? _________________________ "In life, one and one don't make two. One and one make one."
-The Who "Bargain"
Posted by -vendalus- at 2007-12-01 18:25:04 Voted 9.75 on 12/01/07
I've been testing this with PRR and it works great! Very nice and I just realized I never actually voted. Great job!
Posted by mlangsdorf at 2007-10-04 10:34:43 Voted 10.00 on 10/04/07
This is a great system. Thanks for all the hard work in getting it done!
Posted by davidlt at 2007-08-23 16:53:40 Voted 9.25 on 08/23/07
Never mind, got it working, and forgot to vote.
Posted by davidlt at 2007-08-19 15:41:36 Voted 9.25 on 08/23/07
Awesome work, having one issue though. I followed the steps as outlined for importing companions into other modules- import .erf file, add te .hak in properties, and placing the spawn trigger. It all works and my companions appear at the triggered spot. However, they aren't in the party, so when I try to talk to them, everyone suddenly goes mute. They turn and visually look to be talking, but no dialouge. I have tried exporting the generic convo and the specific ones to the override. This has occurred in multiple modules.
The hak is .911 and the game is the latest update.
What am I missing, did wrong, or need to do? I really appreciate the great things you all are doing to make this game even more enjoyable for us to play, and of course any assistance.
Posted by sgt_why at 2007-07-07 22:48:44 Voted 9.00
KoR - Its simple really and its probably in the PDF or readme files.
Just open the module in the toolset and click IMPORT ... and select the ERF file.
then goto MODULE PROPERTIES and add the HAK file into the module as well.
then, open your starting area ... and click on BLUEPRINTS -> TRIGGERS -> PCO SPAWN TRIGGER ... and make a rectangle around the red starting area circle thing.
save it all ...
Then RUN (in game) Xandurpein's module ... acquire the companion ... save it to database via dialog ...
then, exit and start your modified module ... and the PCO companion should spawn. _________________________ the Red Hand of Doom campaign .. Click Here
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