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.
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.
Posted by dj1 at 2008-01-1619:44:02
What was updated (1-15-08)? @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"
Posted by dj1 at 2008-01-1217:56:50
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 on12/01/07
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 on10/04/07
This is a great system. Thanks for all the hard work in getting it done!
Posted by davidlt at on08/23/07
Never mind, got it working, and forgot to vote.
Posted by davidlt at on08/23/07
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 Xandurpein at 2007-07-1213:11:23
The frw_persistant_companion.hak has been updated in .911 to solve a glitch in the persiatant companion Tanithiel's convo.
Posted by Knight at 2007-07-0803:22:23
Ok thanks a lot, greatly appreciated guys.
Posted by sgt_why at 22:48:44 Voted9.00
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