This is a framework to allow a module builder to implement up to 9 PC Player Factions. Each of the 9 factions can maintain three states of reputation with the other 8 factions: Friendly, Neutral, and Hostile. The faction states can be static or dynamic. Faction state persistence is also optional.
The TL Factions Framework is only a framework. It comes with no widgets, event scripts, conversations, or unique items. It is a set of functions designed to accomodate the needs of a module developer attempting to implement player factions. It is powerful in its flexibility, but entirely up to the module developer to decide how to implement this system with regards to their module.
Do you want to use portals in your start area to allow players to pick a faction? Do you want to create a widget that allows a PC designated as faction leader the ability to join a player to his faction? Do you want to hard code the factions so they have static reputations? Do you want to create a diplomacy system that allows your players to form alliances or declare war on other factions in realtime?
You can do any of these with just a few function calls.
Some setup is required after importing the erf. Follow the directions in the TL_Factions_Readme script to complete the setup of the TL Factions Framework.
This system is intended for multiplayer modules and Persistant Worlds where player versus player contests are expected and encouraged.
Version 1.2 contains a fix for player death notification.
Version 1.1 adds a function to send messages to all members of a faction and helper functions for an optional diplomacy system.
Ok many months later I have gotten this to work on a special PW that supports our Main PW. It is a game much like the Battlefields series. We are running it in beta right now and it is an epic event. It is not design to run 24 hours because the start is scheduled and the end needs a DM. I do recommend kunou's scripts to anyone wanting to do something like this.
The only major issue I have is that the summoned creatures are not following the factions and seem to attack all players. I had to remove those spells from the casters, though I am sure the casters are not happy about that. _________________________ NewFaerun.com
The campaign requirement is a limitation in NWN2. For whatever reason, the flag to utilize personal player reputations can only be set using a campaign option. Why they designed it that way, I have no idea.
I'll look into running it with HCR2 and MotB and see what I can discover.
I tried implementing this in our PW. There is very little documentation that get this framework to function in a dynamic PW that has many things going. The fact that it needs a campaign to run proves this framework is weak. I spent 3 days try to find the problems and get this to work and it all slapped me in the face. NWN2 is just not designed for multiple factions within the player faction. Your better of fudging in your own framework than trying to get this to work. Though it works in his little mini mod that has nothing else going in. It may be that it just does not work with HCR2. _________________________ NewFaerun.com
It looks very interesting, but only for PW (multiplayer modules with more than 1 PC faction are kind of uncommon...)
As I don't build PW, I won't use it, but good idea anyway. _________________________ Spellcasting Framework Wild/Dead Magic Zone (Spellcasting Framework add-on)
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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