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NWN2 SCRIPTS

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Name  Kanbyen's Base Persistant World Module
Author  Kanbyen
Submitted / Updated  12-26-2008 / 01-04-2009
Category  Entire Module/PW systems
Type  Type - Other
Format  Module and Code
Patch  1.04
NWN2Game  NWN2:SoZ
Description
Kanbyen's Base Persistent World Module.

This module is the basic starting point for a NWNX4/mysql based persistent world. I've installed several key systems that I thought should be in place before building a single area of my own. This setup appears stable, I've had it running for a few days and it seems to work ok under lite load. I did not build these systems and take no credit for any of them. They were all very high quality, which is why I picked them.

List of things included, with credits:

DMFI � 1.10b � Included everything from the demo module. You will need the hak packs, so you will have to download them from nwvault.
CSF � 1.2b_1549 � This is needed to help merge all the various scripts that want to have the same attribute on the module and area. It also hopefully will allow upgrades of those systems in the future with a minimum amount of pain/changes.
MPWC � beta6 � Spawn � this is your spawn and area cleanup functions, works with doors/chests also.
MPWC � Beta6 � NPC � This is your Boss mob spawning system among other things.
MPWC � beta6 � polyinflate � This is your creature/chest item manipulator. Lots of nice features.
MPWC � beta6 � XP module � its there, but not turned on.
MPWC � beta6 � GDR � Grin Duck and Cover, nice things for traps and other DC checks here.
ARP � 1.0 - Angry Monsters transition � neat little script to keep things interesting
ROW � 1.0.5- Rowell's Persistent World Toolkit this has lots of functions, doors, vaults, deeds, and Fair play chests. Xildjian Version/update is used in the module.
TWG � 1.0 � Auto Close door, an alternate if you dont want to use the ROW version.
MS - 1.11 - Markshire Climbing System with DC checks.
WFS � 1.10 - Wyrin's Foraging system � Magical plants
SJVE - 1.12 - Sunjammer's Conversational Visual Effect Script 
SJIS - 1.12 � Sunjammer's Conversational Item Scripts

Area - Portal room was used for the module test area. It can be found in the prefabs in nwvault also.

The above list is everything included in module at this point. These are all well documented systems and are what I'd consider as base needs for any Persistent world. If you do not want to use nwnx/mysql the only system heavily using it is the ROW tool kit which could be altered as needed to remove this functionality. I have not tested this though.

CSF is key to the whole module, since it fires off most of the module and area things. It does nothing itself other then manage the other scripts and run Q's. Do not mess with any csf scripts unless you have a backup and want to see what it breaks. Also there is a DM storage area with some key Waypoints that have stored information in them. This area is also a do not delete item, its part of the CSF and DMFI processes.

To make this all easier, I included in this module every working module example I could find, this will allow you to experiment and test things. Talk to the NPC's in the testing portal room.

I had to alter the MPWC scripts to have a meaningful prefix on the scripts, this took several days of testing and tweaking. The documentation for those scripts you need to append mpwc_ as you read it, and it will make sense.

You will have to install NWNX4 base, then insert the ROW sql file from Rowells download. This is not terribly hard, lots of mysql setup tutorials out there. I use phpMyAdmin to manage mysql, you should look into that, its a very handy tool.

-------------------------------------
TODO:
Fix ROW's Vault system. It will not take stacked items and is limited storage ATM. If your mysql connection isn't working every time you open and close the test vault, it will export your toon.

HCR2 � I really wanted to include this, but it just doesn't like me or something. I'll keep plugging away with it perhaps I'll get it to work. There are lots of overlaps so care is needed if you add them. CSF is needed also to fire off the module and area scripts.

Lights, chairs, and other items. - If the erf looked simple to install and wasn't needed to make the demo work I left it alone.

Create documentation on: quests, houses for sale, built in crafting, and script documentation.

-------------------------------------
I really tried to restrict the number of built in scripts that were overridden along with 2da's/hak packs. I'm not good enough yet to make that all work as a distributed module example. If you find bugs post them here. I really want to get this base install as stable and usable as possible. It wasn't easy to get the parts all working, and I expect it would be very time consuming for someone new to scripting/building. I hope it helps others at least as an example of how some of the things here can fit together. All of the above systems can be found on nwvault, and they all should be downloaded and the documentation READ(RTM). You need to understand the basic functionality of spawn/respawn of things before building areas.

You probably do not need SOZ, but since I have it installed I listed it as working with this module.

Update: Appy the 1.3 and 1.4 updates in order. I have 1.5 in the works. I've imported all of the kish-maltese module, and I'm now sorting out all the scripts. 1.5 will also include the battle system and several other things. I should have 40+ areas at that point. --- Jan 3, 2009


I updated my profile if anyone needs to email me for anything. Or is interested in helping integrate areas, or wants to help build. I will do my best to help. I intend to release all content work donated back to the community.

Good Luck and Fortune to you.

Files

NameTypeSizeDownloads
Kanbyens_1.3_Base_Module.rarKanbyens_1.3_Base_Module.rar
Submitted: 12-26-2008 / Last Updated: 12-26-2008
rar11.2Mb2054
Base Persistant World Module using nwnx4 and mysql.
Kanbyens_Base_Module_Spawn_and_placable_setup_d.2.odtKanbyens_Base_Module_Spawn_and_placable_setup_d.2.odt
Submitted: 12-26-2008 / Last Updated: 01-04-2009
odt20.86Kb253
Documentation and templates for variable sets/scripts. This should help a lot in setting up spawns. I've also updated it to include the ctc_scripts that are altered in 1.4 update file. updated to draft .2 jan 4, 2008
How_to_setup_a_non_door_transition_or_teleport.rarHow_to_setup_a_non_door_transition_or_teleport.rar
Submitted: 12-26-2008 / Last Updated: 12-26-2008
rar19.07Kb202
Document on how to set up a basic Transition/Transport that doesn't involve a door transition. These Documents are OpenOffice Format.
Spawn_docuements_1.4.rarSpawn_docuements_1.4.rar
Submitted: 12-26-2008 / Last Updated: 01-03-2009
rar693.42Kb187
Documentation and templates for variable sets/scripts. This should help a lot in setting up spawns. I've also updated it to include the ctc_scripts that are altered in 1.4 update file.
kanbyens_base_mod_update_1.4.rarkanbyens_base_mod_update_1.4.rar
Submitted: 12-26-2008 / Last Updated: 01-03-2009
rar4.33Kb224
1.4 update, apply the 1.3 then this 1.4 overwriting all scripts. These apply to the spawn in/loot creation. The database updates should be working correctly on mob kills.
How_To_Set_up_a_door_in_nwn2.rarHow_To_Set_up_a_door_in_nwn2.rar
Submitted: 12-26-2008 / Last Updated: 12-26-2008
rar15.99Kb206
Basic Document on how to set up a persistent Door in this module.
Kanbyen_base_mod_patch_1.3.rarKanbyen_base_mod_patch_1.3.rar
Submitted: 12-26-2008 / Last Updated: 12-28-2008
rar50.43Kb196
Patch to fix issues, conversation, modwaypoint storage, and respawn issue bug.
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Comments (11):

Posted by Kanbyen at 2011-05-06 17:14:23    
If your interested in using this module with updates. Please visit Eye of the World server and chat with me there. There are many changes that I'm using now that I have not packaged in the last 2 years I've been working on the world.
_________________________
Eye of the World PW

Posted by Ryodenkitahoshi at 2009-07-28 12:51:30    
With regards to the spawning system, is there any way to get the mobs to move around, they seem to just stand still until they spot a PC?
_________________________
Life is an Illusion - Death is the only Reality

Posted by Cladius at 2009-07-17 21:16:09    Voted 9.50 on 07/17/09
Very cool, much help for those such as me who want a solid script base from which to start. Are you still progressing this work ? Are there any outstanding bugs/issues that one should be aware of prior to using it as a script base that are not mentioned by yourself above or in the comments here?

Posted by chris421 at 2009-03-29 21:14:43    
Looks like you have a script (ctc_mod_spawn_ondeath) that references a missing include from Lusitania's old custom gp/xp system. Only noticed when I tried to build all scripts in your 1.4 module. Also, there's a pesky Script1 in there that also fails. Otherwise, cool example PW.

Posted by Deleverator at 2009-02-08 14:46:26    
When I download Kanbyen_base_mod_patch_1.3.rar , it says the file is corrupt when I try to unpack it. could you re-upload it please? thank you

Posted by aadatepe at 2008-12-28 19:22:12    
Sorry about the spelling stupid keyboard. I now...should be (I know),(bug) should be buy.

Posted by aadatepe at 2008-12-28 12:45:18    
I now crafting is in each expansion but was thinking of more of a detailed crafting system where you would have to learn each step to crafting for example you bug a shovel and pick and would gain skills points for digging and then based on some prob chart you would dig up some ore then carry it back to smelt it then you take your smelted bar and would proceed with making some small widget.. .etc until you craft say a small dagger or sword. But each step you would have to build up your skills points to increasing your success of making an item and a player could check say a small book to see where there skills points are I have seen such crafting systems on nwn1 but not in nwn2 which I think would be nice so players could say setup a small persistant booth or rent one and can either sell or trade items they make adding to the economy of the town. About persistant banking Thanks I will look around at the docs.

P.S. your english is great.

Again Thanks I appreciate your efforts and will vote as soon as I get the scripts in place and play around with it.

Posted by Kanbyen at 2008-12-27 23:21:09    
Sorry my grammar...

Crafting is built into the game, each expansion has a slightly different kind. Pick the one you want to keep/promote and drop the items for that one in game.
_________________________
Eye of the World PW

Posted by Kanbyen at 2008-12-27 23:18:27    
Banking is actually in there with interest with Rowell's Persistant World tool kit. Rowell didn't make docs but the scripts are there, the comments can probably carry you through. I'll look at getting some documents setup to explain what it takes to make it work.

Crafting is built into the game, each expansion has a slightly different kind you want to keep or promote and drop the items for that one in game.

I didn't see any bounty system for nwn2, but there were a few BBS type systems. I'll look for one that is friendly.

You can test the mod without nwnx4 and a database, it just will not save any of the banking or vault stuff correctly. The rest should work.
_________________________
Eye of the World PW

Posted by aadatepe at 2008-12-27 22:07:03    
Hey Thanks very much for this I hope you will keep this up for noobs like me who don't know how to script. I was wondering would it be possible to put in persistent banking system,a persistant bill board for towns where you can advertise for adventurers, post bounties, post items for sale or items that you seek out for trade which would have a fee structure say for one town only 50gp and for multi town post 150gp along with a persistent news paper for each town where you can post adds,bounties and rewards along with local news for the town. Also would it be possible to put in a persistant crafting system where people could craft items then barter them for other items. Again I'm not demanding anything just seeing if it would be possible to have some more additions to a great start. I have not voted yet but will cast my vote when I have played around with your system. Again Thanks very much this will certainly be a nice start.

Posted by nicethugbert at 2008-12-27 13:38:44    Voted 10.00 on 12/27/08
NEAT!
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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

 
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