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NWN2 SCRIPTS

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Name  Generic PC Stronghold
Author  Kamal
Submitted / Updated  09-03-2009 / 09-04-2009
Category  Area
Type  Type - Other
Format  Module Only
Patch  1.23
NWN2Game  All
Description
General Stronghold is a skeleton framework for builders to turn into Strongholds for players a la Crossroads Keep in the OC.

As such it is "playable", but only as a proof of concept demo. There is no story or point in doing anything in this demo. When the pc spawns, he can talk to the debugger, who will grant him 1,000,000 gold and "join" the sargeants, sufficient for doing anything in the demo.

Files are in 7zip format, the readme is included in them. I don't really expect problems since it's stripped down OC scripting but hey you never know.

General Stronghold contains the scripting from the OC that handles Crossroads Keep. It has been recommented for additional clarity in some areas and OC specific coding has been removed. Scripts have not been renamed, a builder could do this.

Conversations from the OC have been made into a bare skeleton frameworkd. The pc might say "question about your history?" to which the npc will reply "statement!". If you "play" the proof of concept enough, you will get tired of hearing "statement!". Conversations are purposely barebones to enable builders to adapt to their own strongholds.

At this point it contains everything Crossroads Keep stronghold is capable of. Only base NWN2 is needed.

The "Crossroads Keep report" can be customized as I removed references to the tlk file in the original script. This will keep compatibility with any custom tlk files being used. Details are in the readme/scripts. See the screenshot for examples.

As long as you can see how you could replace one thing with another, if should be simple to customize since it's conversation and string names, you just leave the underlying tags in place. Abstracted out, the stronghold has several features: you build/upgrade things. Remove placeables, recruit soldiers, improve the stronghold generically (lands/roads). Fortunately the system is quite modular, so you could remove something you didn't need.

For class or race based strongholds this would still work, just with more imagination needed.

Let's say in our story our PC bard inherits his family's run down playhouse that's currently showing a terrible play. He could have the playhouse rebuilt (build/upgrade). He needs to have the old play's props removed (remove placeables) and rebuild the interior for the new play (multiple interiors for one exterior). He also needs to pay for a better scriptwriter and actors (the "lands/roads" improvements). We'd remove the soldiers since they don't really fit, or maybe say they are "wandering touts" for the play and turn the max number of "soldiers" down from 500 to 20, adjusting the scripts to go along with that. Our majordomo is the play director, and the "stronghold money" is the cash generated by the play. "Taxes" become ticket prices.

A Red Wizard of Thay pc could come across an abandoned wizard tower. The wizard has their minions creating some construct "soldiers", maybe upgrade the exterior into a proper tower, and do some interior upgrading to make a alchemy table that gives a crafting bonus available. The "land" type upgrades could represent investment into status in the Red Wizard society, so the wizard builds his rank in the society. When the wizard attains a certain status in the Red Wizards, they give our PC wizard a magic amulet as a symbol of the wizard's status. Our wizard has created an iron golem and given it simple commands, the golem functions as the majordomo. Since our wizard just has a remote tower, we can leave out the tax parts and stronghold income parts.

Files

NameTypeSizeDownloads
generic_stronghold_erf_format.7zgeneric_stronghold_erf_format.7z
Submitted: 09-03-2009 / Last Updated: 09-03-2009
7z6.9Mb146
generic stronghold in erf format
generic_stronghold_module_format.7zgeneric_stronghold_module_format.7z
Submitted: 09-03-2009 / Last Updated: 09-03-2009
7z13.8Mb207
Generic stronghold in module format
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Comments (6):

Posted by Lifaen at 2011-04-29 07:40:32    Voted 10.00 on 04/29/11
Incredible! I've been looking for this for a long time. I'll be using this to work on a sequel for the OC and MotB campaigns so the PC can improve CK further. Many thanks.

Posted by kamal at 2010-01-14 10:20:45    
Incidentally, the Path of Evil will use this system for it's stronghold.
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Shadow Thief: Crimmor and Path of Evil blog Link

Posted by nicethugbert at 2009-12-17 19:41:22    Voted 10.00 on 12/17/09
NEAT!
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NTB's Hills and Valleys Vol. 00

Posted by TheWarlock at 2009-10-19 11:51:31    
Seems pretty awesome.
_________________________
Anything that can go wrong, will go wrong. So: If everything seems to be going well you obviously don't know what the hell is really going on, which leads to: Ignorance is bliss.

Posted by kamal at 2009-09-05 14:11:38    
I doubt it. I just am on patch 1.23. This isn't new work so much as it was figuring out what scripting was involved in Crossroads Keep. But if you do use it, please let me know :-)
_________________________
Shadow Thief: Crimmor and Path of Evil blog Link

Posted by dj1 at 2009-09-05 11:32:02    
This says game patch 1.23. Any significant script changes used in this from 1.22 to 1.23? I'd like this as a module hub for one of my PCs but prefer not to update yet.
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"In life, one and one don't make two. One and one make one."
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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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