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NWN2 SCRIPTS

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Name  Daves World
Author  Dave
Submitted / Updated  12-02-2006 / 07-13-2008
Category  Entire Module/PW systems
Type  Type - Other
Format  Module and Code
Patch  1.12
NWN2Game  All
Description
This is an example module and .erf featuring a few seperate systems/ NPCs/ Useful items.

Randomly Generated Weapons and Armor
Respawnable Traps
Rest Altar
Super Easy Respawn System (for creatures and chests)
No frills shopkeeper NPC
No frills Priest NPC
PW Friendly Secret Doors

They are all designed around being very easy to use and implement.

Files

NameTypeSizeDownloads
Daves_World.zipDaves_World.zip
Submitted: 12-02-2006 / Last Updated: 07-13-2008
zip342.84Kb539
Updated Daves World, Exampley mod to show systems and Daves World.erf to import into another module.
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Comments (12):

Posted by PoeticDreamer at 2008-09-21 04:09:19    
i dont understand how it works, the instructions look like part was deleted in the middle of the explanation.

Posted by daveman at 2008-07-13 07:31:41    
I wanted everyone to know I updated the module/erf with a few new features.
Traps! Since they added an ability to create traps, here are simple respawning ones.
Restoration Shrine - Just a way to let people rest in dungeons
Creature Loot - Example of how to use the system on creatures.

Posted by SubHeaven at 2008-06-10 12:40:54    Voted 7.50 on 06/10/08
Helpful for learning. I'm trying to change it for what I really wants (A drop system like WOW). I'm just having troubles in making the corpse vanish after death (I'd set the "leave corpse" ON).

I liked it;

Posted by RolandGR at 2008-03-02 20:17:08    Voted 9.00 on 03/02/08
found this helpful. thank!

Posted by shockwolf at 2008-03-01 06:23:24    Voted 8.00 on 03/01/08
This is an excellent set of scripts. Is there any chance of there ever being any respawning doors and traps?
_________________________
ShockWolF -
Author of Wulverheim

Zhjaeve � Know that I must begin every sentence with the word �Know�. Know that everything I say must be known. Know that it is important that you know this.




Posted by daveman at 2007-08-10 18:40:26    
Thanks for comments OverMyHead, If you have any systems that you would suggest to add into the world, let me know. The purpose to make systems that are as simple as possible for the module creator to implement and get what he/she expects to happen going. While still leaving some variables for some customization. Experienced module creators will probably be better off with a far more complicated system to meet all their intricate goals, but I know when I first started, I just wanted things to work. So thats the idea behind this example world.

Posted by over_my_head at 2007-07-13 05:48:14    Voted 8.50 on 07/13/07
Not a spectacular prefab, but definatelly an all-in-one that can be used to set up the core system. Thank you for this! I use the Secret Doors and your respawn system and I must say everything works splendid. It is always nice to have an advanced and complicated core system like HCR2, etc. But implementing this respawn system makes it complete without any hesitation. Just implement, set up variables and off we go. Thank you again, and I hope to see more works from you in the near future.

Over My Head

Posted by Link6746 at 2007-04-26 18:12:42    
This game did not ship with post 1.67 NWN1 script features, last I checked

please tell me if I'm wrong

_________________________
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Megadeth has a very intelligent way of talking about governments and religions: Either they bullshit you or try to kill you for not being one of them. I wholeheartedly agree.
(Note: Just because Mustaine is christian doesn't mean he believes EVERYTHING the bible tells him.)
__________________________________________________

Posted by Thagon at 2007-02-13 15:49:41    Voted 9.00 on 02/13/07
Great work.

I'm using your treasure generation system for a specific reward sequence, and I've been trying to implement a name change function, but to no avail.

All I want is to change the item name from, for example, "Leather Armor" to "Imbued Leather Armor". Right now I've put the SetFirstName() function right after the create function along with a SetPlot flag, like this:

oArmor = CreateItemOnObject("nw_aarcl001",oChest,1);//leather
SetFirstName(oArmor, "Imbued Leather Armour");
SetPlotFlag(oArmor, 1);

...the plot flag works just fine but the name change doesn't I'm no great scripter, so any suggestions? :)

Posted by daveman at 2007-01-05 19:47:23    
Thanks puychaudko, usually when I set the axis to .001 it made it unhighlightable, but setting the initial door to non-useable would be good to do also. Also to hide it from the Z holders out there lol. Let me know if you have any other suggestions, I need to go ahead and add a random magic ammo/thrown weapon generator to go with the armor/weapons. But getting motivated on that is kinda hard lol.

Posted by puychaudko at 2007-01-04 04:54:56    Voted 8.00 on 01/04/07
Dave,

An ingenious solution to the secret door problem - I will definitely be using this in my module. One suggestion - set Usable? flag to false when placing secret door otherwise players wil pick it up when cursor moves over it.

Posted by daveman at 2006-12-19 19:00:06    
Update for 12/19/2006 Added Secret Doors and Ranged weapons in loot generator. Please post with any feedback good or ill. Thanks!

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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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