Neverwinter Vault

Expand AllContract All -Site -My Profile -Features

Neverwinter Nights 2

-NWN2 Files -NWN2 Game Info -NWN2 Resources -NWN2 Community

Neverwinter Nights

-NWN Files -NWN Game Info -NWN Resources -NWN Community

Vault Network
RPG Vault
VN Boards
IGN Vault
Vault Wiki
· Age of Conan
· Anarchy Online
· Asheron's Call
· Dark Age of Camelot
· City of Heroes
· D&D
· EVE Online
· EverQuest
· EverQuest 2
· Final Fantasy
· Guild Wars
· Lineage 2
· Lord of the Rings Online
· Middle Earth
· Neverwinter Nights
· Pirates of the Burning Sea
· Rise of the Argonauts
· Star Wars Galaxies
· Tabula Rasa
· The Matrix Online
· The Witcher
· Titan Quest
· Two Worlds
· Vanguard
· Warhammer
· World of Warcraft

Planet Network
Planet Hub

IGN
Games
Cheats
Entertainment

The Web   The Site  



NWN2 SCRIPTS

- Jump to comments -
Name  csf - common scripting framework
Author  EPOlson
Submitted / Updated  12-08-2006 / 02-09-2007
Category  Entire Module/PW systems
Type  Type - Event
Format  Module and Code
Patch  1.03
Description
The Common Scripting Framework (CSF) addresses the problems that designers encounter when incorporating various packaged systems into their module. Many modules will use several systems (e.g. DMFI, HABD, HCR, NESS, etc) Most require the editing/merging of module or area event scripts and demand the designer follow detailed instructions to install and update the systems. CSF allows the module designer to easily install, remove and configure any number of packaged systems. It is essentially a simple way to manage queues of scripts for various module events.

The CSF was based on ideas, discussions and examples from many people in the NWN scripting community, including Pentane, Demetrious, rdjparadis, futurewavecs, Sunjammer and many other. All of the bugs in the CSF code are strictly mine (EPOlson)

The CSF code and documentation has been updated for NWN2 and includes a toolset plugin that simplifies installation and configuration.

Files

NameTypeSizeDownloads
CSF_Framework_1.1.zipCSF_Framework_1.1.zip
Submitted: 12-08-2006 / Last Updated: 02-01-2007
zip845.18Kb232
Cleaned up & updated for v1.04
CSF_Framework_1.0.zipCSF_Framework_1.0.zip
Submitted: 12-08-2006 / Last Updated: 12-08-2006
zip674.79Kb364
CSF framework 1.0 for NWN2 [csf Tool plugin for NWN2 v1.03 (840)]
csfTool_src.zipcsfTool_src.zip
Submitted: 12-08-2006 / Last Updated: 02-09-2007
zip1.6Mb203
Source code for csf toolset plugin (in case I don't update quickly enough after a patch) Feel free to rip off any of the code if you make your own plugins. (requires C#)
CSF_Framework_1.2a.zipCSF_Framework_1.2a.zip
Submitted: 12-08-2006 / Last Updated: 02-09-2007
zip862.55Kb310
Minor updates (nwnx4 chat plugin support) & plugin updated for Link. (the '1.2a' version is a slight patch of 1.2 - somehow the csf waypoint that gets used everywhere got it's blueprint name changed)
SCORE OUT OF 10
9.86
9 votes
View Stats
Cast Your Vote!
Voting FAQ

PORTFOLIO
Add this entry to your portfolio so you can track it
Manage your existing portfolios or create a new one.
SCREENS


csf plugin





You Must Be Logged In to Participate.
Comments (21):

Posted by morikahn at 2008-02-28 21:40:25    Voted 10.00 on 02/28/08
Great idea.

Did HCR2 basically rip this system off and call it their own?

Posted by jallaix at 2007-06-15 04:38:19    Voted 9.50 on 05/07/07
@charlivale : Thanks for the plugin !
@DomFada : It looks great, I hope EPOlson will see this post, but it seems he hasn't looked at this page for a long time.
_________________________
Spellcasting Framework
Wild/Dead Magic Zone (Spellcasting Framework add-on)

Posted by DomFada at 2007-06-13 09:09:33    Voted 10.00 on 06/03/07
EPOlson, I tried contacting you by email, but got no reply - if you're too busy, no prob, but I'm posting here in case your contact adress is not up-to-date.

I've made some modifications / bugfixes to the CSF platform, and created a working "custom rest" architecture.

Short list of changes (some you might have already implemented in 1.03, haven't checked yet) :
- added capability for a component to register several scripts to a single event, with same or differing priorities
- streamlined / separated in different components the base framework, and its module / area / creatures / placeables parts
- implemented base "custom rest" architecture, bypassing default rest system and allowing plugin modification.
- I've also created a few plugins to test this last system : a time limit condition, a visual effect similar to NWN2 default, and two "rest effects" plugins - NWN2 default and pen-and-paper style.
- streamlined / separated the listener component into 3 diff ones : base listen system, xchat provider and spawned provider. IMHO, makes for cleaner integration.

If you're interested, I'd be happy to send you the code (once I've merged it with patch 1.06 revision).

Posted by DomFada at 2007-06-03 15:01:09    Voted 10.00 on 06/03/07
Same comment here as jallaix - I have a deadly allergy to C#, and so very sadly cannot recompile the plugin. Otherwise, splendid work.

Posted by jallaix at 2007-05-07 11:18:16    Voted 9.50 on 05/07/07
Any chance to see the plugin updated to 1.05 ?
I don't know anything about C#
_________________________
Spellcasting Framework
Wild/Dead Magic Zone (Spellcasting Framework add-on)

Posted by EPOlson at 2007-03-06 11:37:21    
For HCR2, you would just need a few waypoints containing the scripts/events. Plus one or two extra script (if I remember). Give me a few days and I will post an erf with a the scripts and waypoints that glue it together. You will be able to use the HCR2 systems with or without HCR's event framework.

Posted by PaulOtt at 2007-03-06 08:38:54    
Sadly, I do not know how to implement the HCR2 with this.

Posted by charlievale at 2007-02-13 15:22:23    Voted 9.00 on 02/13/07
Great work, makes integrating mods alot easier for development teams
_________________________
Charlie's Pages | Fournoi Forum | Charlie's UI | Charlie's Item Modifier | Charlie's Item Appearance Changer

Posted by EPOlson at 2007-02-09 14:23:01    
Listen scripts that got renamed:
dmfi_inc_listen => csf__inc_listen (CSF's onListen API)
csf_list_activate => csf_list_init ("activate" happens too soon, it needs to do the init onModuleLoad)

FYI, the component's onActivate event fires before the queues are setup, while the onModuleLoad event fires after the queues are set up. (And just the onActivate events fires when a component is "activated" while the module is already running)

Posted by EPOlson at 2007-02-09 14:14:00    
Just patched the toolset for 1.04 - 870 (and released the source code in case I don't patch quickly enough for you) I moved all the OnListen event code to a separate erf and added support for the NWNX4 chat plugin (a csf component will dynamically choose between spawned listeners or the NWNX4). [sorry I changed a few script names, but it should be obvious). It needs a little bit more testing. Next I will add a GUI input (or support for the DMFI GUI input), but if you use the csf onListen API, your code should work well with any of the 3 listening schemes.

Posted by EPOlson at 2007-02-04 07:13:28    
oops. You can find "dmfi_inc_listener" in the demo module. (about 4 lines of real code) Since listeners in NWN2 seem to cause a bit of overhead, I'm working to get OnListen "event generators" working for the nwnx-chat plugin and for text entry/UI box. But the API in dmfi_inc_listener will be identical, so your application code won't care what system you use.

Posted by warpath98 at 2007-02-04 04:08:16    Voted 9.50 on 02/01/07
While compiling scripts there was an error with csf_e_onlisten. It used #include "dmfi_inc_listen" which doesn't exist. Apparently GetLastHeardSpeaker() is part of that include. I installed the lastest DMFI package, hoping it would be included but no such luck.

Posted by warpath98 at 2007-02-01 04:31:44    Voted 9.50 on 02/01/07
Very Good Tool that saves some time. Documentation was a bit confusing, as I think there were some references from the NWN version.

Posted by Asgraf at 2007-01-30 17:34:30    
1.04 toolset update?
_________________________
Oficjalna polska strona Neverwinter Nights 2

Posted by EPOlson at 2007-01-24 10:51:42    
I do have some plans for extending this to creature and other events (the NWN version had that). As you said, it is pretty easy to do: Just add the event to the list and create the scripts. You can just as easily have more than one set of events/scripts for different creatures (NPC set, monster set, etc). What is really missing from the toolset is the ability to assign sets of scripts to a creature like you could in NWN. So that is on my list. Here is the rest of my list:
1. general cleanup, bug fixes, clean up demo mod
2. add extensions (and script assignment tool) for creature & other events
3. include a persistence (PW) framework like I have for the NWN version
4. write a set of components for some existing systems
5. write an install script interpreter, so you fully automate system instalation. So you can write an install file like:
> copy contextmenu.xml /UI/default
> import HCR2_core_system.erf
> import HCR2_csf_components.erf
> instance waypoint:HRC2_core
> if "Install Rest System?" install "HCR_rest.csf"

I hope I can get a few of these done this weekend. (I'ts been a way busy month)

Posted by GreenDragon5000 at 2007-01-22 15:32:11    Voted 10.00 on 01/21/07
Any plans to extend this to other events? In particular I am looking at the creature events, for a custom xp script component. I have made it work in my mod by making a new csf_e_ondeath event and adding it to the initialization process, which was amazingly simple to do. This saved me from changing the default scripts which caused me headaches with NWN1 updates. Just wondering if this is likely to be supported?
_________________________
Charlie's UI | Charlie's Item Modifier | Charlie's Starter Scripts

Posted by ViaConDiablos at 2007-01-21 23:37:59    Voted 10.00 on 01/21/07
Amazingly slick!
Really really nice to add systems
_________________________
Come with me...

Posted by GreenDragon5000 at 2007-01-21 12:19:11    Voted 10.00 on 01/21/07
I wanted a way to separate my PW sub-systems and make them more accessible when they are ready to share on the vault. I considered using CSF, HCR or neither. After looking at both I think that CSF will make sub-system integration much easier for module builders and scripters.

CSF was easy to install, and it was easy to make a component for my sub-systems, which then worked first time.

Using CSF will make in-house management of my PW sub-systems easier by allowing them to be separated where they would have been forced to be merged at the module events, allowing easier integration of the work from several builders. If nothing else it was worth the time taken looking at CSF for that alone.

CSF sets a standard, based on community consultation, which will greatly improve the ease with which scripted content is shared.

_________________________
Charlie's UI | Charlie's Item Modifier | Charlie's Starter Scripts

Posted by MyHouse at 2007-01-14 14:08:55    Voted 10.00 on 01/14/07
This sure will limit my bioware posts! Incredible concept and easy to use. Thanks for the work.

Posted by Abraxas77 at 2007-01-01 19:04:40    Voted 10.00 on 01/01/07
True CORE foundation is right ... this framework is slick. I love the priority concept for event scripts. The plugin makes integration and maintaince a snap--not just for the CSF, but for any CSF plugin you might install.

Converting old systems to CSF plugins is honestly a cinch ... worth all 60min (max) of your time!
_________________________
Lead Script Design The World of Palladium II
DMFI GUI Guru

Posted by demetrious at 2007-01-01 05:33:17    
Granted I've done minimal testing, but looking at the framework side alone of this (this is really only a framework) vs. the framework side of HCR, I think this is a ahead of the HCR with the inclusion of the plugin to do the work for you.

For me, the plugin inclusion is really the highpoint to this scripting package where a complex set of instructions is made simple via the plugin.

If you are building a PW or a campaign where you will consistently be altering the base rules, any builder would benefit from having a core foundation to build their module upon. Right now my suggestions are to look at this package and the HCR as base systems. Each seem to be very solid efforts at addressing a fundamental problem for builders who use multiple systems.

This one is cleaner with less peripheral stuff. No conversation, no subsystems - a true CORE foundation - whereas even the CORE HCR comes with some extra stuff.

Note: I should state I worked with EPOlson in discussions leading to this package being developed but I really did little to nothing except give ideas and discussion. For that reason, I'm not going to vote but if I choose one system for my campaign, I *think* it will be this one because it is strictly a building foundation with nothing else but hooks for doing what needs to be done.

You must be Logged In to post comments in this section.

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

 
Most recent posts on the MMO General Boards
Analyst: Star Wars: The Old Republic Could...Analyst: Star Wars: The Old Republic Could Sell 3M: more numbers
- last reply by Acao on Aug 15, 2011 06:15 PM
which class will your first character be
- last reply by Blisteringballs on Aug 15, 2011 05:50 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 05:00 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 04:00 PM
NWN Idea Database Update
- posted by Vault_News on Aug 15, 2011 03:46 PM
Missing Votes for NWN2 Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:40 PM
Missing Votes for NWN Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:39 PM
Random Questions and game altering suggest...Random Questions and game altering suggestions!!!
- last reply by ArkadyTepes on Aug 15, 2011 03:22 PM
State of the game?
- last reply by LyricOpera on Aug 15, 2011 01:37 PM
Yesterday streaming, now demanding downloa...Yesterday streaming, now demanding download :(
- last reply by Sinane-tk on Aug 15, 2011 10:23 AM
 

   


IGN Entertainment
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2011, IGN Entertainment, Inc. | Support | Privacy Policy | User Agreement | RSS Feeds
IGN’s enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.


NWN2 Hall of Fame

HOF NWN2 Prefab Areas


View all Hall of Fame entries


Neverwinter Nights 2

TOP NWN2 Modules

NEW Modules

NEW Reviews

NEW INTL. Modules

TOP Hakpaks

TOP Gameworlds

TOP Tutorials

TOP Prefab:Areas

TOP Blueprints

TOP Plugins

TOP UI

TOP Other

TOP Visual Effects

TOP Scripts

TOP Tools

TOP Movies

TOP Models

TOP Characters





Hall of Fame

HOF NWN Modules


View all Hall of Fame entries


TOP NWN Modules

NEW NWN Modules

NEW Reviews

TOP Intl. Modules

TOP NWN Hakpaks

TOP NWN Gameworlds

TOP NWN Models

TOP NWN Portraits

TOP NWN Scripts

TOP NWN Prefabs

TOP NWN Other

TOP NWN Movies

TOP Sounds

TOP NWN Textures

TOP NWN Creatures

TOP NWN Characters