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NWN2 SCRIPTS

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Name  FRW Base Module 1.01
Author  Lord Niah
Submitted / Updated  12-20-2006 / 02-26-2007
Category  Entire Module/PW systems
Forum Thread  Link
Type  Type - Other
Format  Module Only
Patch  1.03
Description
This module includes base scripts and items for the Forgotten Realms Weave (FRW) project, including a player starting area with a trainer and basic merchant.

Other features Include:

-- Wandering Monster and Rest tag system
-- Hardcore bleeding or OC death system
-- Chest-based Random Loot system w/ breakable items
-- Flavor text, ability, and skill check triggers
-- Demonstration companion and "Sunken Flagon" style Inn
-- Demonstration OOC (Out of Character) Start Area
-- Patcha's Sitable chairs

Note: This is currently tested for singleplayer only, but should work for non-persistent multiplayer.
Update: Ver 1.01 Now includes a revised start area based on Berlaid's FRWCC and also includes masterwork items and armors.

Files

NameTypeSizeDownloads
frw_basemod_companion.erffrw_basemod_companion.erf
Submitted: 12-20-2006 / Last Updated: 02-26-2007
erf58.68Kb420
Erf with files for companions, including template conversation and companion
frw_basemod_core.erffrw_basemod_core.erf
Submitted: 12-20-2006 / Last Updated: 02-26-2007
erf111.49Kb470
erf with core script files for bleeding, treaure, and sleep
frw_basemod_startarea.zipfrw_basemod_startarea.zip
Submitted: 12-20-2006 / Last Updated: 02-26-2007
zip849.89Kb434
Zip file containing erf for start area and all associated conversations and items. Simply import into your module to use.
FRW000_BaseMod101.zipFRW000_BaseMod101.zip
Submitted: 12-20-2006 / Last Updated: 01-31-2007
zip5.6Mb897
Base module for FRW Project
FRW_BaseMod_READMEv090.rtfFRW_BaseMod_READMEv090.rtf
Submitted: 12-20-2006 / Last Updated: 12-20-2006
rtf17.38Kb855
Documentation
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Comments (23):

Posted by kingluoxi at 2011-09-24 01:02:41    
You write articles too wonderful! !
_________________________
Jordan Retro 3
Retro 3

Posted by Dorateen at 2008-08-18 13:14:42    Voted 10.00 on 08/18/08
Need to vote on this great utility. Excellent for leveling up characters, and the hardcore bleeding scripts are much appreciated.

Posted by Qrizz at 2008-02-05 12:15:03    Voted 8.75 on 02/05/08
looks great.
_________________________
Qrizz
Middle Earth Arnor PW
Link

Posted by MokahTGS at 2007-12-09 17:04:13    
Are there better instruction somewhere other then " For instructions on how to set up the system, see the script �ch_inc_treasure� and �ch_p_treasure�. "
_________________________
Mokah - The Grumpy Strumpet
|| Dear Strumpet Letters || Jabberwocky Development Blog || Vertex I - The State of the Union ||

Posted by MokahTGS at 2007-12-09 16:59:41    
Where are the configuration scripts for the treasure system? I don't see anything called k_mod_inc anywhere.
_________________________
Mokah - The Grumpy Strumpet
|| Dear Strumpet Letters || Jabberwocky Development Blog || Vertex I - The State of the Union ||

Posted by ladydesire at 2007-10-19 16:31:50    Voted 8.50 on 10/19/07
Looks great and seems to work fine on MotB. :)

Posted by Seryn at 2007-09-18 16:58:00    Voted 8.75 on 09/18/07
I was browsing through and realized I never voted on this, although I used the core scripts for Zelbross and will use them again. A nice compilation of very helpful stuff.

Posted by sgt_why at 2007-06-28 13:27:36    Voted 9.00 on 03/06/07
Any plans to make a new release that merges your "Base FRW scripts" with your "Presistent Companion" scripts ?

btw, I've been able to successfully "raise dead" the main PC ... using a companion. Upon death, the LOAD GAME or MAIN MENU window pops up. I then hit LOAD GAME and then CANCEL. Select my Companion, tell them to RAISE DEAD my main PC ... and then, I'm back alive and everything works. w/o reloading.

But I did notice that once dead, there is no way to get to a players inventory ... Is there an option to make the companions bodies loot-able upon death ?
_________________________
the Red Hand of Doom campaign ..
Click Here

Posted by Venture at 2007-05-17 19:05:03    
With the bleeding system, does a player character always bleed before dying (i.e. if a blow would drop a PC from positive hitpoints to -10, the PC would be adjusted to something like -5 so that there's always a chance to be revived by comrades)? I've been looking for a system that does that. From reading the readme file, I think this does, but want to be sure.
_________________________
NWN Campaigns - the NWN/NWN2 Campaign Database
Naeldor Weekly Campaign

Posted by LordNiah at 2007-05-06 10:22:24    
but... to add to my last post: I'm currently revising and reworking the Base Mod scripts, so maybe I can revist the death system and see if some of the original problems have been fixed by Obsidian...

Posted by LordNiah at 2007-05-06 10:06:12    
Morte, I agree that bleeding for companions would be preferable, but it's not really doable (at least not when I scripted this). Here are the problems:

#1 When companions die they instantly go to -11 HP. This means there is no way to tell how much damage was originaly dealt or even if they died from regular damage or a death spell.

#2 It's impossible to use a spell hook to catch death spells because the current spell hooking system only catches spells cast by PCs (unless Obsidian changed this recently). I could rewrite it, but it would mean recompiling all death spells. Also, some instant death effects are handled by the engine.

#3 There is an engine bug that erases delaycommands saved on NPCs when you reload from a save. This completely nukes the bleeding system for NPCs.

Now, I believe HCR does things differently. Instead of keeping characters alive so they can be targeted by heal spells, they kill them and then use modified 2da files so heals work. I'm still not sure how they get around instant death effects or if they even bother with this. Teh result would be that companions start bleeding even after getting hit by a finger of death or massive damage that would have normally killed them outright.

Posted by Morte at 2007-05-03 08:06:10    
After playing the B2 module for a bit, I was moved to read the docs for your death/bleeding system and I have a request/suggestion. It would be nice to have bleed and respawn options for companions, treating them like they're PCs. This is because:

a) They're "not just henchmen anymore", they'll often be three quarters of the party, and it would be *really* nice if SP could be a true full party experience.

b) If they don't bleed before they die, you get no chance to heal them. When you're playing that level 1 module and a companion on 8hp takes a 12hp crit from a kobold with a shortbow, I'd like to get them back with Cure Light Wounds rather than Raise Dead.

c) If they do die (bleed to -10 or Coup de Grace), Raise Dead is beyond the reach of lower level parties. A not-so-hardcore option to respawn with or without an XP/gold penalty would allow some flexibility.

Posted by sgt_why at 2007-03-06 10:59:16    Voted 9.00 on 03/06/07
fyi, looks like its all working as expected now .. just took some time to merge my custom changes into the FRW scripts.

Once the companions were setup as you suggested and loaded on module_load .. then, the conversations all began working and are able to add/remove companions, etc. AND companions stay dead when they die, validated "Raise Dead" works to bring them back .. great system LordNiah!

note: did notice the companion template conv script is missing some sort of check for the current # of companions .. as it lets me add all (8) companions to my part w/o complaints .. although its set to max (3) in the GUI.
I'll be adding a check myself and as well, one for when it brings up the party select window .. to force player to reduce # of companions down
_________________________
the Red Hand of Doom campaign ..
Click Here

Posted by sgt_why at 2007-03-02 17:23:11    Voted 9.00 on 03/06/07
again, might be user error on my part but these files seem to be missing from the ERFs;
ginc_vectors.nss
kinc_tokenizer.nss
pat_sitting_medium.nss
pat_sitting_small.nss
tbin_onclose.nss

not sure if any of these are required, but im adding them to my module manually from the .MOD
_________________________
the Red Hand of Doom campaign ..
Click Here

Posted by sgt_why at 2007-03-02 17:04:32    Voted 9.00 on 03/06/07
few problems mergings this in .. imported all (3) ERFs and still seems a few files were missing, so I opened up your .MOD and found it there. "ch_inc_treasure.NSS" was missing. also looks like the "sitting" and "flavor text" stuff is missing from the imports.
Setup the bleeding scripts and such .. when a NPC dies, they stay dead. Until I open the party select GUI .. drop them out and then back in .. and voila! they are back alive, with 1 hit point. Doubt thats as intended, so maybe I did something wrong on the import.
Companions are working otherwise .. CONV makes them available via the Roster / Party Select GUI.
Havent used any "flag" for the companions yet, as they are all immediatly available for hire when you meet them.

Bleeding seems to work, but death happens so fast afterwards .. seems like "death" doesnt break your AGRO with mobs. so they keep attacking once you start bleeding.

Otherwise, I set my module to HARDCORE_ALWAYS .. and with the FRW added, makes for a lot more challenging play! Going to add some Auto-Saves now, as precaution.

NOTE: found an interesting coincidence .. I used HOME_sTag for the waypoints at the INN .. so even w/o the script attached to the area, the NPCs all move immediatly to thier HOME_sTag upon entering.

btw, everything else seems to be working well! Thanks guys for all your hard work putting this together!!
_________________________
the Red Hand of Doom campaign ..
Click Here

Posted by [email protected] at 2007-03-01 20:22:12    
I have a question regarding this line in the readme:

**Note: for the companion scripts to work correctly, you need to use a unique variable for each companion to indicate that the player has met them. You will need to set and check for this variable in the companion�s conversation and you will also have to add a line to check for it in the �companion_inn_enter� script. The example companion in this module use the generic variable called �bCompanionFound�. You should create a unique variable in this format for each companion that you use. This needs to be set as a global integer so it is remembered across all modules"

I searched for that variable bCompanionFound and didnt find it in any conversations or any of your scripts - so is it necessary to do? And where do we enter it in the appropriate scripts, and what are we doing if its true/false?

_________________________
Jackyo
[email protected]

Nestlehaven part2 wiki:
Link

submissions :
Night Howls in Nestlehaven mod
Link

Cutscene Tutorial - Link

Sequencer Rod -
Link

Posted by LordNiah at 2007-02-26 17:23:38    
Okay, I've added several erfs for those who just want to import the seperate systems.

the frw_basemod_core contains just the scripts for bleeding, death, sleep, and the treasure scripts. Once you import it, you need to add all the k_mod_ scripts to the appropriate place in the module level events

The frw_basemod_companions contains all the scripts and items required for setting up companions. You'll have to create your own inn and set up the files yourself by using the BaseMod as an example.


Finally, I've exported the start area with all scripts, conversations, and items. If you just want to use this, than use the file frw_basemod_startarea (which is ziped to save space).


Hope this helps people out.

Posted by sgt_why at 2007-02-25 13:43:36    Voted 9.00 on 03/06/07
an ERF, for importing into an existing campaign would be great...

Im working on merging this into my campaign, but first I need to understand more .. which files are going to be used in the other modules in the campaign .. and which are only needed for the starter module.

So far, was quick to rule out any of the AREA files .. all of the dialogs, all the NCS files (plan to recompile anyhow) .. But im not clear about the .UTI or .UTC files .. and/or all the scripts ..


_________________________
the Red Hand of Doom campaign ..
Click Here

Posted by -vendalus- at 2007-02-05 22:06:22    Voted 8.50 on 02/05/07
I was able to export all the scripts and the main conversations into my module just great. It really helped in getting companions set up. I'd suggest releasing it with an .erf version as well.

Posted by Phoenixus at 2007-01-27 10:04:56    Voted 10.00 on 12/21/06
Yeah this will definitely help someone start out a module with a good solid basis.

Posted by Seryn at 2007-01-13 12:50:08    Voted 8.75 on 09/18/07
My goodness! This looks fabulous! I've only began tinkering with it in the Toolset, but will come back and vote once I get a handle on everything included. Thanks much!

Posted by Cleitanious at 2007-01-09 02:21:07    Voted 9.00 on 01/09/07
9 - Outstanding, a Must Have

You can really learn alot from this, its excellent!
_________________________
I believe in science and that science can explain everything,
Because God has made it all work in such a beautiful way.

Posted by Phoenixus at 2006-12-21 06:04:46    Voted 10.00 on 12/21/06
Hey there Niah,

Glad you finally got this in, this will be a huge help for people.

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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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