This package contains some script fixes that allow you to easily add secret doors to your NWN 2 modules. There is a readme with a step-by-step guide on how to utilize these scripts. There is an example module so you can see how it works from the player's perspective.
Posted by jrscherzi at 2012-09-02 12:40:27 Voted 9.75 on 09/02/12
Secret doors were such an integral part of D&D from the very beginning I was always disappointed that NWN and NWN2 did not handle them very well. Thanks for this script I really appreciate it.
Posted by MokahTGS at 2011-08-28 13:26:59 Voted 9.75 on 08/28/11
Posted by bealzebubba at 2011-01-10 22:18:32 Voted 9.00 on 01/10/11
Outstanding, a must have!
Posted by alupinu at 2011-01-03 10:38:25 Voted 9.50 on 01/03/11
I like it! _________________________ Murder in Dunlop Fanglewood
My Class is Rogue ... "You look surprised to see me. If you'd been paying attention, you might still be alive."
Posted by shaughn at 2010-08-06 06:57:14 Voted 9.50 on 08/06/10
This is a great system for secret doors. They can be made easy to find with hints and placeables or they can be left with no visual hints and be a true hidden door. Thnaks for putting this together and releasing it, I am including this in my campaign Risen Hero.
Posted by Clyordes at 2010-07-18 08:56:19 Voted 10.00 on 07/18/10
Works perfectly in the mod I'm building - which is a relief after I was completely baffled by the ones that come with the toolset! Definitely recommended. _________________________ "Cor- a Beholder, Just think of the XP!"; Dave the Barbarian in the Demonweb pits, long ago.
'Search for the Temple of the Golden Spire' - An AD&D scenario for beginning characters converted to NWN2, here: Link
'Against the Cult of the Reptile God' - A classic AD&D adventure converted to NWN2: Link
The Lichway - An evening's dungeon delve from White Dwarf: Link
Posted by Qrizz at 2010-05-18 04:51:16 Voted 10.00 on 05/18/10
A Masterpiece _________________________ Qrizz
Middle Earth Arnor PW Link
Posted by olafquimbyII at 2008-12-19 06:49:21 Voted 10.00 on 12/19/08
we need more stuff like this :)
Posted by Arvirago at 2008-06-30 16:40:45 Voted 8.25 on 06/30/08
I never did vote, an excellent work. _________________________ Reino de Aldor
Posted by Carlo at 2008-06-18 15:54:42 Voted 9.50 on 06/18/08
Simple, effective, really useful for mod-makers. Thanks!
Posted by esopo at 2007-08-06 05:00:16 Voted 8.50 on 08/06/07
Really useful stuff.
Posted by Gradus at 2007-05-17 02:08:00 Voted 10.00 on 05/17/07
Thanks a lot - pretty good work. One mor line marked as done on the ToDo-List for my Module.
Posted by Ransom at 2007-04-25 12:18:20 Voted 8.00 on 04/25/07
8 - Excellent, Recommended to Anyone. Nice work, I appreciate your efforts to decode and explain the (as usual) complex Obsidian/Bioware code ... and make it work.
Posted by energia at 2007-03-21 06:33:00 Voted 10.00 on 03/21/07
Yes, however there is a local variable on the secret object that is supposed to reset the object after a certain amount of time. Assuming that works as advertised, the door would become hidden again after however many seconds you specify. I have not tested it yet, but looking at the code I think it will work.
Furthermore, you could always modify the area transition script to disallow the transition based on level. This would prevent lowbies from following someone else through a door that they shouldn't be able to see. Or if you wanted to be real fancy you could store the detector as a local object on the door and only allow him or anyone in his party to use the door until it resets.
I haven't had the time to test it online... nonetheless from what I could see this will reveal a secret door to everyone, correct? So this isn't really an option for a PW, I wonder. _________________________ ========================
The SAGA Project
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Friendship based RP club
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Posted by Rik81 at 2007-01-22 11:36:47 Voted 10.00 on 01/22/07
Thanks Arvirago. I saw that line in the script and thought it seemed a little odd, but I don't play PnP so I'm not up on all the rules. I will make that change.
Posted by AnthroPlayer at 2007-01-22 03:09:41 Voted 9.75 on 01/22/07
Good Job. Kinda usefull.
Arvirago is right. I wish more people warned of the scenarios with edited worlds. _________________________ @===============================================@
Vinchenzo made a post here.
Plz check out my entries. I'm currently making a few simple modules, designing 3 special characters, and hope to someday be good this stuff.
This is Vinchenzo, finishing his post with the following advice:
Don't use Latin improperly (Lupis means grey, Rufus is red, Canid is dog, so on.) Furries annoy me with their improper usage of such. And I'm a furry!!! Ugh...
Don't vote for Beta things unless told they are finished, unless posted specifically by the author.
Don't abuse the vote and post function, don't vote for your own/friends stuff just to get a high vote. Don't flame vote either just to be an ass.
There is a voting system for how the points are used, even I forget, but we should follow it (and tattoo it to our forehead, lol)
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Posted by Arvirago at 2007-01-22 02:43:29 Voted 8.25 on 06/30/08
I'm still reviewing. Just a note:
For those in PW with changed races and subraces, you should replace the line:
if (GetRacialType(oSearcher)==RACIAL_TYPE_ELF) nDetectMode=1;
to check if oSearcher has the feat 240 (keensense), instead of just checking if it's an elf. _________________________ Reino de Aldor
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