Vanilla (No-Hak, No-Override) persistent multiplayer friendly basemodule for building PnP styled adventures.
Added a fix for the AID system - "aid_inc_fcns" 10/24/2018
Patch for v.0.9.3 updated 12/19/2017
Fix for crp_inc_merchant script 12/28/2017 - adjusted the script to avoid an error that allowed PCs to purchase large amounts of free stuff. I will try and add it to the main erf, but feel free to import the fix and do a build. OR you could Go to line 783 and put "return" infront of the TakeCoinMakeChange command. Thats it.
A while ago, I put out a building basemodule that was CEP and Hak-file intensive. I had a request or two for an un-hak-ed version. After a couple of abortive attempts, I was able to step back far enough and make a new basemodule using most of the systems and scripts from my previous attempt. This is completely hak free.
This is a good basemodule for persistent worlds, single players or between. It has a number of systems with a one-stop script to turn them on or off, as well as switches that may be used in game to modify the current adventure.
Systems include:
Community Roleplaying Adaption Project
and Pencil and Paper system by Accerak - The Coin scripts have been again (March 2014) updated and improved.
Ambiguous Interactive Designs - ties into the PAW conversation as well as the regular "OnChat"
NPCactivites (6.2 adaption)
Killer Death System
Ivodon's Persistent Inns
Vuldrick's Universal Quest System - with many additional scripts
Idillicus's Subraces - (this should function correctly. If not, let me know)
Olander's Realistic Weather
and Hunger, Thirst, Fatigue System
and Spell fixes.
The Pepper (DMTS, Sparky and MCS) from the CEP
Tricksters Spell Components
I also have put in a number of custom systems, many of which are new, while the older ones have all been updated and modified. These include:
Training - PCs will need to find a way to train before they level
Faith - Built upon the skeleton of Vuldrick's Flexible Pantheon
Not that it died, but I needed to make my own version.
Crafting - A natural resource system that feeds into the NWN
crafting systems. Tracked peristently and simply.
An improved Spoilage system
A bunch of my older stuff - Portable Holes, Magic MIssile Options, Generic Button, and more!
There is bundled with the file an introduction document "Features of the Vanilla Basemodule".
The other file is an archive of the documentation for the systems, as well as a new "How To Use" document which may make jumping in and building with this module easier to do.
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April 6, 2014 Added optional hak file which has CRAP Animations, Coin images, Pit images and 2da files to use the images. Erf has updated coins (stacks to 100) and pit placeables.
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Apr 10, 2014 New Mannast Vanilla Module (v.0.5) and also a patch (mvbpatch05.erf) to bring previous versions up to snuff.
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Dec 2, 2014 Patch v.0.6 which includes a number of bugfixes and some new stuff. Contains an *.erf and text information
Also uploading a OHS for MVB package. This isn't the complete OHS, which is here:"http://neverwintervault.org/project/nwn1/other/ohs-henchman-system", but it is fixed to work with the MVB.
This contains a small Hak file, an erf and directions.
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Dec 28, 2014 Update for:
- Module version 0.7.2
- Documentation
- Patch to v.0.7.2 for older modules. I removed the older modules from the listing.
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May 1, 2015
- Patch to v.0.8.2 for older modules. This patch has a number of fixes and some new material.
Player Tool control, MVB Status tool - tells the PC what the settings are on the MVB for 10 systems and allows the DM toggle control, Persistent campaign time, additional animal factions and a faction control area, a working hunting Snare for the Craft Food system, modifications to NPCactivities, fixes to Craft Plant and a Seeding tool to get plantable items for the Craft Plant.
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February 17, 2016
- Patch to v.0.9.2 for older modules.
Bugfixes and additions
Fixed Deity alignment checks for OnRest and for quiting/thrown out of faith
Fixed call in AID DoLight scripts
Added option to turn off Rain Check with Torch system
Added ability to modify if Torch system is on or not
Added options to Sparky calls
Added CreationJournal which tracks discoveries made by the PC in a persistent journal entry.
Created a tag persistent system for torch life system.
Added Coin Changing merchant scripts
Added optional (nonfunctioning) Coin system replacement
Updated Portable Placeables to v.1.8
Better Portable Climbing objects
Better Pits
Updated Generic Button System to v.1.5a
Better Secret Transitioning Placeables - including working Resets!
Resetting Buttons
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December 2017
v.0.9.3
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I found an error in the MVB Patch 0.6 that I uploaded on 12/2. I removed it and uploaded a new version today. Sorry for any trouble. Thanks for your interest!
I am working on some additional updates to this, but wanted to mention a fairly annoying bug that is fixed by putting a specifically tagged placeable in the "Place for Stuff" (tag: zoo) area. There is already a placeable tagged "OMW_COLORS". A second copy of this needs to be placed with the tag changed to just "COLORS". This is an easy fix, instead of changing a number of scripts that look for these placeables under the two different names. It will make the visual feedback for the HTF system a lot more interesting (The color bars that show the HTF levels periodically).
New updates added today!
v.0.7.2 adds a number of new features and fixes a number of old bugs.
- Craft Plant
- Horse Tool
- edited scripts to fix some CRAP system horse issues
- Updated Pit traps
- much more!
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New Patch added today.
- Patch to v.0.8.2 for older modules. This patch has a number of fixes and some new material.
Player Tool control, MVB Status tool - tells the PC what the settings are on the MVB for 10 systems and allows the DM toggle control, Persistent campaign time, additional animal factions and a faction control area, a working hunting Snare for the Craft Food system, modifications to NPCactivities, fixes to Craft Plant and a Seeding tool to get plantable items for the Craft Plant.
Fixed an error in the Tinkertool script in the 0.8.2 patch. Uploaded new patch today. Decided to (confusingly) keep the same version number for now.
Checking in. Found an error in the Deity alignment check while resting. If anyone has experienced this, I found the error and will have a correction for it in the next patch. However, if it is bothering you, in the script "deity_onrest" before the call "Align(oPC);" add a "string sDeity = GetDeity(oPC);" followed by a "SetLocalString(oPC, "Deity", sDeity);". This sets up the Alignment check and those PCs who are actually doing the job right will not be penalized for no reason.
This has been updated in v.0.9.2
I'm having a problem with the Killer Death System, I downloaded your base module to check how to fix it, but checking the OnClientEnter I can't see how you make this load (Copy paste from the readme of the system):
>>As soon as I wrap this script with my actual onclient enter (or even make a hook script to run the previous one along with the death system on enter) I get a few errors on a different script: x2_inc_switches. Any ideas?<<
Are these compile errors when saving your OnEnter script?
Looking at the way I set my module up, I use ExecuteScript for the "kds1_cliententer", which already includes the required file and calls the KDS1OnClientEnter() command. There is no need to include the "_kds1_inc" in the wrapper, as it does not need it. The directions for the KDS system were not written with Wrapper scripts in mind.
So my suggestion to fix your error is to revert your OnEnter script to what it was and then in the void main() section, use something like:
ExecuteScript("kds1_cliententer",OBJECT_SELF); // Killer Death System
and this should handle the issue. Let me know if that helped or if the error is far more complicated. Thanks!
Added this in the void main section, the script seems to work partially...I get various bugs like the characters waiting various seconds before being sent to the purgatory area, and the kds1 cleric running towards the exact point where the player died first, someties it refuses to resurrect any character at all, and other times the pc corpse is named as the one who grabbed it from the ground...Among other bugs...
"..I get various bugs like the characters waiting various seconds before being sent to the purgatory area, and the kds1 cleric running towards the exact point where the player died first, someties it refuses to resurrect any character at all, and other times the pc corpse is named as the one who grabbed it from the ground...Among other bugs..."
These bugs sound like they might be involved with other scripts. I would double check your KDS setting variables on your module. I do all of these in a script called "module_variables" instead of setting directly on the module object in the toolset. This script is then called in the OnLoad script for the module.
The first bit about standing around and waiting sounds like something else is getting processed during the OnDeath event. I would double check that to see if there is something mucking up the works in that script. I checked my OnDeath script, and I made sure that the only script called was the "kds1_playerdeath" script. I commented out the default NWN script. I recall there being some funny errors when it was still active and running alongside the kds script.
The body object is handled by scripts in the "_kds1_inc" script. When it is picked up or dropped, there is a tag-based script called that processes the object. Also the object is created by getting the dead PC body (NPC) and using its name.
I'm not sure what you mean by the kds cleric, but if it is the Rez cleric, I would not use them as part of the party, but have them at the church location or some other stable place. If you mean it is a cleric who is casting the modified version of the spells and not the rez cleric, this is handled by the "kds1_spellhook" script, and you need to make sure the spellhook is setup correctly. This is done in the "_kds1_inc" script under the command KDS1OnModuleLoad() that you call in the OnLoad event for the module. In my module, I edited the script called to another wrapper "wrap_mod_spllhk" because I use multiple spellhooking systems.
Hope this helps explain things a little. Thanks!
Comment removed by Mannast. I moved it to actually reply to the question above.
Curious which file to download for all-in-one awesome systems you have.
Thanks in Advance
Thanks for your curiousness! The Version 0.9.2 module file is the most complete file on this list. Most of the rest are patches for earlier versions. Hope that helps!
While not worth a complete new patch, I did come across a simple problem that I had thought I had fixed a long time ago. The Crafting Device OnUsed script defines the time frame PCs have to get a particular NWN crafting process done during. I had defined this in the script as 1 minute of real time (1 hour of game time). However, if someone is negotiating the Crafting conversation this process can take quite a bit longer. I had thought I put in a way to modify this time limit by assigning a variable to the Device, but this evidently didn't happen. It involves editing 1 line and adding a second line of commands to the OnUsed script.
Open "craftdev_onused" in the editor. At the bottom is where the float fDelay is defined. Instead of that line, replace it with
------
float fDelay = GetLocalFloat(OBJECT_SELF, "CraftDeviceDelay");
if(fDelay==0.0) fDelay = 60.0;
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The script will now look for the "CraftDeviceDelay" float on the device. If not present it defaults to 60.0 (or whatever number you put in the script).
Hope that proves useful to those who want it. Thanks for all the interest in this module!
Horse Tool possible exploit fix
It was pointed out that the Horse Tool could be used by multiple PCs to summon multiple horses: If the first PC summons with the tool, then hands the tool off, it could have been used to summon another horse for the new PC without unsummoning the old one. I almost got there when I first made the script, but left it unfinished. I uploaded a text file with the edited script. Thanks!
As a side note - I may be putting another patch (0.9.3) up at some point soon, for those who care. It will have this fix, some of the others I mentioned, updates to the vg_trigger, portable hole, button system and some fixes for the pit_fall and portable ladder scripts.
Build Module with this crashes the toolset.
Out of curiousity, which version did you try to build it with? I will try and replicate the crash, but obviously I didn't have the same with my current build. Could be I forgot a certain include or something. Thanks!
Love this module and working on casual PW based on it. Many systems are modular that allow easy features enable/disable.
Demo module could be a little more advanced to show how quest and journal systems works but there is great manual and you can figure out things yourself.
Small bug: there is no default_ohs script. I created it from standalone version and OHS now works fine. Now I just need to find a way to despawn Link boy when player leave server...
Thank you for the kind words! I looked and saw the OHSforMVB erf file was lacking the file you mentioned. I uploaded a slightly older version of the erf with the default_ohs file. I am sure the one you put together is sufficient, but it somehow made it out of the package. I think I thought to include it in the module, then the erf, then thought I put it in the module and removed it from the erf.
I'll look at the Link boy issue you mentioned.
I looked at getting rid of the linkboy. One suggestion leaped to mind. Open the "wrap_mod_onexit" script. After the persistent time info, inside the void main you can add something like:
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//OHS optional cleanup
object oPC = GetExitingObject();
object oLinkboy = GetLocalObject(oPC,"OHS_O_MY_LINKBOY");//this is how OHS finds them
DestroyObject(oLinkboy);
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And that should get rid of them - needless to say, I haven't play tested it. Let me know if it works and I will stick it into the 9.3 update I have festering. Thanks!
It works, thanks!
1) Arcane component requirement is off in the module_variables but I still get "You need a material component" error on every cast. I've tried to trace where you check "SpellComponent" variable but it seems it's only used in MVB status tool. Fixed by adding aditional check in x2_pc_umdcheck.
2) DnD_Starting_Gold does not work correctly with Coinage system ON. I keep getting different amount of money on different classes. When I disable Coinage starting gold works correctly.
3) Colors for HTF system do not work - all bars are yellow. It looks like your color system looking for object with name COLORS in zoo but there is only object with tag OMW_COLORS. So I made copy of it and changed its tag to COLORS. Now it work but I think it would be more efficient to just use #colors_inc lib.
Interesting errors. I will have to look at those - I didn't have issues with the spell component switch, so I will need to look at that. The starting gold problem is interesting too. Wonder why that would happen? I should have fixed the HTF placeable - I think there is a comment about it up above and how to fix it (exactly what you did) but it should have been fixed in the latest version (0.9).
Thinking without looking at the scripts at the moment: Which version are you using (earlier module version with patches or last module version)? Or was the text feedback with components the only error? - the casting still worked, but you got the text info?
DnD_Starting_Gold can be 0 (off), 1 (random variable amounts on different PCs) or a specific amount (2+, for example 120).
I will try and examine these at some point. RL is calling...
Oh... I figured out what's going on. Module file in archive "Version 0.9.2 Module and document" is actually not 0.9.2 but 0.8.2 and needs patching with erf. And even then some stuff (like broken colors) are not fixed because area was not updated. Sorry my bad!
Actually sounds like my bad. I will check what I have uploaded and name it properly I'm glad it was something you could deal with. I freely admit I am not focussing on this basemodule much anymore, but it is still my baby. Thanks again!
NWN: Enhanced Edition ressurected interest in NWN among community and there are many people looking for basemodules and scripts now. Your base is awesome and has so many cool systems tied together that it's probably best basemodule available on the Vault. Looking forward to 0.9.3 if you ever decide to finish it :)
The math in the DnD gold seems off. I will look into that. The spell components also are missing that variable check. Things to go into 0.9.3. Thank you for catching these!
--- Now that I have looked at it, the math is good. I put in some debug feedback and ran it with different settings. It should work as is, with the primary requirement being that incoming first time PCs be stripped of their gear. I guess I could put an extra variable to have the money script for first timers control separated from stripping their gear.
I posted v.0.9.3 module, document and patch for older modules today. Enjoy! Be aware that the patch contains the module.jrl (Journal) file. If you want to keep your journal, don't overwrite this file. There are directions on the 3 catagories to add to your journal instead of overwriting it. I don't know if I will likely update this again anytime soon, but I said that last year when I made the previous update. Thanks!
There is some weird bug with CRAP store - I can keep buying items even without coins. Here is quick video how to reproduce it: https://www.youtube.com/watch?v=-gpHeRCZcQc
FIXED -- Eeek. That shouldn't be. I will play with it and see if I can reproduce - and then hopefully fix - it. Thanks!
Tested and confirmed - I will look at what is screwed up. I swear it should say you don't have enough coinage, so I need to see where that check is NOT being done. Thanks for the notice.
It was fixed by adding 1 freeking word to the GetAllMakeChange function in the crp_inc_merchant file. I uploaded the script. Import, overwrite, and do a full script build. Viola! Fixed.
If you want to make the change yourself instead of importing this erf (I also forgot to remove the include file when I exported the erf - you don't need to overwrite the crp_inc_control script), you just need to open up the "crp_inc_merchant" script. Go to line 783 and put "return" infront of the TakeCoinMakeChange command. Thats it. I will note this also in my Coin System script page, too.
While the CRAP scripts kind of make the AID OnChat scripts redundant, I like them. It had always bothered me that the scripts had trouble finding nearby objects after I edited them to look for an AIDname variable. In my latest mods I use, I don't use the PAW and rely on AID more and this required me to actually want to fix this error. I uploaded a fix to the aid_inc_fcns script as an erf file. Import - you only need to overwrite the fcns script, not the global. Full build and it should work now.
Hi everyone, I'm the same idillicus who coded idillicus subraces years ago, I came across nwnee and I feltsomething... I think I'm gonna reimagine the system and update it.
Obviously once I get back used to nwn coding ;-)
TYVM Mannast for your job and for enclosing my work in your very nice base module
Is it compatible with NWN EE ?
It is, as far as I know. While my computer version is 1.69, I have the mobile EE version and can run my mods on that device, too.