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Project
Category Title Updatedsort ascending
Script Miorg Inventory Organizer 2018-04-10 04:17
Title   Miorg Inventory Organizer (v0.33a beta)
Script Switch-Based Secret Doors Suite 2018-04-10 04:05
Title   Switch-Based Secret Doors Suite (v1.21)
Script Masks Tag Based Treats 2018-04-10 03:50
Title   Masks Tag Based Treats
Author   Mask
Script Ke'haar Stones 2018-04-10 03:29
Title   Ke'haar Stones V1.2
Author   Lilac Soul
Script Spiderwebs 2018-04-10 03:19
Title   Spiderwebs
Author   Gonzo
Script CS Resting 2018-04-10 03:12
Title   CS Resting
Author   Craig Smith (galap)
Script BOG Fully Flexible Teleport system 2018-04-10 03:04
Title   BOG Fully Flexible Teleport System
Script Scarface's Socketed Items v2.5 2018-04-09 18:57

I have totally re-written the socket item system and the way it works. 

Script Neshke's Extendable Spawning System (NESS) v8.1.3 2018-04-09 18:53

As provided at http://www.lrjonline.net/swg/ness.html.

  • Integrated Help File for SWG, provided from LRJOnline.det
Creature Level Me NPC by Axe 2018-04-09 16:09

This package includes a custom NPC for use in the Neverwinter Nights computer game. Installing it will cause a new entry called Level Me NPC to be placed into the NWN Toolset in the custom creature palette under the Special Custom 1 category. It will also place an entry in the conversation list called levelme_npc to be used (optionally) as the conversation for any NPC you create.

Creature Port Me NPC by Axe 2018-04-09 16:08

This package includes a custom NPC, placeable, and door for use in the Neverwinter Nights computer game. Installing it will cause new entries called Port Me NPC, Port Me Portal, and Port Me Door to be placed into the NWN Toolset in the custom creature, placeable, and door palettes under the Special Custom 1 category. Using them allows you to easily create NPCs, placeables, and doors that will present a list of destinations to the player in a conversation. When they click on one of them they are sent to a waypoint associated with that selection. All scripting is taken care of for you and no modifications to any scripts or new scripts are needed to make them work.

Creature Spell Me NPC by Axe 2018-04-09 16:06

Package includes custom NPC, conversation, scripts, and an include library. Installing it puts an entry called Spell Me NPC into the Toolset in the custom creature palette under the Special Custom 1 category. This package allows you to easily add pre-scripted NPCs into your module that will cast beneficial spells on players for a fee. Basically a spell merchant. You can configure the NPCs to cast either Arcane or Divine spells (or both types) with a spell level of 3 or less. The cost is customizable and is based on a flat service fee, the level of the NPC selling/casting the spell, and the level of the spell purchased. The NPC is capable of dynamically changing behavior in regards to what he sells and for how much, although it is up to the builder to write the scripts that customize the NPC on-the-fly. A library of functions is included in the package to assist in on-the-fly customizations. See Readme file for instructions on using Spell-Me NPC.

Script Many Shapes by Axe 2018-04-09 16:04

A package to easily incorporate polymorph functionality into a module. Includes a conversation, unique power script for items, custom item blueprint, and an includable script. Scripts attached to the conversation allow polymorphing at will into any shape selected from a list. The list presented includes all default polymorph types from the polymorph.2da file, not any custom forms added to the polymorph.2da file. The conversation can be attached to any NPC so if a player talks to him, he will be able to turn the player into any form choosen from the list. Many Shapes unique power script allows the conversation to be attached to any item. All that is needed is to set the item's tag name to "manyshapes" and it will work provided the item has been given the Unique Power Self Only spell effect property. Once that is done, whenever the player uses the item's unique power, the conversation will run and he will be able to choose a shape then get polymorphed into it. A blueprint is also added to the Miscellaneous category on the custom item palette called the Stone of Many Shapes. It is an item (already hooked up to the Many Shapes interface as described above) to allow the player access to the conversation so he can polymorph at will unlimited uses per day. An includable script is added to the module's script list called "manyshapes_inc". Including this script into another script will give that script access to several missing Bioware constants for the POLYMORPH_TYPE_xxx functions and will also define a new function called PolymorphInto that can be used to apply a polymorph effect including visual effects to a creature.

Creature Killer Town Crier by Axe 2018-04-09 16:03

This is a pre-scripted plop n play NPC that you can add to your module to have a town crier dispensing the news. Out of the box the news headlines and frequency the NPC shouts them can be controlled by DMs through a conversation with the NPC. PCs can optionally be designated as "newsworthy" to give them access to the extra options presented to DMs. This designation can be accomplished by giving the PC a newspaper to read. Included are a town crier NPC blueprint, town crier conversation, newspaper item blueprint, scripts for the NPC's events, newspaper and conversation, and a general purpose library with a couple of functions which can be used to alter a town crier's behavior from any script on-the-fly during play.

Script Killer Anti-Magic Zones by Axe 2018-04-09 16:02

This erf adds three scripts and a trigger to your module. The trigger is available on your custom trigger palette in the Special Custom 1 category after installation. Paint them down to prevent creatures from being able to use spells while standing inside the trigger zone. This includes the use of potions, items, etc. Anything that gets spell hooked will be blocked. It does not block item properties like enhancements to attack or damage or bonus feats and stuff like that, they will remain active -- its only the spells that get blocked. Each trigger can be separately configured, via a variable set on the trigger, to affect both PCs and NPCs, or just PCs only. By default only PCs are affected. Note NPCs encompasses a PC's associates (hench, summon, companion, familiar, follower, etc).

Script Axe Murderer's Killer Secret Objects by Axe 2018-04-09 15:59

This package includes a custom trigger, two custom waypoints, and a script used by the trigger for use in the Neverwinter Nights computer game. Installing it will cause a new entry called Killer Secret Object Trigger to be added into the NWN Toolset in the custom trigger palette under the Secret Object Triggers category. It also adds two entries called Killer Secret Object Location and Killer Secret Object Destination into the custom waypoint palette under the Waypoints category. The trigger uses a script called kso_trig_enter which is added to the module's script list. This package allows you to easily add pre-scripted secret object detection triggers and waypoints into your module that will simplify the task of creating secret objects that must be detected to be seen or found. It encapsulates the Bioware default secret object triggers, placeables, and waypoints into one easy to use trigger, and two easy to use waypoints. All the scripting is taken care of for you. The trigger allows you to select one of the standard Bioware secret objects to use or you can make your own and easily connect it to the Killer Secret Object Trigger. The trigger is pre-scripted to handle the detection checks, manage the secret placeable (reveal/spawn it and hide/destroy it at the appropriate time), and reset itself for the next guy. See Readme file for instructions on using Killer Secret Objects.

Script Axe Murderer's Killer Walk Waypoints by Axe 2018-04-09 15:57

This is a replacement for Bioware's walk waypoint system. It leaves their system intact, but also enhances it by adding in several new features. First, it allows you to set a pause time on each waypoint in the walk waypoint circuit instead of always using the same pause duration at every waypoint. Second, it allows you to specify a single animation to perform at each waypoint. Third, it allows you to suspend the walk waypoints system temporarily for any NPC or all NPCs. Finally, it lets you toggle your waypoint walkers so they will traverse the waypoint circuit in a circular progression instead of a palindrome progression (i.e. palindrome = 1,2,3,4,3,2,1,2,3,4,3,2,,... circular = 1,2,3,4,1,2,3,4,1,2,...). There is no scripting required to make NPCs that use this system to stand posts and/or walk patrol routes. The package include an .erf file and a .hak file containing replacements of all Bioware scripts related to their Walk Waypoint system. Also included is a User's Guide and Tutorial that explains in detail how to use the KWW system along with some examples and a tutorial to help get you started. There is also a demo module you can run to see how it all works. Be sure to read the User's Guide and Tutorial included in the .zip file. It has all the details you will need to know beyond what you read below.

Other TR's Basics - Variables, Types and Functions (TBC) 2018-04-09 07:59
If what I have already written in my TR's Basics series were novels, this (so far) tiny volume could be considered as the prequel to them.
  • Types
Module The Temple of Elemental Evil Unlocked 2018-04-09 07:51

The Temple of Elemental Evil Unlocked
(Based on an original PnP conversion by Crichton, The Temple of Elemental Evil Revisited)

Other NwN Module Production - Issue Focal Sheet 2018-04-09 07:45
Title   NwN Module Production - Issue Focal Sheet
Other Glossary of Archaic and Poetical Words for the Role-Player 2018-04-09 07:39
Title   Glossary of Archaic and Poetical Words for the Role-Player
Other Riddles, Professions, Buildings and more 2018-04-09 07:28
Title   Riddles, Professions, Buildings and more
Other Selling It: A Non-Coder's View on Packaging Your Content 2018-04-09 07:20
Title   Selling It: A Non-Coder's View on Packaging Your Content
Other Quest Template 2018-04-09 07:14
Title   Quest Template
Author   Quillmaster
Other Trap Reference Spreadsheet 2018-04-09 07:01
Title   Trap Reference Spreadsheet
Author   Chimneyfish
Other Neverwinter Nights item creation guide 2018-04-09 06:56
Title   Neverwinter Nights item creation guide
Author   hsm
Other Neverwinter TimeTables 2018-04-09 06:48
Title   Neverwinter TimeTables
Author   Kyndig
Other NWN Aurora Toolset Help Guide - UPDATE 2018-04-09 06:32
Title   NWN Aurora Toolset Help Guide - UPDATE
Other Starting Conditional Scripts Organized 2018-04-09 06:25
Title   Starting Conditional Scripts Organized
Author   ruelk
Other Merchant Tutorial 2018-04-09 06:17
Title   Merchant Tutorial
Author   Justin Gattuso
Other G.U.R.M.(Generic Universal Read Me) 2018-04-09 06:09
Title   G.U.R.M.(Generic Universal Read Me)
Other Design report for module development 2018-04-09 06:02
Title   Design report for module development
Original Hakpak EE Castle Rural Sea Hotfix 2018-04-09 05:18
This override contains a .txi file (texture infromation) for tno01 Castle Rural Exterior tileset tiles.
 
The models co
Combined CEP 2.65-PRC 3.5 Merge Hak and Tlk 2018-04-09 00:48

This is the merger for the most current CEP 2.65 and the last version of the PRC 3.5 released to date.

Other Shades of gray - the quick&easy way to Normal Maps 2018-04-08 13:10

In this tutorial I’ll explain how the Normal Map works, and how you can create it

  • Normal map effect on simple cylinder
Script No high lvl boosts 2018-04-08 03:46
Title   No high lvl boosts
Author   ShaDoOoW
Other Concept: Ultimate and crossmodule changes in all spellscripts 2018-04-08 03:42
Title  Concept: Ultimate and crossmodule changes in all spellscripts
Author 
Tool NWN2 Module Data 2018-04-07 17:39

Compiled data I've collected on the available playable content for NWN2.

Definitly WIP

Original Hakpak Human and Dark vision changes. 2018-04-07 12:00

I needed to make some changes to more accurately reflect how human's see in the dark for more realistic gameplay in a module I'm making.

Module The Darkest Dreams (PW) 2018-04-06 08:50

Introduction

The Darkest Dreams is a Neverwinter Nights 2 Server that is based on Forgotten Realms 3.5e mechanics an

  • Blacksmithing GUI
Portrait Glim - Gnome Wizard 2018-04-06 06:27

Painted over a stock photo.

Portrait Aramil - Elven Ranger or Druid 2018-04-06 06:27

Painted over a stock photo, it's a part of a larger artwork of mine.

Portrait Aleck 2018-04-06 06:26

A leather wearing adventurer 

Painted this over a stock photo. Armor/tartan fully painted from scratch. 

Portrait Ruby - Female Halfling 2018-04-06 06:26

Painted over a photo using PS CS and tablet. This portrait will also be submitted for NWN 1.

Portrait Small Undead pack 2018-04-06 06:26

Just thought I'd add a few undead to my submissions, 3 of these are cropped from artworks that can be found on my deviantArt account.

Portrait Sun and Moon elves 2018-04-06 06:26

I made an elf portrait for NWN1 and decided to convert it for use in NWN2.

Portrait wycked's elves and half elves pack 2018-04-06 06:26

Some of my nwn1 portraits converted for use in nwn2, -elves, half elves and drow. All artwork by me.
More packs to come :)

Portrait Assassin (Human Male) 2018-04-06 06:26

A human assasin. I originally meant to make another male vampire portrait, but changed my mind while I worked on it. I might however do a few changes to the portrait and make a vamp pic out of it after all. :)

Blog entry
Title Updatedsort ascending
NWN2 Playable Content List 2018-04-07 11:42

Here it is on Google Docs - ht

New Dreamwidth Blog 2018-04-06 08:31

A few weeks ago I created a new blog at Dreamwidth to document my progress (or lack of) for my never ending Meverwinter Nights module project

Pages