Olander’s Realistic Systems v5.1 (Updating Information at the bottom)
Firstly, I would like to say thank you for downloading this and giving it a try. I also thank all the folks that have voted for the ORS to make it a Hall of Fame script/ruleset! Cheers!
Secondly, this is a realistic....common sense.....real world implementation for our fantasy adventures. For folks who want the more fantastical approach to gaming….play somewhere that has this type of feature or build it yourself……you will not find that in here.
With saying the prior this can be as Hard-Core as you wish….or maybe you only want a little realism. You can configure this as much as you like to get the final affect you desire. Need to tweak it on the way? You can….easily. Most of the time you will need to open ONE script to configure your module.
Realism is the guiding principle behind the systems integrated here. Within the gaming system dynamics I have stayed as close to realism as possible. Also with that I have removed tedious realism to keep with the adventuring flavor. Remember that other people populate your worlds too and they make much of what Adventurers need to create great things.
PHB and HCR:
This is not HCR but can be used as a great replacement for those looking for realistic adventuring. There are Player’s Handbook (PHB) configurations in here but this is not a PHB rendition. The NWN game engine is really not a PHB/DnD game as those systems were developed on Pen and Paper which is a very different game than online or video gaming. So we need something a little different to adapt to NWN or this excellent video game. This is what is behind the ORSv5.
There is also a TON of stuff in here that is READY to play with! There is NOTHING for you to do except Configure the Module Configuration Script and Test to see if it is close to what you wish! HCR2 is a nice system but is kind of complicated to get installed and going. This puppy is simple……very simple. Remember…..everything about the ORSv5 is and HAS been tested ONLINE in a True Dedicated server!
The ORSv5 ruleset will load a 40MB Module in about 12 Seconds! That is amazing. What does 12 Seconds do to the Builder/Server? Well….for one thing….you can realize that the scripts have been designed so that they run ONLY when needed! The Module Loads up and configures itself but everything else is dynamically generated. This means that pings server/cpu wide are kept to singular instances instead of applied stacks! This means more Database Reliability and cleaner Server services for your players.
In the end…..whether the ORSv5 is used as a Persistent Online World or as a Campaign Setting spanned across several modules…..now you have One Location to do everything you wish to do. No Installations….just Build it! Of course if you wish to Install something into the ORSv5 the process has always been very easy and very little complication.
So give the ORSv5 a try and you will be hooked. Also please give some credit in your modules. It is a small thing but an Honored thing…..a nice Vote on the NWVault is also very much appreciated!
Thank You for Downloading and trying the ORSv5. I hope your modules are as fun to play as mine.
The Tutorial Module has many of the cool things you can try out as well as it is 100% set up and functioning. Please have a look at the ORSv5 Builders Guide (PDF) for detailed information.....there is a lot there.
Cheers and Regards!
Olander
ORS…..The Systems
Each System below is Detailed in it’s own Section.
ORS Olander’s Realistic Base Systems (Included in the ORS as a Base)
- Olander’s Realistic Torches and Lanterns System
- Olander’s Realistic Combat Trainers
- Olander’s Auto Closing and Locking Doors
- Olander’s Allegiance and Subraces Engine **Shayan Subrace Engine no longer will work with ORSv5
- Olander's Library System
- Olander’s Persistent Time (ORSv5 New Features)
- Olander’s Area Clocks with Gonging
- Olander’s Time Syncing for High Stressed Modules
- Olander's Automatic Street Lights (ORSv5 New Features)
- Olander’s Automatic Ambient Placeable Lighting (ORSv5 New Features)
- Olander’s Map Exploration (ORSv5 New Features)
- Olander’s Jumping and Climbing (ORSv5 New Features)
- Olander’s Capture the Flag (CTF)
- Olander’s King of the Hill (KoH)
- Olander’s Transportation and Teleporting (ORSv5 New Features)
- Olander’s Ambient Trigger ORSv5 New Features) (
- Olander’s Click Less Area Transitions (ORSv5 New Features)
- DMFI 1.08 Ready to Go!! The Tutorial Mod has it in already!
- Olander’s Journals Trigger
- Olander’s DM Accounts, DM Control Room, and Player Tools
- Olander’s Universal Placeable Interactives (ORSv5 New Features)
- Olander’s Lighting Placeables (ORSv5 New Features)
- Olander’s Chairs and Benches (ORSv5 New Features)
- Olander’s Treasures and Loot (Uses Bioware Module Wide Treasure Loot Chests)
- Iznoghoud’s Shifter Fixes (ws_****)
- Nexro UMD with Olander/Daschel fixes for proper Rogue and Bard Levels
- Loads of Helper Scripts for Conversations and General Stuff
ORS - Olander’s Spellhook
- Olander’s Timestop for Multiplayer Settings (ORSv5 New Features)
- Olander’s Greater Sanctuary for Multiplayer Settings (ORSv5 New Features)
- Olander’s PHB Harm
- Olander’s PHB Heal and Mass Heal
- Olander’s PHB Summoning Creatures (Includes Class Based Summoning!!) (ORSv5 New Features)
- Olander’s Wild and Dead Magic **Screwtape and Catscan were the base. I updated it to make it Waypoint and Spellhook operational.
- Continual Flame Exploit by CFX
- Olander’s PHB Raise Dead and Ressurection **Also works with the OAI
- Olander’s Polymorph for Players and NPCs
- Olander’s Shapechange for Player’s and NPCs
- Olander’s PHB Restoration Fixes
- EP Olson’s Knock Fix
- EP Olson’s Find Traps Fix
OAI - Olander and Psycho’s High Performance Intelligent Combat AI v3.0 (ORSv5 New Features)
- OAI Placed Spawns
- Compatible with Sir Elric’s Simple Spawn System v1.9
- OAI Critical Kills
- OAI Horse Trampling
- OAI Random Abilities (Thanks Lord Rosenkrantz for the base to work with)
- OAI No Ambient Animations
- OAI Creature Auto Upgrade Armor and Equipped Weapons and Shield
- OAI Dynamically Added Torches to Civilized Creatures
- OAI Time Stop Banning for Creatures
- OAI Fear Cheating for Creatures
- OAI Realistic Trolls
- OAI Vampires in Sunlight
- OAI Creature Looting
- OAI Random Creature Drops
- OAI Auto Determination of Creature Spawn Features
- OAI Automatic Transforming Creatures (ie…To/From Trees, Rocks, Statues)
ORW - Olander’s Realistic Weather System
OHTF - Olander’s Hunger, Thirst, and Fatigue
- Ed Beck was the Original
- Olander’s Fishing System (ORSv5 New Features)
- Nouny was the Original
- Olander’s Food and Drink (ORSv5 New Features)
- Works with the ORW – Realistic Weather System for realistic HTF
- No more Special Tags on gear like the old days (HeavyWinter….etc.) Entire system has been recoded and balanced.
OCF - Olander’s Camping and Resting
- Deva Winblood and Obituary420 were the Original
- Campfires, Cookpots, and Cookspits that actually work.
- Bedrolls that are Sleepable
- 5 Tents (ORSv5 New Features)
OCR - Olander’s Crafting System
- Bioware’s Crafting is an Integral Component of the OCR
- Olander’s Appearance Mirror (ORSv5 New Features) **Mandragon was Original (Dye Mirror)
- Olander’s Realistic Harvestable Herbs, Wood, and Ore
- Olander’s Prospecting (ORSv5 New Features)
- Olander’s Enchanting (ORSv5 New Features)
- Olander’s Gem Cutting (ORSv5 New Features)
- Olander’s Smelting
- Olander’s Milling
- Olander’s Elixirs (uses the OCF Campfire to make it function in game)
ORM - Olander’s Menu (By Pressing Rest) (ORSv5 New Features)
- Talus was the Original
OBD - Olander’s Binding Stones/Bleeding/Death (ORSv5 New Features)
- Thanks to ScrewTape for helping with the PHB Bleeding
OUW - Olander's Underwater System (ORSv5 New Features)
OS - Olander’s Realistic Siege System (ORSv5 New Features)
OHO - Olander’s Horses (ORSv5 New Features)
- Smooth and functional control.
- Does not interfere with Bioware Mounting Method (for Henchmen and Single Player Games)
- Persistent for Online or Single player games
- Persistent Storage for Horses with Saddle Bags
- All Horses Prebuilt and Ready to Go
- Mounted Combat Skills and AC Implemented
- Easy to Configure Merchant
OPA - Olander's Pack Animals (ORSv5 New Features)
- Persistent Storage
- All Pack Animals Prebuilt and Ready to Go
- Each Pack Animal has Individual Price and Capacities
- Easy to Configure Merchant
OPE – Olander’s Pets (ORSv5 New Features)
- Virtually ANY Creature can become a Pet
- Persistent for Online or Single player games
- Pets are configured just like any Creature in the Toolset
- Each Pet has an Individual Price
- Easy to Configure Merchant
ORD - Olander’s Riddle Doors (ORSv5 New Features)
OBK - Olander’s Banking and Persistent Storage System (ORSv5 New Features)
- Persistent for Online or Single player games
- Virtually Limitless Storage Locations for Players
Simple Tag Change to Configure
OQS - Olander’s Questing System (ORSv5 New Features)
- Thanks to 9fires for the initial development and testing
- Easy to use Template to Create Quests of up to 10 Segments in Length
- Quests are Persistent for Online or Single player games
- Repeatable Contracts and Bounties
- Anything can be Contract and Bounty
- Variable XP on Contracts per Container
- Each Contract/Bounty Container can hold up to 10 Items
- Items can be Added while the Module is Running for Instant usage
BBS - Bulletin Board System v1.1
- Modified slightly for the ORSv5
IPI – Ivondon’s Persistent Inns
- Modified slightly for the ORSv5
- Works well for Rental Housing and Apartments as well
NESSv8.1.3 – Neshke's Extended Spawn System
- (Cereborn is the Owner Now)
- Prebuilt Templates to Use
CCS Class Control System
- Darth John was the original
- Modified heavily for ORSv5
SHOP- Rami Ahmed’s Player Owned Shops
Required Files For Tutorial
CEPv2.1 or v2.2 (All Versions)
orsv5_addon.hak
orsv5_cep21c.tlk or orsv5_cep22c.tlk (Both Provided)
NOTE: ORS has ALWAYS been a script set. If you have a custom Hak Set and wish to use the ORSv5…..you can. You will just have to Edit ALL Items, Placeables, and Creatures in the ORSv5 to match yours. I used to support a Vanilla NWN version of all the stuff….but because of all the different haks out there (including my Anvarath Set long ago) I just made everything CEP compatible.
ORSv5 Addon Hak Credits
I did not make ANY of the Models in the ORSv5 Content. Folks from the NWVault did. 90% of the time the list gets confusing of who the true owners of the content are. I also had to put together this stuff to make it work nicely together (2da, Model, Texture, and Testing work). Does that make me an owner too? No, it does not. It simply means that since I have put this together I need to fix any bugs…..hence why this is so heavily tested. So, please no emails stating ‘No Credit….No Credit….Hang the Slime Bag’. I really don’t ask any credit for myself either. This is what it is. Take it for that.
I have put together this very nice hak so that Your Modules can have more flavor as well as provide some updates to CEPv2.1c and NWNv1.69. This is a very good mix of content. I think you will enjoy this.
ORSv5…..Update v5.1 (Lots of updates here and there for systems and enhancements)
- ORS PC Skin Fix (this was actually in a Patch a long time ago but a lot of people did not get it or install it properly.
- OQS (Questing System) updates by VoodooMagi and Olander
- Updates here and there for various things and features.
For Updating Existing ORSv5 Modules (ORSv4 and others see ORSv5 Builders Guide):
(Please make Copies of your Custom Files and ors_mod_onload, all wrap_mod_** and wrap_ar_** before deleting and importing resources to your Temp0 folder)
1) Open your Module (ORSv5 Ready Modules ONLY!)
2) Click on the Modules Folder while your Module is Open.
3) You should see the => Temp0 folder in your Folders List now. Click on it. You will see all your Module Resources.
4) Copy ALL Resources (except ARE, GIT, GIC) to a folder of your choice. This is your Back Up of your Existing Files.
4a) Now copy the ORSv5 Resources Folders (Contents ONLY..ie DLG, UTI) into your Temp0 Note: They are separated by Folder Type.
5) Click on the Modules Folder.
6) Go back to your Module. Click on an Object of some kind then Click Save. Close your Module and fire it back up.
7) Full Build the Scripts and Palette. Save the Module.
8) Now open up your ors_mod_onload and configure how you had it before (compare in Notepad or something)
9) Now add back in all your Custom files you had (you should always keep a list of Customised scripts and such for this purpose)
10) Full Build the Scripts and Palette. Save then close the Module
11) ORSv5.1 Update is Complete. Enjoy
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I recently acquired a NWN1 Module which appears to have vestiges of an early version of ORS.
I am interested in installing PRC into it, however I do not know if this will be compatible.
If I were to upgrade to ORS V5.1 would it be PRC compatible?
The mod is quite extensive, with a huge number of areas, and has been roundly tinkered with by a variety of tinkerers.
It is well-loved by a couple of handfulls of long time players, but it has "issues" we'd like to resolve, like monster loot drops.
It is called Arvale. Apparently it had a decent following in its time.
Any advice you can give would be appreciated.
Thanks!
Tinker Dinkins, Esq.
system does not work. lack of context with guides. half of the in game item content does not work. is misleading
Works fine if you have all the HAK parts and follow the demo module and instructions.
is this compatible with project q?
great work btw, so comprehensive, fiddled with this when i was working on a 1.69 base for a pw back in the day.
Quite a magnificent set of work, really. As a collection of systems, placed together and still working as a whole for the most part, it's really impressive considering the amount of updates to the game that could have broken it. Tested with NWN:EE using NWNXEE and about 80% worked right out of the box. It is a serious endeavor to set up if you intend to use all of the mechanics included, but there is an extensive PDF guide that's in the download and the code is well documented if you dig through and read it.
I'd suggest using the default Bioware or emulated persistence for testing it out. You'll need at least some coding skill to get all of it together for a polished PW, even more so for serious customization and integrating it with other systems. Some knowledge of database design and SQL may be necessary for persistence integraton, depending on the method you choose in the scripts.
This seems like a really great system! Sadly, it does not work in EE.Obviously this was meant for OLD NWN and prior to 1.69 it seems, not EE, but also because so many new scripting functions have been added (and possibly changed?), if you add anything to this, or if you try to add any newer CEP versions, or even CEP compatible HAK files, there will be a massive amount of script compiling errors on build.
Any chance this will be updated for use in EE and with newer versions of CEP?