Shayan's Subrace Engine v3.0.6.9 Build 13 (Starry Night Edition)
The Latest Version of Shayan's Subrace Engine featuring 169 compliance, bug fixes and demo improvements.
Wiki: Link
Credits :
Shayan's Subrace Engine (v3.0): Link
Axe Murderer's SSE30 169 Update: Link (also invented flag system)
BigStick: Idea - Gender Restrictions
Haeric: Idea - removal of default, renaming constants/scripts SSE/SHA
Jaysyn: Idea - Aliases
MetaPhaze: Bug Hunting
Moon's SSE Cloudy Twilight (v3.0.5b5): Link (SSE Wand, Forum Moderator)
Parsec: Idea - Prestige Races, Coding
RoadWyrm: Idea - hair/skin colors
Rafhot: Idea - spell resistance, factions
Scarface: Letoscript Functions, Base functions for eye color scripts
Sith-WarLord-Drow: Idea - glowing eyes
TwentyOneScore: Created/updated scripts to use newer patch functions
Erf Installation :
1. Set Events
OnActivateItem : sha_on_itemactiv
OnClientEnter : sha_on_cl_enter
OnClientLeave : sha_on_cl_leave
OnHeartbeat : sha_mod_hb
OnModuleLoad : sha_mod_load
OnPlayerLevelUp : sha_on_pc_lvlup
OnPlayerRespawn : sha_mod_respawn (optional)
(if upgrading over earlier version prior to 3.0.6.2 delete script "default" or comment/remove lines #include "sha_subr_methds" and SubraceHeartbeat(OBJECT_SELF);)
Import SWand Erf (optional)
2. Place the Subrace Clock placeable somewhere in your module
3. Build Module (compile scripts)
4. Save copy and test!
Enjoy!
Attachment | Size |
---|---|
shayans_subrace_engine.7z (1657) | 387.21 KB |
Carcerian, curious if you have done anything more with this system? I know you had a bunch of plans for it.
Thanks in advance!
**EDIT**
Hey also thanks for the shout out, I changed my tag here. I'm no longer Sith-Warlord-Drow.
Just wanted to say how much I love this subrace system.
Everything from goblins to vampires applied flawlessly. Creature skins, feats added, ability scores changed, day and night bonuses or penalties.
Very robust. Seems daunting at first but once you see which files actually control everything you see that it is actually pretty simple to customize.
Graywolf.TheHeathen
The toolset crashes everytime i try to compile this along with CEP basic erf-imported blueprints and scripts.
Also i got some wierd IDENTIFIER LIST FULL errors when trying to compile it on its own.
I'm using 1.74 EE toolset. But i'm gonna test on 1.69 soon.
I'm having a little problem with the Sysdtem. Everytime I reset the server, the system reaplies the subrace stats into the player again. Which makes them have very high/low skills, stats etc. How do I fix it?
Aside from that, awesome system!
Brilliant stuff!! I haven't encountered any bugs using the system, the majority of the races work good in most modules, some might lose some abilities or bound items that give racial abilities by scripted inventory strips but that's not the systems fault.
The only negatives I have to note about this system really, is that (it might actually be my bad, I might have skipped something exporting/making characters??) I have issues levelling some races that should have a higher CR level normally. For instance a lvl 1 druid Nymph should level after obtaining about 7k xp yet again, she will level after a mere 1k as if she was a human. The module/system itself notes that it's a stronger race yet again, I can level normally when exported to a module. The other thing that I've noticed when I was testing a drider character, was that at places, they have difficulty pathing/reaching doors or portal points. It makes sense ofc since those are larger creatures, but I've even crashed the game using a drider and a minotaur on a specific module in situations like that. I'm not sure if it's that modules incompatibility with the subrace, or something that could be fixed via the engine, like having different base hitboxes or something, but I thought about sharing anyway ^
Thank you so much for the share!!!
wonderful system, thanks