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Stonehammer's Portable Camp
Submitted by:
Submitted by
Stonehammer
on 2020-05-11 16:51.
Last modified:
2020-05-12 21:29
Author:
stonehammer
Game:
NwN1
Category:
Script
Requirements:
OC
Xp1
Xp2
Language:
English
Tags:
Stonehammer
,
Stonehammer's Portable Camp
,
rest system
,
camp
,
Camp prefab
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Can't wait to import it and try it!! Thanks man!
Works perfectly in my module - thanks!!
What versions are supported? I have 1.69 and when I try to import it tells me I need a newer version. Is it for NWN:EE only?
I built this on EE but it should work on the regular game since there is nothing fancy about it and it uses original game resources. I would appreciate if you tried and find any issues so I can try addressing it
Hi,
nope, the mod or the erf doesn't work on 1.69, since the engine checked the version and refuses the game start or the import. The erf could be pilfered with NWN-Explorer. Since there are no bellydancers anymore :-(, the only critical element is the tent-placable. I'll try to get this into the old version this afternoon ...
vg,
MM
Will give it a whirl!
Brilliant idea! A very nice alternative to the portable encampment.
One bug - The Item Property is set to single use only when it should be set to anything else (Unlimited, 5/day, 1 charge/use, etc.). The problem is that single use items disappear from inventory as soon as they are activated. In this case, if the player activates the camp when a monster is too close, the item will disappear (single use) but not work because of the monster. So the PC is hosed.
Possible Enhancement - I created a trigger and updated the item script to check to see if the PC is inside the trigger. If not, the camp will not work. In this way, builders can lay down triggers where they want to camp to function and the camp cannot function without the trigger.
Another suggestion - include your medium misc models for ham and fish. Not everyone who uses this will use that override (I do) and it would be nice to see the ham and fish on the ground instead of the loot bags.
Yet one more suggestion - include a hak for lazy builders and patch-hak players who'd rather not bother with overrides.
And a small nit - there is leftover portable encampment code that is unneccessary because the party will sleep "inside the tent" rather than outside of it. No need to mark anyone "safe to rest" and there is also debugging code that BioWare left in as well that can be safely deleted.
Otherwise, great job!
Ah some good point. Thanks grymlorde. I appreciate the effort you put in
One bug... - I always thought since it gets destroyed everytime it is used and get recreated it would not need more charges. I did not anticipate the monster scenario
Possible Enhancement .. - That would definitely be helpful in setting specific logical camping areas, I personally prefer being able to camp anywhere so i will leave that option to the mod maker's discretion
Another suggestion... - I thought I dumped those in there thanks for the catch, I will add that.
Yet more... - this makes sense but I have never made a hak this tiny, but I will see what I can do
A small knit...- Yep I knew I missed a few of those. My original camp tent had a lot of bells and whistles, it was practically a harem tent with musicians, vendors and belly dancers. I sanitized it as best as I could. Most of my scripts are just scriptwizard stuff so unless it becomes a significant issue I will have to leave it in there.
Hey feel free to upgrade it if you have some more ideas, particularly in scripting, my scripting skills are a little limited but I have mad object xyz placement skills hahaha
Hi. Brilliant idea and came along just as I had done a forest scene with a campsite !
I use EE and the demo module and a new clean one of my own worked perfectly. Really impressive .
However, when I tried it in my game the PC seemed to be trying to open it but nothing happened.
Are any of these likely causes?
I have an an encounter set on a trigger as you mention above. It is in the same area but well away from the campsite. (No, removed it and still no dice!)
i am using Zwerkules’ facelifted forest tileset. (EDIT. Scratch this one too. I've just tried the forest facelift in a clean module and it works.)
I have a number of other haks in the module but as you said above if there are no 2da implications then I can’t see that.
Id love to use it and may start taking the haks out one by one but that’s a long process and I was hoping you might have an idea of how I could narrow down my search .
Cant fault the system though. Brilliant !
UPDATE: Checking through my module, I also have a cutscene (Gestalt) which ends up advancing time to the morning. Could that be it? (FURTHER UPDATE: Nope.Removed encounter, cutscene, time advance and still not working.)
So, I'm back to it being one of the other haks interfering with it. Do you have any specific type of hak in mind when you say "edited events and hakpacks" ?
Thanks Jimdad55,
Yeah that is a problem I found quite a bit particularly with some of the bigger mods. The first thing I check is that the script "auto_camptent" is present. and unmodified and the bag item has the same tag. The next one is the Edit/Module Properties/Event/OnActivateItem Script or some other custom event script. Big modules usually have a heavily customized event scripts and I suspect it has something that interfere with the firing, in which case I just leave it alone because tinkering it may ruin the mods intended gameplay
Its a longshot but since haks get priority over override, its possible some placeable haks may have overwriten the tent placeable with something else you cannot see. Try to open the mod in the toolset and see if the Placeables/Custom/Special/Custom5/Camp Tent - looks like the intended tent.
Thanks, Stonehammer. I made a hak of the files ( apart from the ini file) and placed it as top hak. I then tried to place the normal tent in the area and it had been replaced with yours. did the same with Custom 5 and it was fine too. So the problem it would seem isn't with the model or my haks. I'm not sure what you mean by big modules. This is a module I'm making myself and I have almost no scripting knowledge so I wouldn't be mucking about with the game's default scripts.
However the script still doesn't fire properly. I'll check your other suggestions tonight. OnActivateItem script below. I haven't a clue what it is, or should, do !
#include "x2_inc_switches"
Ok I have also been trying to isolate the issue and I tried it with a number of mods. I have narrowed it down to 2 possibilities
By the way, I appreciate that you are actively trying to resolve the situation and so will I
1. It's most likely a scripting situation - I suggest focusing on this. Some module specific global custom event script is affecting it, not just OnActivateItem Event.
- You can try to note down (or screenshot) the event scripts tab on the module where it works (the fresh one) and compare it to the event script tab on the module where it doesnt work and replace the customized one with the default scripts and try again
- also try to see if the area you are trying to use it on has some sort of heartbeat or on enter event. the conflict might be there
2. It may be a "too much custom content" situation I dont know the in-game object spawning limits. I tested it with the largest of Proleric's CC laden Enigma series and my own cc-roided up mods and it worked fine so this angle is the least likely
Thanks, Stonehammer. Will try those and let you know.
I found it... well so far, I shamelessly added it to every mod I have and it only malfunctioned in one... its the OnModuleLoad Script. I replaced that mod's script with the default: x2_mod_def_load and it worked like it should.
That could be it, Stonehammer. I had a max henchman script in there. Thanks.
Yup, that was it. Sorted now and looking great. Thanks !
Friend Stonehammer,
This package is amazing! I added it to my little module I'm building, and it worked like a charm! Beautiful, and thank you so much!
Hello,
the tent works in 1.69 as well. The model of one of the small tents is overwritten by the two px2_b10.* files in Override. So it can be used as placeble in any tileset, which doesn't have the large tent as tile. I strongly suggest to put these two files into a hak, or it might happen, that one stumbles across a large tent where a small one should be.
Excellent addition to the game!
For some reason I am unable to have module or .erf load running under 1.69, SOU, HOTU. EE edition gives no errors.
I found in a persistant world setting...that one PC sets it up and only another PC can interface with it...and when the one PC goes inside all of the party ends up going inside with him.