INTRODUCTION:
I wanted to implement a system that was easy to modify and add to since my scripting skills are limited,
and I like the flexibility of the conversation system. It's initial testing on my servers left me wanting
unique looks to the nodes and harvests- the default models we have just wouldnt flesh out the system to
satisfy my UCD "Unique Compulsive Disorder" (Laughs).
Features:
New Skills: Foraging, Mining, Prospecting, and Lumberjacking.
Over 130 Harvests.
Tiered Difficulty.
New Tools for using this system.
New Icons for Tools and Harvests.
New Tintable Models for Plants and Mushroom/Fungi
(The hak containes alot more models than I used, to allow you to add more)
Animations & Sounds.
Easy to modify.
Optional Examples for using NESS to spawn resource nodes in random locales.
How it works:
The system uses an on use script to initiate a conversation with the resource node.
Player clicks on resource node, and if they have the required tool and rank the
system gives a resource. There are varying chances to:
Find Nothing
Break the Tool
Collect Multiple Resources
Collect Varying Resources (Essence and Gem Nodes- I may break this up later!)
Collect a single Resource
(Ive made comments in each conversation to show builders how this works and allow easy modification)
The system is set up with 3 different "tiers" of difficulty- Novice, Adept and Master.
Prospecting being the exception - there are 4 tiers. (Brackets show rank progression
for Prospecting)
Novice: 5 Ranks [5]
Apprentice: [10]
Adept: 10 Ranks [15]
Master: 20 Ranks [20]
In addition to requiring ranks to harvest, I added
a "ranked" tool requirement as well.
Mining Pickaxe (Ore Nodes) 18 Ore Harvests
Prospecting Lens (Gem Nodes) 24 Gem Harvests
Felling Axe (Wood Nodes) 15 Wood Harvests
Forager's Sickle (Plant Nodes) 48 Plant Harvests
Forager's Hoe (Mushroom/Fungi Nodes) 27 Mushroom/Fungi Harvests
Builders Notes:
Node Lists are included in the archive.
This uses a modified dialog.tlk - I used a high range to not conflict with other mods.
Also modified: skills.2da, nwn2_icons.2da, placeables.2da
I will update the ranges for the 2das when I'm able. Experienced modders can easily find them.
Other Author's Work Used in this System:
(Not required to use, but if you already have these in your system, be aware of *possible* conflicts.)
"Snakebane's Plant Models"
"Alban & Argyl's Rural Tools"
Planned Future Additions:
New Recipes that use the harvests.
New Crafting Stations/Placeables. (ie; Cauldron, Woodworker's Bench to name a couple)
More Harvests!
Custom Window for Harvesting (In Progress)
INSTALLATION:
Players/Module Testers
Place fenir_harsys01.hak in your hak folder
Place skills.2da, nwn2_icons.2da and placeables.2da in your override folder
Place Dialog.tlk in your Neverwinter Nights 2 Main Folder (rename your old one to Dialog.bak unless you are familiar with modifying these files!)
Builders: (In addition to above)
Associate the hak with your module.
Import the fenir_harsys01.erf
Enjoy!
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