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Title  Waterdeep
Author  Besalope
Submitted / Updated  01-17-2004 / 09-22-2006
Category  Areas
Type  City
Focus  Areas
Area  City
This is the exterior of Waterdeep, along with a few interiors and stores. This requires no hak files. **Requires SoU and HotU, v1.68** The city is compressed using Winrar, if you do not have it, e-mail me and I will send you a zipped version. Current version: v1.28 & v1.33 - depending on preference


Submitted: 01-17-2004 / Last Updated: 12-28-2005
Submitted: 01-17-2004 / Last Updated: 12-28-2005
Submitted: 01-17-2004 / Last Updated: 09-22-2006
Submitted: 01-17-2004 / Last Updated: 09-22-2006
Requires NWN, SoU, HotU v1.68
6 votes
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Comments (120):

  1  2  3  4 Next>

Posted by dipi_evil at 2007-07-25 11:12:27    Voted 10.00 on 07/25/07
Pretty cool work. My team hav dl´it and we´re working on it tu input on our Faerûn HUGE mod.

Thanks for the job!
dipi evil danger

Posted by besalope at 2006-09-22 20:06:37    
Fixed the issues with the generic spawner. See readme for the other changes.
-I pwn n00bs-

Posted by besalope at 2006-05-28 18:28:22    
Ok, so everything worked flawlessly at the launch of 1.32... now it doesn't... I'm working on isolating the issue, might be a little though.
-I pwn n00bs-

Posted by kowasu at 2006-05-12 20:39:47    Voted 10.00 on 05/12/06
Well met.

Posted by kowasu at 2006-05-12 20:39:09    Voted 10.00 on 05/12/06
Great job. I am going to use it for my mod.

Posted by besalope at 2006-04-27 15:10:44    
v1.32 is now launched. It requires NWN, SoU, and HotU v1.67. New features include the NPC Multispawner and dynamic naming system. See the readme for further details.
-I pwn n00bs-

Posted by besalope at 2006-01-23 07:35:37    
Anyone care to give some feedback?
1. Has anyone found any issues?
2. How does the new system work?
3. Content to be added?
-I pwn n00bs-

Posted by besalope at 2006-01-01 18:49:54    
Ok, changed the .mod over to the .erf I was tired and rushed last night so I forgot to change it, so here's a fixed copy.
-I pwn n00bs-

Posted by besalope at 2005-12-31 18:36:07    
v1.31 changes

This is a complete revamp of the entire city. Everything has been
modified so that the city runs off of a generic script/waypoint based
system. The city now runs on a total of 12 scripts with the same
functionality, and even easier customization. Sadly, there will be no
v1.28->v1.31.erf due to the fact that EVERY area, EVERY script, EVERY
script, and several creatures have all been modified.

I highly reccommend you remove all of the old Waterdeep related materials
other than your customizations. For your customizations, add them to the
palette and from there re-integrate them with the new system. Besides
coding the new system, which took approximately two hours, changing
over from the old system only took approximately five hours; and that
included making changes to 90%+ of the content. Thus there re-integrating
shouldn't be too much of an issue.

If you find any bugs, please report them Immediately so that they can be
fixed there is no reason for a bug to last 10 months because no one reported

The new systems are explained in the "areaonuserdefine" and "inn_keeper scripts".
If you have ANY questions, feel free to post and I'll get back to you ASAP!
-I pwn n00bs-

Posted by besalope at 2005-12-28 21:59:16    
Issue is finally officially fixed, thanks goes to Arothian for the troubleshooting help
-I pwn n00bs-

Posted by besalope at 2005-12-28 20:45:26    
After doing further testing the bug still seems well alive... Now to try and get this thing to work...
-I pwn n00bs-

Posted by besalope at 2005-12-28 19:17:02    
v1.28 is now released

- Fixed the Memory leak issue with the PC Tracker
- All onenter scripts and the areaonuserdefine script are affected
-I pwn n00bs-

Posted by besalope at 2005-12-28 17:41:33    
Lil Clow,
Sorry it took so long, didn't notice the comment that only was posted in the ratings section :/

On the goodside, I believe I've located the issue. I didn't think of it at the time, but whenever someone enters/exits an area the case 2999 script in the areaonuserdefine fires, and what happens is multiple instances are created and they will continually build up as long as at least one player remains in the area while the checks are going...

I'm currently working on a fix, I should have it done sometime tonight.
-I pwn n00bs-

Posted by Lil Clow at 2005-12-08 22:46:28    Voted 9.00 on 12/08/05
A slight problem... after running awhile (nop, I havent changed anything, this is from my test run) I get this error:

script areaonuserdefined, OID: 80000edd, Tag : ,ERROR : TOO MANY INSTRUCTIONS

(sorrie for the caps, thats how the error message comes out)

would be lovely if you know how to fix this =)
“In a cruel and evil world, being cynical can allow you to get some entertainment out of it”

Posted by Hybrid Threory at 2005-06-11 14:52:33    
You should remake this so that people without HotU can use this. Or even without SoU. If you do that I can't wait to include it in my Module.

Posted by MasterKypNomluuc at 2005-04-30 05:41:00    Voted 10.00

not .om

Posted by MasterKypNomluuc at 2005-04-27 18:46:00    Voted 10.00
Bes, come visit me on my webpage this


Posted by Wodin ( ) at 2005-03-16 05:29:00    
Nice work mate. Ironic really as I just printed off a copy of the very maps you used for inspiration and was about to undertake the task of building this splendid city.

Not only have you saved me hours of work, you did a damn fine job of it to.. Now I can spend more time filling the population..

Posted by MasterKypNomluuc at 2005-02-27 08:22:00    Voted 10.00
Hey Bes,
I sent you an invitation to join my Guild, Updraft Entertainment, on the Bioware forums...I don't mean for you to immediately join my team and help me build, but instead I want to use the forums to get a community together so that when i launch my webpage it works well...with a big community and everything...aslo I wanted to keep a smaller community of people together so that I may ask them questions from their expertise and not my own and show off some of the stuff I have been working on when the times arise...

Well, in short I just wanted to invite ytou in so that when I start the major production on my large module that contains your city, which is being worked on less as I am making an anteseries (like antechamber) for it so I can get people into my games and to work with me when I need more help


Posted by besalope at 2005-02-20 18:58:00    
actually.. those should be in there... i'll take a look at it either tonight ot tomorrow and fix it
-I pwn n00bs-

Posted by MasterKypNomluuc at 2005-02-19 08:14:00    Voted 10.00
Bes leaves the whole city open for your own customization...its so huge that it seems almost impossible...but its fun to try and do...

Posted by Halforc ( ) at 2005-02-18 10:32:00    
Great City larger than I thought!

couple of things tho:

Sarkels wands - No Merchant
Brians Sword shop - No merchant
Thentanas Boots, no transition

Posted by Halforc ( ) at 2005-02-18 10:32:00    
Great City larger than I thought!

couple of things tho:

Sarkels wands - No Merchant
Brians Sword shop - No merchant
Thentanas Boots, no transition

Posted by besalope at 2005-01-19 11:49:00    

Map notes were added in v1.26 for stores and such

do you know which areas the missing doors were in?
-I pwn n00bs-

Posted by Gangster_No1 at 2005-01-19 00:31:00    
Sweet Jesus! Awesome work, dude! :)

The city looks wonderful, and - unlike most other people - I appreciate that a big city actually is BIG. It always annoys the hell out of me if a big and famous city only has three of four areas, if at all.

However, there area few minor details that could be improved:

- Make the Area Transition Triggers a bit larger. As a rule of thumb, when placing the camera overhead and with max. zoom-out, the trigger should be twice as big as the "arrow in portal" cursor upon a mouse-over.
- Some doors are missing.
- Placing map notes would also help...
- would uncovering the whole map for the player.

Anyway, I highly appreciate your work. Very well done! :)

"He who fights with monsters might take care lest he thereby become a monster. For if you gaze long into an abyss, the abyss gazes also into you."
Friedrich Nietzsche

Posted by besalope at 2005-01-11 17:39:00    

1. try cashing the scripts
2. turn off animations (these really drain power)

that should help reduce the load strain on your pc
-I pwn n00bs-

Posted by Majere4 at 2005-01-11 16:58:00    
Amazing work... Thank You for all your time and effort man, this is beautiful... staggering in scope, but I'm sure I'll find a way to make my PC stop whining at the load size and get this into my home-brewed mod :)

Thanks again!

Posted by Anonymous ( ) at 2005-01-04 01:20:00    
nice work but its.... too big for every module that has more then 400 areas as mine.

Posted by besalope at 2005-01-01 10:26:00    
sorry man, if i had more time i might've... but about 5 hours on a comp a week isn't good when you're trying to build a module :/ that's the reason why these updates are taking me so long now
-I pwn n00bs-

Posted by MasterKypNomluuc at 2005-01-01 09:45:00    Voted 10.00
Thank you for sending it to me automatically Besalope...and I really would like you to reconsider no joining my team...

  1  2  3  4 Next>

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