Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM) | ||||
Date: 02-Mar-10, 16:48:22 | ||||
That's EXCELLENT. 1. I'll gladly shrink a copy of my latest modded RHUN module and email it to you. Until then, however, you can actually view the problematic items in any public version of RHUN. 2. The medusa blueprint is located under CUSTOM, HUMANOID, OTHER. The specific script which fires ON SPAWN is named "TREASURE_MEDUSA" 3. The sub-races in RHUN are handled by using sub-race skins which have scripting associated with them. These skins are then placed in the character's inventory. Beyond that, I can't claim to understand how they work. -NOVA |
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Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com) | ||||
Date: 02-Mar-10, 13:07:30 | ||||
I can help. I require three things: 1) copy of the problematic Rhun module -- of course. 2) where (name of Area) do I find any Taer medusae? Alternatively: where do I find the medusae blueprint within the custom palette? 3) Problem #3 could be a hell to adjust. Anyway I need a more detailed explanation for what you wish done for it. Keep in mind that when polymorphed you lose the ability to buy and sell items. -fox |
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Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM) | ||||
Date: 02-Mar-10, 04:35:48 | ||||
Ok, I found the problem with my recall device. I had a goddam typo in the script. I missed one friggin' letter. Anyway, I fixed the typo and it works now. Thank you Simon for responding so quickly. -NOVA |
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Author: Albadaran (simondekker [at] hotmail [dot] com) | ||||
Date: 02-Mar-10, 00:04:47 | ||||
4: Not sure because I use the existing Rhun script for my Wand of Recall, but to do it from scratch it would be something like this I suppose: I. The script on the item used to set the location ant teleport you to a waypoint: //////////// /* Script generated by Lilac Soul's NWN Script Generator, v. 2.3 For download info, please visit: http://nwvault.ign.com/View.php?view=Other.Detail&id=4683&id=625 */ void main() { object oPC; oPC = GetItemActivator(); object oTarget; location lTarget; oTarget = GetWaypointByTag("asdda"); lTarget = GetLocation(oTarget); //only do the jump if the location is valid. //though not flawless, we just check if it is in a valid area. //the script will stop if the location isn't valid - meaning that //nothing put after the teleport will fire either. //the current location won't be stored, either if (GetAreaFromLocation(lTarget)==OBJECT_INVALID) return; SetLocalLocation(oPC, "ls_stored_loc", GetLocation(oPC)); AssignCommand(oPC, ClearAllActions()); DelayCommand(3.0, AssignCommand(oPC, ActionJumpToLocation(lTarget))); oTarget = oPC; //Visual effects can't be applied to waypoints, so if it is a WP //the VFX will be applied to the WP's location instead int nInt; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget)); } ////////////// 2. The script to teleport you back (in this case from a conversation): ////////////// /* Script generated by Lilac Soul's NWN Script Generator, v. 2.3 For download info, please visit: http://nwvault.ign.com/View.php?view=Other.Detail&id=4683&id=625 */ //Put this on action taken in the conversation editor void main() { object oPC = GetPCSpeaker(); object oTarget; location lTarget; lTarget = GetLocalLocation(oPC, "ls_stored_loc"); //only do the jump if the location is valid. //though not flawless, we just check if it is in a valid area. //the script will stop if the location isn't valid - meaning that //nothing put after the teleport will fire either. //the current location won't be stored, either if (GetAreaFromLocation(lTarget)==OBJECT_INVALID) return; AssignCommand(oPC, ClearAllActions()); DelayCommand(3.0, AssignCommand(oPC, ActionJumpToLocation(lTarget))); oTarget = oPC; //Visual effects can't be applied to waypoints, so if it is a WP //the VFX will be applied to the WP's location instead int nInt; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget)); } /////////////////// Note that I used Lilac Soul's script generator, a neat item for making your own scripts. Can't tell you much about how it actually works since I'm also a noob in this... Good luck! |
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Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM) | ||||
Date: 01-Mar-10, 18:11:49 | ||||
Ok, it's been a LONG time since this thread was updated. So here we go... I have added some more detail to the EPIC GUILD. There is now a way to get out of the guild (you previously got locked in unless you had a recall device to get out). I have also added a total of 5 quest merchants who will give you Omega Forge tokens in exchange for various items you can gather up from around Rhun. The tokens can be used in the Omega Forge to upgrade your gear. Admittance to the EPIC GUILD requires you to be level 40. I've also fixed about half of the compile errors left over from the original public release. Most of them are simply missing or incorrectly named resource files. Now, I have four revisions which I would REALLY REALLY like to get Grey Fox (or some other programming genius) to fix for me (or at least teach me how to fix them): 1. The medusae on the island of Taer do not attack properly. There is a giant custom script for their AI behaviour which obviously is not working correctly. It appears that 90% of it is commented out and I have no clue what the hell the remaining 10% is even doing. But it's obviously not doing it right. I could use some help sorting this script out so they will behave properly. It really cheapens this quest when you can just walk right past all of them and they don't even attack you. 2. I really, really want to include the FOX SPELL SYSTEM into Rhun. But I'm a moron and I just don't comprehend all that is required in order to make that happen. I think Rhun could benefit from having a decent spell system for a change. 3. I would really really like to alter the FACTIONS in some fashion so that shape changing sub-races could walk around in public places when they are in human form without being mercilessly attacked by everything and everyone. But this has to be done so that they also don't get attacked in their native areas either (such as the vampire or werecat realms). I don't know how to accomplish this and could use some expert advice and assistance. 4. The recall device I added to the system for the Sneaky Traveler is not working properly. I don't know what I did wrong and would like for an expert programmer to look at it and tell me what I did. The device works to teleport you to the home base, but the location where you activated it is either not being stored properly or is not being retrieved properly, because it does not work to take you back. It's working only as a one-way device right now. It's frustrating. That's it. Somebody PLEASE help me. -NOVA |
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Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM) | ||||
Date: 03-Dec-09, 23:22:34 | ||||
That would be excellent. If you would be willing to share your solution, please either email it to me (.erf or .txt) or you could also just post the text of the script in this thread (assuming it is just one script). Thank you. Of course, I'd also be interested in any other unique solutions which you developed for your Allods module (any you're willing to share that is). My prime motivations for wanting a copy of your Allods module were a) to learn from and possibly use your new content in my own projects and b) being able to make my own alterations/additions to the Allods module itself. I don't suppose you've reconsidered whether you plan to release it?? |
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Author: Albadaran (simondekker [at] hotmail [dot] com) | ||||
Date: 03-Dec-09, 22:26:50 | ||||
3. You could use the merchant script in my mod. It deletes items sold to merchants on a time based schedule. You can edit the script to change the amounts and time schedule. | ||||
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM) | ||||
Date: 03-Dec-09, 19:05:15 | ||||
A few more alterations: A. I modified the magical abilities of about 1/3 of the quest reward items. Many of the quests were unlikely to ever be attempted simply because the reward item was essentially useless. With these modifictions, hopefully most of these Etum quests (there are 40 of them in all and they are repeatable) will now be worth completing. B. I've added a few brand new Etum quest reward items which replace either very crummy ones or are now added to quests which never gave a reward item. C. I have added a new quest for obtaining a universal recall device (can be used by ANY player capable of entering the City of Etum). At the moment, I'm having problems getting the entire recall function to work (your activating location is not successfully saving to the database for some reason), but at least so far it works as a teleport device to get you back to civilization (the City of Etum). Characters will have to skill to about level 15 or so to realistically get this device. Hint, look around in Rural Etum for this quest. Following is the list of things I'm still working on: 1. Extending the respawn rate of most encounters. With the current rates, monsters respawn FAR too soon and it encourages endless farming of the most lucrative spots. Extending the respawn rates will hopefully encourage exploration of the rest of Rhun and also further encourage questing. 2. The CR (Challenge Rating) of many of the monsters is totally out of whack. They are currently calculated by the game engine but many of them are simply not accurate. Since loot and XP rewards are based upon these CR numbers, these need to be altered to more realistic values. This will take a LONG time as each individual encounter/monster must be checked/altered one at a time. 3. The merchants fill up over time (particularly the guild mercharts). When their inventories become VERY large, it creates tremendous lag on the server. I cannot seem to find the merchant setup script(s) where you can limit the number of items on their inventory which would presumably eliminate this problem. 4. I need to complete the requirements to join the EPIC GUILD and then script it all. 5. The werewolves in Sadoor Woods need to be changed so they leave lootable corpses rather than fading to a "remains packet". These remains packets stay in the server forever and eventually clutter the module and chew up CPU cycles. Lootable corpses, on the other hand, would fade and disappear after about 2 minutes. 6. I made a few typos in the description of the Universal Lock Putty quest reward item. Need to fix those typos. 7. The Serpent's Eye quest reward ring must be set to UNIDENTIFIED. I changed ALL quest reward items to no longer be automatically identified. Your character will have to figure out what the item does rather than being told by the rewarding NPC. I simply missed this one and need to fix it. 8. As mentioned above, the new recall item needs to be fixed so the recall portion will work properly. 9. I intend to move the Hill Giant Lair to a more appropriate location in Rhun considering the monster level. Sitting right by the border of Etum is simply too close. I currently intend to move it to the south edge of the Nebrir Forest. 10. The random loot system is badly in need of repair. As I comprehend it, the loot is generated on a statistical percentage based upon the Challenge Rating of the encounter. This means too powerful of gear can be rewarded for low level encounters and too weak of loot is often rewarded for the powerful encounters. This needs to be re-balanced. 11. Intend to insert a public bulletin board system into Etum so players can leave permanent public messages to anyone else in the game. 12. Need a quest to activate the Desert Springs weapon smith. Not real sure what that quest should be nor what he should offer as a successful reward, but I'm currently thinking he will offer to upgrade your weapon(s) up to +7 magical level. 13. The medusae on the Island of Taer (Taer Overseer mega quest) do not consistently fight back. Need to fix that. 14. Etum jail punishment is EXTREMELY harsh. If you commit a crime in Etum and get caught, ALL your money and gear are stripped away and put on public sale at the street merchants (so anyone can buy your stuff). Need to figure out a more equitable punishment and then figure out how to script it. 15. Need to alter the Vampire sub-race appearance controller so that vampire characters who are in human-form can roam the streets of Etum (currently the entire city is hostile to vampires even when they are in human form). 16. There is a laundry list of compile errors still resident in the module from the public release of Rhun. Mostly, these are simply missing .WAV or conversation files. Nothing that appears to affect game play, but still they should be fixed. 17. The key and books in the Old World Graveyard belong to a quest which was never completed prior to the public release. Need to either remove these items, or figure out a good quest to utilize them. 18. All areas of the module could benefit from "cleanup" scripts which would clean the regions of unwanted debris. Over time, if this debris is not cleaned, it will create an unecessary load on the CPU which will eventually lead to noticable lag. That's my list so far. I welcome any additional suggestions (be they alterations, additions, or even subtractions to the above list). --NOVA |
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Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM) | ||||
Date: 29-Nov-09, 18:25:19 | ||||
For anyone interested (and those of you not interested are included too), I am continuing to make modifications and additions to the RHUN module in NWN-1. I am hosting the latest version if anyone wants to join in the fun. You need the NWN-1 base game PLUS both expansion sets (or just buy the Diamond Pack for $10 which has all included). You can connect to my server at the following: IP = 173.20.69.137 (or use my hamachi 5.1.40.199) Password = NOVA I've fixed most of the ETUM quest bugs (I'll fix 'em as I find 'em and as I'm able). Some selected highlights of the changes I've made so far: 1. I've removed most of the high powered gear and restricted it to the higher level merchants (so only advanced characters can access it) 2. I've removed most of the higher power healing potions to the higher level merchants. This makes it a bit more difficult (and really more realistic) to level your character because you have to pay attention to your health instead of just guzzling an endless supply of healing potions. 3. I've added a Property Master in the Etum Capital Building where (for a nominal fee) you can custom name your gear. So if you want your otherwise normal "+1 longsword" to be called "NOVA's killer sword", you can change it. You can also give your items up to a 200-character custom description. 4. Rhun now includes the OMEGA FORGE (available only to EPIC GUILD members). At this forge, you can create customized gear (for a hefty price of course). This FORGE is only usable by members of the EPIC GUILD (must be level 40 and also join the guild). 5. Resting is limited to only once every 5 simulated game hours (15 minutes real time) so that you can't just rest after every combat and heal completely. This also puts a somewhat realistic limit on how often the magic items which have a fixed number of uses per day can be reset (you have to rest to reset them). I know this further hampers spell casters, but so far I can think of no better alternative. Suggestions are welcome. The endless list of minor bug fixes and alterations is simply too large to list, but that's some of the major highlights. Come join the fun. NWN-1 is very inexpensive and it's 1000 times better than ROM2 could ever hope to be. -NOVA |
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