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Topic: Dungeon Masters Base Module (Read 970 times) |
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Dungajin
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Last On: 07/23/10
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I have produced a combination of the most popular and well used ruleset modifications used in DM’d multi-player gaming along with a colourful Adventure Staging Area, now available for download at NW Vault; CEP Version: http://nwvault.ign.com/Files/prefabs/data/1094639198000.shtml Non-CEP Version: http://nwvault.ign.com/Files/prefabs/data/1094635644000.shtml Incorporating… DMFI Version 1.07: By Demetrious and Hahnsoo http://nwvault.ign.com/Files/scripts/data/1071337470723.shtml HABD Version 0.3: By Demetrious and Old Man Whistler http://nwvault.ign.com/Files/scripts/data/1061531334485.shtml SBR Version 1.2: By Demetrious http://nwvault.ign.com/Files/scripts/data/1055903555000.shtml The Adventurer's Rest 0.1: By Dungajin Adventure Staging Area taking the form of an Inn, where a colourful collection of patrons put their feet up and enjoy one of the rare ales on offer here between adventures. Guest Quarters, Merchant’s selling a good selection of basic supplies and a DM Briefing Suite have also been included for your convenience. Special statues give credit to the authors as well as providing your players with all the basic information they need regarding these systems. Implementation Notes: I have followed the original author’s instructions when installing and configuring the above systems, including; Caching of scripts, Addition of neutral faction, Modification / Addition of various module event scripts. Please consult the original material for full information which is available at the links specified above. I have done some basic testing and all systems in place are functioning as expected. Hope you find this useful. Dunga
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Lazybones
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I assume this incorporates SoU+HotU? I didn't see a reference to the game version on the Vault site. I think this is missing from your OnActivate module event script: ExecuteScript("sbr_onactivate", OBJECT_SELF); You might also want to add an OnEnter module script to hand out the DMFI wands to incoming players/DMs (I don't think DMFI has one of these by default). I use this one:
#include "habd_include" void main() { object oPC = GetEnteringObject(); if(!GetIsObjectValid(GetItemPossessedBy(oPC,"dmfi_pc_emote" ))) CreateItemOnObject("dmfi_pc_emote", oPC); if(!GetIsObjectValid(GetItemPossessedBy(oPC,"dmfi_pc_dicebag" ))) CreateItemOnObject("dmfi_pc_dicebag", oPC); if(!GetIsObjectValid(GetItemPossessedBy(oPC,"dmfi_pc_follow" ))) CreateItemOnObject("dmfi_pc_follow", oPC); int nDM=GetIsDM(oPC); if(!GetIsObjectValid(GetItemPossessedBy(oPC,"dmfi_exploder" )) && nDM ==TRUE) CreateItemOnObject("dmfi_exploder", oPC); HABDGetDBOnClientEnter(GetEnteringObject()); DelayCommand(6.0, HABDItemsOnClientEnter(GetEnteringObject())); } |
| This prefab should help a lot of DM/builders who are new and are intimidated by these systems' learning curves.
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| « Last Edit: on: Sep 11, 2004, 3:28PM » |
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mixafix
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This was the combination of ideas I was looking for, it is great to find it here. It gives me, a new module builder, somewhere to go for ideas, and help - not to mention a flying start.
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Antonymous
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Having a base module with all the essential scripts for a good DM/PnP style module would have been a great help to me about 6 months ago, given my limited abilities at building/scripting. It is a great time saving idea. I already have the DMWands and SBR, though I use Teiwaz' EZ Death System for the bleeding script. It is VERY simple with no frills, though I don't think it is available on the vault anymore... at least I can't find it. I had to scavenge it from some earlier mods. Anyway, I was looking for a set of scipts dealing with: 1. Duration of summoned creatures. 2. Familiars and rules regarding them. 3. AoE spell effects on neutral or allied creatures. Any help finding these would be greatly appreciated.
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Mulu
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on Dec 1, 2004, 5:47 PM, hoyasaxa wrote:| Could anyone make a base module with CEP, DMFI, SBR,HABD and PRC.....good luck! |
| Yeah, I'd like this too. I have purposely avoided the PRC because it looked like it was more hassle than I could deal with. A base mod with a DMFI encounter staging area and all of those add-ons would be pretty cool. I wish the CEP Tileset hak would come out soon....
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hoyasaxa
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Aye, check out our threads referenced above- we played a PRC-compatable Return to Torgan's Delve last night and it worked fine.
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Bigbluepaw
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The PRC... we are using it in the campaign for Quent's Respite, but I kinda wish I hadn't suggested it. The MAJOR issue I have is that I designed the modules to have a very clean palette (specifically the special palettes). Turns out the PRC adds a TON of critters that are used by the prestige classes as summonings. Makes those special palettes an absolute mess. Very frustrating. I checked over on the PRC forums about 'fixing' this so they are in the Monsters or NPCs palettes, but no one really seemd that motivated. I even offered to do it myself if someone could have told me how to do it, but I had no response to that one. So it looks like when I DMFI my campaign, I am SURE to remove the PRC stuff.
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Moonunit921
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I'm assuming that the PRC would reference those special items/critters by tag, so wouldn't it be possible to just move them to another pallette like 'tutorial', leaving your 'special's free?
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Bigbluepaw
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Sorry for the drift. You can move them... but because they are in a hak (i.e. you never import them through an erf), you cannot move them. Just like all the CEP stuff.
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Moonunit921
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| Could anyone make a base module with CEP, DMFI, SBR,HABD and PRC.....good luck! |
| Hoya, you still want this?
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Tynk
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hoya may not have seen this reply but I for one would like it I play in Hoyas campaign and ill let him know to check this thread. later Tynk
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hoyasaxa
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Thanks.... We've incorporated all the key files (cep, 1.65. prc, dmfi, sbr, habd) for Lazybone's Return to Torgan's Delve and Paths of Shadows modules. I think I make a base module out of one of those; a standard base module with those files would be helpful for all DMs I would imagine. Thank you, HoyaSaxa
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| « Last Edit: on: Jan 7, 2005, 5:15PM » |
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hoyasaxa
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BTW, off topic: whenever I add new erfs (monsters, npcs and such) it appears I may erase some of the custom special creatures, replacing them with what I am adding. Does this happen and if so is there away to prevent it from occuring? Thanks, HoyaSaxa
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Lazybones
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on Jan 7, 2005, 5:18 PM, hoyasaxa wrote:| BTW, off topic: whenever I add new erfs (monsters, npcs and such) it appears I may erase some of the custom special creatures, replacing them with what I am adding. Does this happen and if so is there away to prevent it from occuring? Thanks, HoyaSaxa |
| You shouldn't be able to do that if the creatures are in a hak; whenever you overwrite a CEP creature the changes won't take when you reload the module. Now, if there's a creature in a mod (like one of mine), then you can overwrite it if you import an ERF and its contents shares a Resref with the existing mod. Thus it prompts you when you import whether you want to overwrite. The way to fix this is to cancel the import before override, and then make copies of the creatures you want to save (with a new resref), and THEN re-import and override. But if you're seeing CEP stuff vanish, that sounds like a hak conflict; importing ERFs shouldn't affect that, so I can't explain what's happening.
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