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Dungajin

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Dungeon Masters Base Module
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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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Smithy

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@Moderators: Sticky this?

I think there should be more such DM basemodules available, so starting DMs (and "no scripters" can have an easy-to-use base for starting with their own adventures.

Good work Maestro

(when I started I found some options from the DMFI start area 0.2 very good!)

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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.

« Last Edit: on: Sep 11, 2004, 3:28PM » I.P. Logged
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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Mulu

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Heh, I just downloaded one of LB's mods and stripped it to get the same effect.

But I think it's a great idea, and I am the "newbie builder that fears scripting" audience. Or as I like to refer to myself, I'm a "point and click" builder. If I can't build it with a mouse, it isn't going to exist in my mods.

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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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Bigbluepaw

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I am starting up a new campaign and using the Demetrious/Mogney/OldManWhistler PHB stuff for familiars.

http://nwvault.ign.com/Files/hakpacks/data/1061620986937.shtml

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hoyasaxa

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A challenge:

Adding the PRC as a component of the Base Module.

It took us a long time to get it together, with one of our players creating specific haks for all of us to download per the threads below:

http://www.neverwinterconnections.com/forums/index.cfm/fuseaction/viewmessages/id/15750/guildid/0.htm

http://www.neverwinterconnections.com/forums/index.cfm/fuseaction/viewmessages/id/14497/guildid/0.htm



There must be an easier way....

Could anyone make a base module with CEP, DMFI, SBR,HABD and PRC.....good luck!

« Last Edit: on: Dec 1, 2004, 5:59PM » I.P. Logged
Moonunit921

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It shouldn't be that hard. I've been working on making a base mod with PRC for an old mod I tinker with, and it's not that hard. When the merge program makes the merge hak, it creates some errors that need fixing, but nothing too major. The only problem with all these systems would be the scripts - as long as there's no conflicts things should work ok.

Since I'm not fixing my server anymore I can probably take a look at this on the weekend and see what I can come up with. Personally, I love the PRC and can't vision playing another mod without it.

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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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Drifting off topic...
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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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Right, when you recompile the pallette they'll go back to their original locations... that's a bummer.

I agree with you that they should combine all their content in one location on the pallette, maybe we can start a barrage campaign on their forums to make them change that for 2.3?

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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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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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