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Topic: Dungeon Masters Base Module (Read 970 times) |
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hoyasaxa
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Last On: 01/14/12
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Thanks LB. Now, where will I bring my players after Return to TD - what's next? Have anything cooking? :> Thanks again, HoyaSaxa
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Lazybones
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Last On: 12/31/11
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Shards of Malice (the follow-up to RtTD) is "done" in the sense that I completed the module. But it's hugely complex... >100 areas total, something like 200 custom creatures, the mod's split into two parts, with each part using separate haks. I relied much, much more on special DM intervention, the kind of stuff that's not easy to describe in a document. The DM's document is 29 pages and it's only about 75% done. Never again am I going to create such a "mega-campaign"... small bites, small bites. So basically, don't hold your breath for seeing it on the Vault. But if you want it to mine for your own campaign, with the caveat that it's "as is" and I won't be doing bug support, I'll be happy to send it (all 31MB, not including the haks) to you. It's designed for characters of levels 16-roughly 22. It ran for 23 sessions IMC (so almost 50 hours of play total). On the plus side, you get to meet 3 gods and take down a demon prince.
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Rosietreats
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Last On: 03/15/10
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Cool, cool, cool! I just browsed my way here looking for such stuff. I'm going to go ahead and get Dungas mod and make a version that is set up to work with the Adventure Gear system. That way builders won't have to worry about mesing with the scripts. I'll also add a coat rack, so-to-speak, where PC's (and DM's alike) can get the gear stuff that should be considered part of the character. Once you guys get a starter together that incorporates PRC, I'd like to do the same with that one. There have been many multi-play groups that have told me that they want to use the system in their games. I think that this would help.
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Wheldrake
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Last On: 08/28/06
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I have just started building a mod based on this builder base (and including the covenant interior I made for the aborted "Covenant of Azuth" project we had here a couple months ago) and was wondering... Would I have compatibility problems if I added some or all of the CRAP materials to this mod? I ask because I believe CRAP uses a number of base systems (that don't really interest me) but apparently you need to install their base haks in order to properly use their tilesets. Has anyone used CRAP? Would it be compatible with this builder base? Cheers, --- Wheldrake
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TymeSage
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Last On: 12/24/11
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...sorry for being offtopic, but why was the "covenant of azuth" aborted. it was nearly finished as I got it. what was the showstopper?
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Wheldrake
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on Feb 12, 2005, 0:38 AM, TymeSage wrote:| ...sorry for being offtopic, but why was the "covenant of azuth" aborted. it was nearly finished as I got it. what was the showstopper? |
| I've no idea, really. I dropped out due to RL issues early in the conceptual stage, contributed my areas representing the Covenant exterior and interior itself, and basically disappeared. At that time, it seemed like most everybody else had also disappeared, so I'd hazard a guess that like so many other NWN projects, it died due to lack of builder dedication. The bit I was able to DL from the vault was a cool looking section of dungeon interior, but everything else appeared to be missing. So, nobody really knows whether I can import the CRAP materials over top of this base mod and expect them to work? It's looking like I may go the other way, and just use the CRAP base mod, but, heck, the one mentioned here really seemed to have a good collection of base systems. I hate to proceed without knowing whether there's a chance I can make CRAP compatible with this base mod. Cheers, --- Wheldrake
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Rosietreats
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I have made a nice and small starter area that requires the Adventure Gear Volume I Hakpak and incorporates DMFI, HABD and BESIE as well as some other wonderful scripting enhancements set to a nice default for those who would rather not play with settings. Here's a link: http://nwvault.ign.com/Files/modules/data/1108856784000.shtml The Module used to be the "DMFI 101: So You Want To Be A DM" module by Carlo One, but is now completely unrecognizeable. But the scripts he included for new DM's to play with are incredible, espeially if you appreciate customizeable scripts that are very well notated. I really loved the fireworks in his module (total proof that I have passed, and am now a DMFI 101 graduate ) so I created one additional area for players (like me) who like to show up early and leave late, as a place to hang out and enjoy a great show. Upon entrance to the module, the first time, Players recieve the DMFI players tools, the HABD Death rulebook and two Packs, eack containing a nice assortment of adventure gear backpacks and gear. I believe that I included plenty of seating for most multiplayer groups to sit around the fire while waiting for the session to begin or discuss matters OOC. Other than that, no other frills or plots. Just a place to start building off of. Very soon (supposedly tomorrow) I will be uploading Adventure Gear Volume 1 ver04, which includes this new mod instead of the original starter. Thinking about it now, that should make the above link obsolete, but the only difference between ver03 and ver04 is that I removed the ambientsounds.2da, skyboxes.2da, loadscreens.2da and their accompanying files, which you could easily do yourself without needing to download the hak again. These file were necessary for some of the demonstations I've been asked to perform at the time of release, but I have since found them to be a bit burdensome(and unnecessarry) when it comes to adding the system to modules that already use other haks. I still have not witnessed the PRC in action, if you can believe that. It's so popular and I have yet to see it in action. This is why I have not yet made a version using that. I would really like to try the PRC out and see what it's all about before I monkey around with it. I must say that the reports of it being disorganized throughout the Special in the toolset does not score well in my book, but that would never turn me off entirely
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Carlo One
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Nice to see this, Rosietreats! One thing, I suggest updating the NWVault listing to include the Adventure Gear hak link, otherwise it makes whoever uses the module chase it down manually for download.
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chiz
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Last On: 04/27/11
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Is there a base mod available on NWVault that includes the latest version of CEP, HABD, the DMFI wands and other resources, SBR, and compiles/runs under NWN 1.66? I'm less concerned with the PRC; it would be fine if the base mod included PRC as long as that didn't create maintenance issues each time there is a new NWN patch, and I get the sense from some of the NWVault posts that such issues can exist.
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| « Last Edit: on: Sep 19, 2005, 9:58PM » |
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Tarridus
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on Sep 19, 2005, 9:57 PM, chiz wrote:Is there a base mod available on NWVault that includes the latest version of CEP, HABD, the DMFI wands and other resources, SBR, and compiles/runs under NWN 1.66? I'm less concerned with the PRC; it would be fine if the base mod included PRC as long as that didn't create maintenance issues each time there is a new NWN patch, and I get the sense from some of the NWVault posts that such issues can exist. |
| I would say that Dungajin's base module can still work perfectly with very little modification. In this case, all I added was the CEP Patch 1.50 & 1.52 to the top of the hak list and voila! Its patched to 1.66 and runs perfectly. The other systems are still current so you don't even have to mess with those scripts to get you started. And I agree about PRC, there is just too many variables to deal with for a novice scripter (like myself) to have to modify. Hope this helps. Cheers -Tarridus
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chiz
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Last On: 04/27/11
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Thanks, Lion and Tarridus. Lion, from the NWVault description, it didn't look like the module included HABD and SBR, though maybe CNR 3.05 has some of this embedded. I didn't actually dig into it, and am not that familiar with the various options in CNR. Tarridus, so it sounds like you open Dungajin's mod in the toolset, and then just edit the haks associated with it, adding CEP 1.50/1.52 up top?
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