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Vuldrick`s Universal Base Mod

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1. IMPLEMENTATION NOTES Basics 2 scripts 1 conversation and 1 placeable CONFIGURATION NOTES Simply place down a Trash Can found in Custom5 of the palette anywhere you want Back to Table of Contents Area Cleaner LasCivious Area Clean Up Script It will clean any items dropped or disarmed any placeable inventories any stores and any encounter creatures standard or from Knat s PWFSE The area will only clean if the area is void of PCs This will NOT destroy creatures placed manually like merchants By LasCivious modified by Vuldrick http nwvault ign com View php view Scripts Detail amp id 2264 IMPLEMENTATION NOTES Basics scripts CONFIGURATION NOTES If you want to clear encounter creatures set a local integer on the area called ClearEncounters equal to one 1 If you want to clear dropped items set a local integer on the area called Clearltems equal to one 1 If you want to clear stores set a local integer on the area called ClearStores equal to one 1 This will totally delete the stores from the area If you want to clear placeable inventories set a local integer on the area called ClearPlaceInv equal to one 1 Specify how long it takes for the cleanup to run after a PC exits the area by setting a float on the area called ClearDelay equal to the amount of time you want the delay to be This value must have a decimal place since it is a float example 300
2. Display can be toggled off on a per user basis Can be configured to only display to party members who can see the looter Differentiates between stores players and containers configurable Uses LogMessage CONFIGURATION NOTES Item given to PC when they first log in This can be disabled by setting the integer on the module called PCLootTool to zero 0 PCs can enable disable the loot notification prompts they give off and see DMs will see loot notifications for all players Back to Table of Contents Persistent Quest Journals PQJ Persistent Quests amp Journals You can use it to carry over journals from one module to another or for Persistent Worlds It also greatly simplifies the management of quest from a scripting perspective By Knat http nwvault ign com View php view Scripts Detail amp id 1166 IMPLEMENTATION NOTES Basics scripts CONFIGURATION NOTES Integrated into the Universal Quest Manager Check the pqj_ine script header for more information if you plan to use this outside of the Universal Quest Manager Back to Table of Contents Persistent Message Boards AnchorDeep Message Board System v1 21b A persistent Message Board System for players and DMs By 69_Jeremy_69 http nwvault ign com View php view Scripts Detail amp id 1166 IMPLEMENTATION NOTES Basics 35 scripts 2 placeables Features this message board has Persistent messages Flood Control to stop Spammers
3. Set the Messenger of the Gods NPC into your start area and she will make sure PCs get to the place they need to get to when they first join the module and for every time they come back in the future She handles all race class church and saved location jumping via her conversation The MOG also sets up the players starting region by placing INTs on the Player Guild Journal in the PCs inventory Place a PSL Saving Trigger anywhere you want to save a PCs location in an area This is good for saving persistent locations in special places like boss lairs so that PCs don t rely on being saved by the next server restart Place a PSL Jumping Trigger if you want to use a trigger to allow the PC to jump back to their last saved location You could also put the same script found in the onenter event handler of this trigger into a Portal s or any placeable onused event or in a doors onenter event It will work in each case without any need of code changing If you do not want PC locations to be saved persistently at the end of a rest cycle simple set the Integer RestSave to zero 0 on the module PCs receive a PC Persistent Location Saving Wand when they first enter the module You can turn this feature off by setting the module Integer PSLTool to zero 0 You can set up to six regions for the PC Start Locations Simply edit the current Messenger of the Gods conversation to reflect up to six regions in your module where you w
4. http nwvault ign com View php view Scripts Detail amp id 3056 IMPLEMENTATION NOTES Basics 5 scripts INPC and 1 Placeable both the NPC and the Chest are located in Special gt Custom 5 CONFIGURATION NOTES Essentially you drop an item in the chest talk to the NPC which subsequently locks the chest then speak an item name to the NPC who uses listening patterns and the NPC will with a bit of flair name the item placed in the chest using the GetFirstltemininventorv function You could theoritically have as many NPCs Chests as you want as long as each duo is placed nearby each other As is there is no gold cost to this but I m sure one could be added very easily Back to Table of Contents Custom Drink Items Vuldrick s Custom Drinks Contains one script that is fired by the tagbased item activation code built into HoTU This script and associated items give many more tavern drinks that will add a bit of attitude to the pubs in a module Original concept by Feygan Revamped by Vuldrick http nwvault ign com View php view Prefabs Detail amp id 187 IMPLEMENTATION NOTES Basics scripts and 30 items CONFIGURATION NOTES Custom drinks that are pre made are found under miscellaneous drinks in the palette or chooser If you want to make your own drinks see the script vg_drinks to learn how to add in new drinks All custom drinks that you make must have the tag vg drinks so t
5. You can Enable Disable the showing of names Players can delete there own messages There is a language filter to catch BAD WORDS DM s can delete any post board or the whole database from in game CONFIGURATION NOTES This is all very straight forward drop a Message Board found in Custom5 in the palette in any area you want your players to have access to getting and sending messages Once the boards are in the code handles the rest There are a few Options you can edit in the file mb_inc If you edit this file though you will have to do a full recompile of the scripts Back to Table of Contents Persistent Newspaper Jasperre s Newspaper This is a simple persistant Newspaper system using the Bioware database Easily importable and run in game by DM s or PC s who have the permission item By Jasperre http nwvault ign com View php view Scripts Detail amp id 832 IMPLEMENTATION NOTES Basics 34 scripts CONFIGURATION NOTES Just speak to the editor for instructions Stories are 1 title 3 pages long The title is Default 50 letters long and pages 200 each Thats about 1 chat line on 1024x768 on small font each but can be changed Should be now fully tested and sutible for persistant worlds especially as it only runs when it needs to IE at the users wishes Back to Table of Contents Searchable Library Vuldrick s Searchable Library Applying this system to your module will all
6. By Vuldrick IMPLEMENTATION NOTES Basics 1 script CONFIGURATION NOTES Adjust the script nw sO knock as needed If you want the original spell back just delete the above spell from within the toolset The original will come back as default Back to Table of Contents Find Traps Find traps Spell Find traps is supposed to only reveal the traps not actually disarm them I adjusted the code so that the traps are found but not disarmed By Vuldrick IMPLEMENTATION NOTES Basics 1 script CONFIGURATION NOTES Adjust the script nw_sO_findtrap as needed If you want the original spell back just delete the above spell from within the toolset The original will come back as default Back to Table of Contents Transformation Type Spells Transformation Type Spells Here s a nasty fix I saw posted on the bio forums ages ago It involves illegal chain spell casting What happens is this if a player puts into their action queue multiple spells then a polymorph type spell and then a bunch more spells every spell after the polymorph is not erased from the PC memorized spells By Vuldrick IMPLEMENTATION NOTES Basics 1 script CONFIGURATION NOTES Adjust the scripts nw_sO_polyself nw_s0O_shapechg nw sO tenstrans nw_s2_elemshape and nw_s2_wildshape as needed If you want the original spells back just delete the above spells from within the toolset The originals will co
7. Artificial Intelligence Player Guild Systems Vuldrick s Faction System Start Locations and Persistent Saved Locations Pantheon and Temples Environmental Dangers and Traps Migrating Respawning Traps Universal Quest Manager Random Quest Generator DMFI Banking Null amp Wild Magic Controls Communications i Party Loot Notification ii Persistent Quest Journals ili Persistent Message Boards iv Persistent Newspaper v Searchable Library vi Flavor Text vii Interactive Signs Clean Up Mechanisms i Trash Cans ii Area Cleaner lii Merchant Cleaner U Vuldrick s Flint and Steel Campfire System V PC Skills i Climb System ii Paladin 1 Detect Evil 2 Inspire Courage W Custom Items i Enchanting system ii Magical Bardic Instruments iii DM Item Manipulator iv Spell Storing Items v Item Namer vi Custom Drink Items X Interactive Doors Y Persistent Clock Z Persistent Player Item Storage AA Subdual Damage System BB Anti Exploit Technology and Other Alterations i Bioware Books Replacement ii Armor and Racial Encumbrance iii Stop Item Swaping iv UMD Checks v Pick Pocket vi Rule Breaker s Curse Item vii Real Torches limited burn time viii Familiars CC Spell Modifications i Spell Hooking ii LogMaxHP iii Caltrops iv Continual Flame v Light vi Timestop vii Tensors Transformation viii Mordenkainen s Sword ix Knock x Find Trap xi Tra
8. campaign Modifications were made to make them more PW friendly See WDM_README and the demo module included for details By CatScan IMPLEMENTATION NOTES Basics 2 scripts and 2 placeables CONFIGURATION NOTES Wild Magic Zones are created by the presence of the wdm_wildm_zone variable type integer placed on an area with a value of one 1 There are two other variables that can be set to control how the magic area behaves These are o Variable Name Type Default if not defined o wdm_wm_percent integer 150 o wdm_wm_script string x0_s3_rodwonder o wdm_wm_percent Controls the percent chance of a wild magic surge Valid values are between 1 and 100 o wdm_wm_script Specifies the name of the script to execute when a wild magic surge occurs These two variables give some flexibility to the builder as they can create wild magic areas with different probabilities of surges or can create custom wild magic script for the particular situation wdm_wm_percent and wdm_wm_script do not have to be specified on the area If they are not defaults are used 50 chance of a surge and the x0_s3_rodwonder script will be executed Dead Magic Zones are created by presence of the wdm_deadm_zone variable type integer with a value of l on the area in question There are two other variables that can be set to control how the magic area behaves These are o Variable Name Type Default if not defined o wdm_dm_str
9. et Al http nwvault ign com View php view Scripts Detail amp id 2237 IMPLEMENTATION NOTES Basics 18 scripts 3 Conversations 39 items 1 Area CONFIGURATION NOTES All PC items are given on player entering of the module To disable this feature simply set an integer called DMFITools equal to zero 0 All DMFI DM items can be found under Tutorial in the palette or Chooser Use the Exploder to give yourself all DMFI goodies with one shot Back to Table of Contents Banking Vuldrick s Persistent PC Banking This system handles Persistent PC Banking and incorporates the Player Guild System Banking into one streamlined NPC Bank Telling system By Vuldrick IMPLEMENTATION NOTES Basics 4 scripts 1 Conversation 1 NPC CONFIGURATION NOTES Place a Vault Gnome found under Tutorial in the palette in a place where you want to allow all banking purposes including private accounts and PGS accounts Change the variable string on the NPC called Bank to whatever you want this particular unique database to be called That s it You can have as many different banking institutions as you wish The private bank accounts will be kept in separate databases but the guild account is accessible from any Vault Gnome in your module Back to Table of Contents Null amp Wild Magic Controls HotU Wild Dead Magic System v1 04 These scripts are based off the Wild Dead magic zones found in the HotU offical
10. item found in Tutorial CONFIGURATION NOTES I guess the only configuration with this system is that if you don t want to use it don t provide PC Paladins with the tool Back to Table of Contents Enchanting System Enchanting It allows wizards and clerics to enchant or bless items respectively These are permanent bonuses to items just as if they were made in the toolset As characters increase in power so too will the number and power of their enchantments increase to attempt to keep things balanced DMs have full access to all player enchants as well as a number of DM only enchants Not all item properties are available for enchanting using the rod though it does cover the most commonly used enchantments Even if just used for DMs it can be a powerful tool to generate quest rewards for your PCs in game without needing to import items By Durgin http nwvault ign com View php view Scripts Detail amp id 2678 IMPLEMENTATION NOTES Basics 62 scripts 8 items CONFIGURATION NOTES Simply provide a Soul Stone found under Custom5 and an enchanters rod found under tutorial to any PC you want to give the ability to enchant items to You can give the PC Enchanter Token to any PC you think should receive an enchanting bonus ie they join an enchanters guild or have the right feats etc If you want to modify the scripts for a low magic world the easiest way to do so would be to reduce the modifiers that dete
11. of traps Flux Value in of traps Can traps be detected NOTES Base detect score of Above Detect Flux Can traps be disarmed Base disarm score of Above Disarm Flux Set on Mod or Area Trap Size defaults to 1 5 Values below this Override int will allow the builder to limit the spawn to a specific TRAP_BASE_TYPE TRAP_BASE_TYPE_MINOR_SPIKE 1 TRAP_BASE_TYPE_AVERAGE_ SPIKE 2 TRAP BASE TYPE STRONG SPIKE 3 TRAP BASE TXPE DEADLV SPIKE 4 TRAP_BASE_TYPE_MINOR_HOLY 5 TRAP_BASE_TYPE_AVERAGE_ HOLY 6 TRAP BASE TXPE STRONG HOLV 7 TRAP BASE TVXPE DEADLV HOLV 8 TRAP BASE TVXPE MINOR TANGLE 9 TRAP BASE TVPE AVERAGE TANGLE 10 TRAP BASE TXPE STRONG TANGLE 11 TRAP BASE TYPE DEADLV TANGLE 12 TRAP BASE TXPE MINOR ACID 13 TRAP BASE TVXPE AVERAGE ACID 14 TRAP BASE TXPE STRONG ACID 15 TRAP BASE TYPE DEADLV ACID 16 TRAP BASE TXPE MINOR FIRE 17 TRAP BASE TYPE_AVERAGE FIRE 18 TRAP BASE TVPE STRONG FIRE 19 TRAP BASE TXPE _DEADLY_FIRE 20 TRAP BASE TVPE MINOR ELECTRICAL 21 TRAP BASE TVPE AVERAGE ELECTRICAL 22 TRAP BASE TVPE STRONG ELECTRICAL 23 TRAP BASE TYPE DEADLV ELECTRICAL 24 TRAP BASE TXVPE MINOR GAS 25 TRAP BASE TXPE AVERAGE GAS 26 TRAP BASE TXVPE STRONG GAS 27 TRAP BASE TVPE DEADLV GAS 28 TRAP BASE TXPE MINOR FROST 29 TRAP BASE TVXPE AVERAGE FROST 30 TRAP BASE TXPE STRONG FROST 31 TRAP BASE TVXPE DEADLV FROST 32 TRAP BASE TVPE MINOR NEGATIVE 33 TRAP BASE TVPE AVERAGE NEGATIVE 34 TRAP BASE TXPE STRONG N
12. original spell back just delete the above spell from within the toolset The original will come back as default Back to Table of Contents Time Stop Multiplayer Time Stop Deluxe A simple script that when imported into your module allows you to overcome the annoyance of time stop being cast in a persistent world This script allows a customizable radius for time stop and allows a customizable spell duration By Voxelus 41 http nwvault ign com View php view Scripts Detail amp id 1025 IMPLEMENTATION NOTES Basics 1 script CONFIGURATION NOTES Adjust the script nw_sO_timestop as needed If you want the original spell back just delete the above spell from within the toolset The original will come back as default Back to Table of Contents Tensors Transformation Improved Tensor s Transformation This script performs the spell as closely to the PnP version as I could get it This includes the following changes additions o STR DEX and HP bonuses are now all properly maximized and empowered o You no longer polymorph into a doom knight so you get to keep spell slots gained via magic items that polymorphs unequip o AC bonus is now a 4 natural not a 4 dodge o Simple and Martial Weapon Proficiencies are added to your character via a temporary feat addition to the character s currently equipped armor o 100 Spell Failure for duration By Alex Moskwa original by Bitraiser http nwvault ign com View ph
13. reached or the time limit is reached whichever comes first By LasCivious http nwvault ign com View php view Scripts Detail amp id 2026 IMPLEMENTATION NOTES Basics 1 script CONFIGURATION NOTES You can set the duration yourself easily by changing line 25 of the script to whatever time you wish It is currently set to have the caltrops disappear after 5 minutes You can remove this version of caltrops by simply deleting the script called x0_s3_caltrop so that the Bioware default will take precedence again Back to Table of Contents Continual Flame Continual Flame Spell Spell fixed to prevent monetary exploitation The spell is not actually permanent now but last a really long time See below By Brent Knowles IMPLEMENTATION NOTES Basics 1 script CONFIGURATION NOTES Adjust line 66 of the script xO_sO_clight as needed If you want the original spell back just delete the above spell from within the toolset The original will come back as default Back to Table of Contents Light Light Spell Added decrease to hide skill The skill decrease max is 10 for casting on items and 50 for casting on creatures This script uses the max values you can adjust them to suit you By bloodsong http nwvault ign com View php view Scripts Detail amp id 2957 IMPLEMENTATION NOTES Basics 1 script CONFIGURATION NOTES Adjust the script nw_s0_light as needed If you want the
14. the penalties as they would currently apply to the PC reading the book There is a DM statistic item that can display the bleed death lost XP lost GP statistics for an entire party There is a DM force death item that can instant kill players henchmen without putting them through the bleeding state You can tie this in with the prevent death feature to make death only happen when the DM decides it should BLEEDING Works for players as well as henchmen 10 chance of self stabilization to 1 HP configurable If going from living to 6 or lower you will be capped at 5 to give you a good chance to be saved configurable If going from living to dead you will be set to 6 to 9 HP instead of dying configurable You can declare some areas where death is hard Monsters will be able to kill you on a single hit and you will start bleeding at appropriate number configurable Free DCI5 heal check bandages can be used to stabilize other players to 1 HP Any healing will stabilize another player Casting raise rez on a bleeding player stabilizes them to 1 HP or more It is a waste of a spell but it works Immune to damage while bleeding You have to bleed to death Regeneration items always stabilize players and keep them from ever dying It can unequip these items configurable Bleeding players are temporarily made invisible to make monsters change targets Players can be made invisible for a configurable am
15. 0 would be five minutes Back to Table of Contents Merchant Cleaner Merchant Clean 2 0 Contains two scripts that work together to remove items sold to merchants by player characters This prevents excessive item buildup in merchant inventories and keeps PCs from being able to purchase items sold to the merchant by other PCs Item buildup can cause lag or even crash the game so keeping merchant inventories cleaned out is especially important for persistent worlds By NWC Snake modified by Vuldrick http nwvault ign com View php view Scripts Detail amp id 990 IMPLEMENTATION NOTES Basics 2 scripts CONFIGURATION NOTES For any area you want your stores to be cleaned up so that PC sold items don t pile up and cause lag simply set the integer StoreClean equal to one on that area The items will stay in merchant inventories for three PC area exits of the particular area the merchant is in This can be configured by changing line 35 in the scripts vg store cleaner Instructions are in the script on what to change Back to Table of Contents Vuldrick s Flint and Steel Campfire System Vuldrick s Flint and Steel Campfire System This system enables PCs to build campfires and provide warmth if used in an area that uses my cold environment system and light PCs can make the fire last longer by adding more wood and they can also extinguish the fire By Vuldrick IMPLEMENTATION NOTES Basics 9 scripts CO
16. Back to Table of Contents Persistent Player Item Storage Persistent Player Item Storage 1 00 This is avery simple script to allow players to efficiently store items using the Bioware campaign database It is easily extendable via the user defined functions By OldManWhistler http nwvault ign com View php view Scripts Detail amp id 1214 IMPLEMENTATION NOTES Basics 2 scripts 2 placeables 1 creature CONFIGURATION NOTES Place a Player Storage Locker or the Unique version down in an area where you want PCs to have item storage The PPISUserDefinedAllowAccess function in omw_ppis_start can be modified to prevent access unless the player meets specific conditions Some ideas o limit based on player level limit based on player class limit based on faction limit based on having paid a one time fee limit based on paying a fee to access the vault The PPISUserDefinedInventoryLimit function in omw_ppis_disturb can be modified to prevent storing items unless the player meets specific conditions Some ideas limit based on number of items limit based on item type no gold no armor etc limit based on specific item tags set up different amounts of storage space for different fees O OOO O O O O Back to Table of Contents Subdual Damage System Subdual Damage Itis meant for PvP battles only and allows players to knock out other players as opposed to killing them When a PC attacks another PC and s
17. EGATIVE 35 TRAP BASE TYPE DEADLV NEGATIVE 36 TRAP BASE TVPE MINOR SONIC 37 TRAP BASE TVXPE AVERAGE SONIC 38 TRAP BASE TXPE STRONG SONIC 39 TRAP BASE TVPE DEADLV SONIC 40 TRAP BASE TXVPE MINOR ACID SPLASH 41 TRAP_BASE_TYPE_AVERAGE ACID SPLASH 42 TRAP BASE TXPE STRONG ACID SPLASH 43 TRAP BASE TVPE DEADLV ACID SPLASH 44 TRAP BASE TVPE EPIC ELECTRICAL 45 TRAP BASE TVPE EPIC FIRE 46 TRAP BASE TVPE EPIC FROST 47 TRAP BASE TXVPE EPIC SONIC 48 Back to Table of Contents Universal Quest Manager Vuldrick s Universal Quest Manager This system is designed to allow module builders to control all basic quest management needs for all quests in their modules with a single set of scripts by Vuldrick http nwvault ign com View php view Scripts Detail amp id 3220 IMPLEMENTATION NOTES Basics 15 scripts CONFIGURATION NOTES The entire system is demonstrated via an interactive tutorial demo in the Starting Area of the base module Just take your time and go through the tutorial take some notes then check out the system in the toolset Back to Table of Contents Random Quest Generator Vuldrick s Random Quest Generator This system will allow a module designer to add random generated quests jobs to their module The Task Master NPC will spawn in five 5 randomly generated quests at a time All quests must be completed before he will spawn in new quests DMs have special conversation options with the Task Master th
18. ES If you want an acid environmental damage area you need to set the following Integers equal to one 1 on your area AREA ACID and LEAVE ACID You also need to set the Integer NumDice equal to a number of d6 that you would like to add as extra acid damage to account for greater concentrations of acid If you want a cold environmental damage area you need to set the following Integers equal to one 1 on your area AREA COLD and LEAVE COLD You can also place a waypoint in the area with a tag of COLD INTENSITV and its name set to some numeric value equivalent to the extra cold damage you want to give PCs if they fail their saves If you want a fire environmental damage area you need to set the following Integers equal to one 1 on your area AREA_FIRE and LEAVE_FIRE You also need to set an integer on the area called FireDC to establish the reflex save DC to keep PCs items from catching on fire If you want a heat environmental damage area you need to set the following Integers equal to one 1 on your area AREA_DESERT and LEAVE_DESERT You can also establish water sources inside the area by placing a Drinks Water Triger in the area where you want PCs to be able to fill their canteens or splash off for temporary hydration These can further be changed to give the PCs diseased or poisoned water by changing the name of the trigger to and an appropriate abbreviated string name from the following list o DBS DISEASE_BLINDI
19. Integer called dIOCommoners equal to the number of d10 multiple commoners you want to add to CommonerNum on the area This represents how many d10 extra commoners you wish to spawn in Keep in mind that the more commoners you spawn in the more CPU you will be using You must create six female and six male commoners of the race you specified Their resrefs and tags should be set up so that they follow the following pattern Race female00 CommNum Race male00 CommNum where you replace Race with the race string you set on the area and CommNum with a 1 then a 2 then a 3 etc until you make all six NPCs for that gender See the example of the variables set on the Starting Area in the base module Also see the resref and tag setup on the human commoner females and human commoner males you find under Custom NPCs Humans in the palette Back to Table of Contents The Riddling Sphinx The Riddling Sphinx This is a collection of 200 riddles and answers from the online Riddle NetBook http www strolen com netbooks riddles txt These were edited to only include fantasy medieval themed riddles and answers Of course this is also in usable script form by bloodsong http nwvault ign com View php view Scripts Detail amp id 2744 IMPLEMENTATION NOTES Basics 4 script CONFIGURATION NOTES Just place a copy of the riddling sphinx anywhere you want to use him It is ready to plunk into your modu
20. MENTATION NOTES Basics 1 script CONFIGURATION NOTES If you want remove parts of the spell hook functioning or add your own spell hooking functions simply edit the spell called vg_spell_hook Back to Table of Contents LogMaxHP LogMaxHP This is a little function that you can stick into your module suggested spots OnLevelUp OnClientEnter OnClientLeave to write the player HP to the log file It logs the maximum HP the maximum HP possible the HP from CON Toughness the maximum HP from classes and the percentage of maximum possible HP the character has The information can be used to see if certain players are abusing the ability to re roll bad HP rolls by hitting cancel in the level up process But keep in mind that low Hit Die classes like wizard sorcerer rogue bard will most likely always be close to the maximum possible HP because of NWN never rolls less than 50 when rolling HD Also remember that characters get 100 of their Hit Die for their first three levels By OldManWhistler http nwvault ign com View php view Scripts Detail amp id 933 IMPLEMENTATION NOTES Basics 1 script Back to Table of Contents Caltrops Caltrops This is a modification to the Bioware caltrops script so they will disappear after some time I modified this because we had many caltrops in our PW that would lay around and clutter up the landscape until a server reset They will still disappear if the 25 damage limit is
21. NFIGURATION NOTES Set the local variable nCanBurn to equal on each area you wish the PCs to be able to start a fire with a flint and steel If you fail to set this variable found in Module Properties Advanced the PC will get the message You can t start a fire in here and nothing will happen Set the invisible object named name Tree at the base of any tree whether one you ve placed or one generated by the tileset This will give the illusion that the tree itself is usable but won t interfere with gameplay like a real full size tree placeable will IMPORTANT You need not leave the actual name of the placeable so ugly Change it to An oak tree or A maple tree or whatever else is suitable have added the possibility to make any placeable flammable Make the placeable useable set the variable nFlammable 1 on the placeable properties Now a PC can target the placeable with the flint steel and ignite it eventually destroying the placeable with fire Use discretion with this of course A flammable object will still not be burnable unless the area it is in has nCanBurn set If desired place some fallen wood placeables on the map so a PC need not chop any from a tree Note that I use a set of scripts to allow a PC to pick up placeables and drop them wherever they wish This is to avoid the ugly bag placeable in lieu of a real stick of wood These scripts are easily adaptable to other placeable item combinations such as picking
22. NG_SICKNESS Example Name DBS DBM DISEASE BURROW MAGGOTS DCF DISEASE CACKLE FEVER DDF DISEASE DEMON FEVER DDC DISEASE DEVIL CHILLS DDB DISEASE DREAD BLISTERS DFF DISEASE FILTH FEVER DGR DISEASE GHOUL ROT DMF DISEASE MINDFIRE DMR DISEASE MUMMV ROT DRA DISEASE RED ACHE DRSE DISEASE RED SLAAD EGGS DS DISEASE SHAKES DSD DISEASE_SLIMY_DOOM DSS DISEASE_SOLDIER_SHAKES DVM DISEASE_VERMIN_MADNESS COO 0O0O 000000000 0 T 0 0 E e E Or Or Or O gt O gt gt O O gt Or O Or O2 O OO O Or Or Or Or OF o E o aE OO OO 40 4 40 40 OO OO 0 09 10 e DZC DISEASE ZOMBIE CREEP PAV POISON ARANEA VENOM PAR POISON ARSENIC PBV POISON BEBILITH VENOM PBAV POISON BLACK ADDER VENOM PBLE POISON BLACK LOTUS EXTRACT PBB POISON BLADE BANE PBR POISON BLOODROOT PBW POISON BLUE WHINNIS PBOF POISON BURNT OTHUR FUMES PCCBJ POISON CARRION CRAWLER BRAIN JUICE PCM POISON CHAOS MIST PCSV POISON COLOSSAL SPIDER VENOM PDRP POISON DARK REAVER POWDER PDB POISON DEATHBLADE PDRB POISON DRAGON BILE PEV POISON ETTERCAP VENOM PGSV POISON GARGANTUAN SPIDER VENOM PGWP POISON GIANT WASP POISON PGBO POISON GREENBLOOD OIL PHSV POISON HUGE SPIDER VENOM PIM POISON ID MOSS PIG POISON IRON GOLEM PLSCV POISON LARGE SCORPION VENOM PLSV POISON LARGE SPIDER VENOM PLD POISON LICH DUST PMRP POISON MALVSS ROOT PASTE PMSV POISON MEDIUM SPIDE
23. OTES If you do not want to use the pre made Greyhawk Pantheon you can change the include script to represent any pantheon you like There are only two other scripts you will need to alter After the include script is set up see details below the rest of the scripts will work automatically If you choose to use the clerics pantheon that are pre made an altar is included that allows the Players to set their deities if they forgot to do so when creating their PC If you choose not to use the pre made pantheon this altar is of no use The following scripts to represent your preferred pantheon o deitv include o deitv onlevelup o deity_clerstart Once these scripts are set up for vour pantheon no further script manipulations are needed assuming you do a build on your module Xou have to set some variables on vour module if vou wish to force PCs to maintain alignment domains and class restrictions o If you want to force Players to maintain PnP rule class alignment restrictions set the following variable on the module Class_Required as an Integer equal to 1 o If you want to force Clerics to maintain deity based race domain and alignment restrictions set the following variable on the module Please note this only affects levelup ability Clerics of the wrong race domain or alignment will not be able to use their church resources regardless of this setting Deity_Required as an integer equal to 1 o If you wish to c
24. R VENOM PNS POISON NIGHTSHADE PN POISON NITHARIT POOT POISON OIL OF TAGGIT PPSV POISON PHASE SPIDER VENOM PPFI POISON PIT FIEND ICHOR PPWP POISON PURPLE WORM POISON PQV POISON QUASIT VENOM PSLR POISON SASSONE LEAF RESIDUE PSE POISON SHADOW ESSENCE PSCP POISON SMALL CENTIPEDE POISON PSSV POISON SMALL SPIDER VENOM PST POISON STRIPED TOADSTOOL PTR POISON TERINAV ROOT PTSV POISON TINV SPIDER VENOM PUD POISON UNGOL DUST PWSV POISON WRAITH SPIDER VENOM PWP POISON_WYVERN_POISON If you make the name of the water trigger start with an instead then the script with the name that follows the will be fired when the PC uses the canteen to drink the water If you want a smoke environmental damage area you need to set the following Integers equal to one 1 on your area AREA SMOKE and LEAVE_SOKE If you want a water drowning environmental damage area you need to set the following Integers equal to one 1 on your area AREA UNDERWATER and LEAVE_UNDERWATER You can also set an integer called Fly equal to one 1 on the area to make the PCs and NPCs seem to be swimming in the water If you want to have PCs take damage for being in lava simple use the Traps Lava Stream Trigger in the places you want their to be lava If you want to use the Universal Traps Place an appropriate trap placeable and draw the Traps Universal Trigger as appropriate Adjust the v
25. Vuldrick s Universal Base Module User Manual NGROION 032407 with CEPv2 Feature packed base module for construction of SP MP PW DMed Non DMed modules Allows people with little to no script experience to build a powerful and feature packed module with persistence HIGHLY CONFIGURABLE allowing those from any gaming and building style to benefit from the power of this base module With this complete tested and highly polished base module you should be able to build any type of module you want The only scripting that will be required of the builder involves modifying constant variables in a few include files its as easy as opening the script and following the instructions on what numbers to change If you do need to have special extraordinary scripting for some part of your quests this system will not be able to help you with that Report all bugs and suggestions to vuldrickgarrison yahoo com I want this to be the best and most universal base module available so please give feedback on features you like don t like and things you want to see changed Table of Contents 1 Foreword 2 Introduction 3 Systems A B C mo PWOWOZZONTTMEOM Death Experience Subraces i Idillicus Subrace Svstem li Vuldrick s Vampire Subrace iii Vuldrick s Werewolf Subrace Resting NPC and Placeable Spawning i Neshke s Extendable Spawning System NESS ii Random NPC Populator The Riddling Sphinx
26. ack to Table of Contents Introduction Vuldrick s Universal Base Module and the systems within it are bug free as far as I can tell Although I did not build all of the systems myself I spent countless hours play testing the systems For system specific bugs please do not report them to me or for that matter place blame on me for their faults It would be more effective and more reasonable to report system specific bugs to their authors and to do so respectfully The base module is powerfully feature packed and extensively configurable The code work to put all the systems together not to mention the making of the systems themselves is extremely complex Luckily the end user does not have to worry about all of that Regardless the many features provided are only useable if you become familiar with the systems available and how to implement them Also configuration of the options within those systems needs to be addressed This document will detail ALL the features that are available in this base module and the configuration options available to the end user I have made great efforts to make this base module highly configurable with no real scripting required At worst a few variables may need to be changed to the user s liking followed by a module build to make it all work There may be some systems that can be configured via scripting but those issues will also be described in detail as appropriate In the end it will become c
27. ant to have distinctive race class and church based start locations After changing the MOG s conversation make sure you place copies of all the waypoints except the Default_Start and Climb waypoints you find under Custom5 in that region of areas and place a value 01 through 06 that you designated for that area in the MOG conversation See the Starting Area for a demonstration of the setup of a region of waypoints I have placed all of the Region 01 waypoints in that area Back to Table of Contents Pantheon and Temples Vuldrick s Flexible Pantheon amp Church System Gives the module designer the ability to make Players stay within the allowed alignments by their deities based on Pen and Paper DnD Rules If PCs fall from faith they can not do business with their church until they correct their alignment A tything system is in place so that they can spend 100 gold per I point alignment shift to help correct their alignments For clerics being of the wrong alignment will keep the PC from being recognized by their church An onlevelup script will keep them from leveling up as a cleric if their alignments are wrong Can be toggled off with an Integer set on the module Gives the module designer the ability to make Players who play Clerics take the right domains to match their deities based on Pen and Paper DnD Rules Being of the wrong domain will keep the PC from being recognized by their church An onlevelup script will even k
28. ariables on the Universal Trigger to set up the trap as you wish The following is a brief outline of the variables that control the trap system DamageBonus DamageStrength DamageType Destination DoorTag Flood NPCTrapSkill Pit ReflexDC ResetTime TrapTag Setting up a trap INT Ammount of bonus damage that will be done by the trap This is a set amount of damage added ontop of the roll INT Determines how many d6 get rolled for random damage INT Determines if it is bludgeoning 1 Slashing 2 or Peircing 3 STRING Tells the code where to send the PC STRING Tells the code what door we will be working with in the flood trap INT Tells code the trap is a flood trap INT Tells code what skill the NPC had in making the trap This adds to a d20 to determine Spot DC INT Tells code the trap is a pit trap INT Tells code what the save DC is to avoid trap FLOAT Tells code when to reset the trap STRING Tells code what the tag of the trap is 1 Set down a placeable trap and give it a unique tag 2 Decide if this is a normal trap a pit trap or a flood trap 3 If this is a Normal Trap a b rom og mo BO A If thi Nn P Boop m is Use the tag and put it into the TrapTag String slot in the local variables on the trigger Set the damage bonus amount vou like 10 will put an extra 10 damage on top of the damage roll Set the damagestrength to the number of d6 you want for random damage Set DamageTy
29. at allow them to destroy all current quests or spawn new quests etc Mutiple Task Masters can be set in the module see below thus allowing the module to have as many quests spawned as the builder desires There are six 6 possible quest types that spawn into six 6 randomly selected areas The NPC genders and racial types are chosen randomly as well Random names and clothing will be set on the NPCs and appropriate NPCs will be leveled up to match a CR range based on the PC s party average level Note I assume the PC is the player that initially got the Task Master to generate the quests Each quest has multiple conversation options and most have multiple ways to complete the quest Alignment shifts and awards are given as appropriate XP gain and gold given for completion of tasks is also randomized to some degree by Vuldrick http nwvault ign com View php view Scripts Detail amp id 2644 amp id 3085 IMPLEMENTATION NOTES Basics 54 scripts CONFIGURATION NOTES Please see the readme file for the system found at the link above Back to Table of Contents DMFI DMFI HotU DM and Player Wand Package This package allows DMs to create over 1000 actions effects sounds etc that you just can t do without extra scripting All rolled up into a clean package This is a community resource that now includes major contributions from around 15 contributors Designed to work with HotU version 1 59 and up by Demetrious amp Hahnsoo
30. awn and auto raise timers DMs can bring dead players back to life with no penalty by using a DM heal HENCHMEN BLEEDING AND DEATH The same bleeding death respawn system can be used for henchmen by modifying your henchmen OnDeath scripts Requires two additional lines to your henchmen scripts and should be compatible with all henchmen AI provided that they use the NW_ASC_BUSY condition properly Henchmen support does not require any other modifications PENALTIES Separate GP XP penalties for respawn raise dead and resurrection configurable XP penalty can be configured to prevent level loss configurable GP penalty can be configured to have a maximum amount to take configurable If dropping destruction of all gold is enable then no gold will be lost to the penalty since the player drops the items before the penalty is applied configurable There is no penalty for henchmen bleed death User defined functions called at bleed respawn raise and rez that can be used to apply other penalties without having to go deep into the internals of our code ITEM DROPPING ON DEATH Item dropping on player death can be configured as any combination of the following options Any options can be configured to do nothing 0 drop item 1 or destroy item 2 The conditions are evaluated in an order of precedence configurable Drop nothing Drop all gold this will avoid any GP penalties since gold is dropped before penalty appli
31. blish to ensure fun for all your players and yourself Are you tired of the Griefer that just won t leave any of your players alone This is a way to get the point across to those folks that just won t listen to reason By Vuldrick http nwvault ign com View php view Scripts Detail amp id 3 109 IMPLEMENTATION NOTES Basics 1 script and 2 items CONFIGURATION NOTES Edit the book called Rule Breaker s Curse found under customS in the palette You need to add in your server rules or whatever you like where prompted in the book s description Simply give the Jittery Fingers of Stupidity to anybody who you think deserves it The gloves are found under custom5 in the palette or chooser Remove the items from the PC gloves and a book to end the curse Back to Table of Contents Real Torches Real Torches I took this bit of code out of HCR because I thought it was nice It basically makes torches burn out and be used up after a configurable amount of time Now PCs will have to carry multiple torches and replenish them as they go bad By HCR Staff adapted by Vuldrick IMPLEMENTATION NOTES Basics uses standard bioware torches and CEP lanterns CONFIGURATION NOTES If you want to use this system set the integer called RealTorch on the module equal to one 1 You also need to set an integer on the module called TorchBurn equal to the number of in game hours you want the torches to last Back to Tabl
32. cient To this end configuration is handled through the use of containers and special items I personally use chests but any placeable object with an inventory will work The chests are currently in the Rules Staging Area Since the containers are accessed by tag it may be placed anywhere in the module though it should be placed somewhere that players cannot access The tag of the placeable representing any specific rest ruleset must be fashioned like _REST_CONFIG where the represents a two letter string identifier Any rest rules housed in this placeable can be implemented in any area or trigger you want by simply making sure the end of the tag of the area or trigger ends with _ Again the represents the two letter string identifier you chose for the rules container This is somewhat different than galap s original code but I needed to have unique tags for each area for the persistent location saving system to work By changing his code to check for specific strings on area or trigger tags I was able to achieve the desired effect easily Once you have placed the container with the correct tag you now need to place the custom configuration items into the container and modify any of the item tags as required for your needs Items that represent integer values must have their tags set to the integer itself Some other items require their tags to be set to strings such as the names of scripts Once you have created the configurati
33. e and one DB read at OnClientEnter It is very fast with minimal DB size less than 1kb per player record When bleed death respawn is restored at player log in it does not reapply the penalties or falsely increment the statistics RESPAWN Can be used with other respawn systems a custom fugue system was added configurable Option to disable death GUI to remove respawn configurable Option to disable respawn button but leave death GUI configurable Additional system to respawn as a ghost with no player control configurable Using bandages on respawned ghost makes them follow you if you are in the same party simulates carrying a corpse disabled with the current fugue system Living players can barter with respawned ghosts simulates search the players corpse for scrolls except corpse has a say in what is taken Respawned ghosts cannot be DM moved by shift click Respawned ghosts cannot be recovered in single player by using the dm_heal console command So the respawn state could be used as permanent death in a single player game by setting the auto respawn timer to 0 1 Permadeath for PWs is supported requires you to script what leads the player to permadeath see the custom permadeath function at script habd_onpcrespawn furthermore you must specify a waypoint in the options there Casting raise or rez brings respawn ghost back to life but applies raise rez penalty on top of respawn penalty DMs can bring the gho
34. e of Contents Familiars Real Familiars This little add on will cause the PC to lose 200XP per level when their familiar dies The XP loss is cut in half if the PC passes a Fortitude Save DC 15 This tries to bring back a bit of that Pen and Paper feel to familiars and also forces PCs to be more careful about using them as tanks or meat shields By HCR Staff adapted by Vuldrick IMPLEMENTATION NOTES Basics 1 script CONFIGURATION NOTES If you do not want to use this system simply set the local variable called RealFamiliar equal to 0 on the module Back to Table of Contents Spell Hooking Vuldrick s Spell Hook Ihave added a spell hook script that helps many of the systems integrated in the basemodule work properly The following are things that the spell hook does O O O O Keeps torches from working in underwater areas Keeps PCs from casting spells in underwater areas unless they have silent spell feats Makes fire based spells fail when cast in underwater areas Makes the spell Drown not work on creatures that are already under water as they likely are already dying or they can breathe just fine underwater Stops Call Lightning and Storm of Vengeance spells from working in underground areas Handles all Null and Wild magic effects on spell casting Handles implementation of the system that enables the builder to make items of spell storing By Vuldrick IMPLE
35. ection if out of Line of Sight of each aura Overwhelmed strongest aura is overwhelming aura strength is at least twice PCs character levels stunned for 1 round and spell ends Evil Power the highest applicable value calculated using the following table Evil Source Evil Power Outsider HD Elemental HD 2 Undead HD 2 Other Creature HD 5 Cleric Class Level Other Object VG_VAR_DETECT_EVIL_OBJECT_POWER Aura Strength calculated using the following table Evil Power Aura Strength 0 1 Faint 2 4 Moderate 5 10 Strong 11 Overwhelming Known Issues Line of Sight condition cannot be implemented properly implemented however creatures in the effect area but out of LoS can either be included or excluded using the bUseLoS variable The phrase cleric of an evil deity is necessarily interpreted as an evil cleric Penetration of solid barriers is not implemented Detecting lingering auras is not implemented Evil items and spells detection is not implemented Back to Table of Contents Paladin s Badge of Courage Paladin s Badge of Courage This gives PC Paladins their rightful ability to inspire courage as per Pen and Paper Rules It enables a Paladin to boost the moral of comrades within a small radius thus giving them increased will saves versus fear This actually came from HCR code I converted it over to be useable in anon HCR module By Vuldrick IMPLEMENTATION NOTES Basics 1 script and 1
36. ed Drop equipped left hand right hand items Drop a random equipped item Drop the most expensive equipped item Drop all equipped items Drop Raise Dead Resurrection scrolls Drop a random backpack item Drop the most expensive backpack item Drop all backpack items Dropped items are NOT automatically re equipped or picked up would create lag if it did If players forget to pick up items they dropped they are automatically reminded every 30 seconds configurable The placeable created to store dropped items is automatically destroyed when it empties If all of the drop settings are disabled then the placeable is not created There is an option to destroy dropped items rather than store them in a placeable configurable PERSISTENCE Persistence can be disabled with a flag configurable Persistence only works with a multiplayer server It has no effect in single player no OnClientLeave event in single player Exception Using BindStones Statistics to keep track of how many times the player has bled died in total how many times since the server was restarted and how much gold XP the player has lost in total from penalties Persistent DB functions for storing bleed death respawn state Auto respawn and auto raise timers are stored persistently at various increments Players remain in the same state over module restarts even with local vault characters Persistent data is stored with one DB write at OnClientLeav
37. eep them from leveling up as a cleric if their domains are wrong Can be toggled off with an Integer set on the module Gives the module designer the ability to control the taking of Prestige Classes Can be toggled off with an Integer set on the module The DM can either give out tokens so players can take on Prestige Classes or set a local variable on the PC using the console Gives the module designer the ability to force Players to stay within the right alignment for their class based on Pen and Paper DnD Rules This is controlled in the same onlevelup script as mentioned above Can be toggled off with an Integer set on the module Gives the module designer the ability to create any number of Cleric NPCs to run churches of deities using only one conversation and this script set to manage every single NPC cleric Gives the module designer a prefab altar that can be used for worship with any deity The single script and altar can be used for any church via a simple variable and name change on the placeable Comes with a set of holy symbols system for PCs and automatically issues them to PC clerics at appropriate times Comes with a trigger to deal out holy damage to PCs of conflicting alignments that enter the wrong church muhahahahahah by Vuldrick http nwvault ign com View php view Scripts Detail amp id 2915 IMPLEMENTATION NOTES Basics 75 scripts 24 Creatures 4 placeables 1 Trigger 36 waypoints CONFIGURATION N
38. efer to Idillicus documentation to learn how to make new subraces The Subrace Engine can be turned off by setting the local variable Subraces on the module to 0 under the advanced tab of the module properties Below is a list of preconfigured subraces you must type the name of the subrace exactly as it appears Generic Pattern addable to all races and subaces CELESTIAL FIENDISH HALF CELES TIAL HALF FIEND HALF DRAGON DRACONIC SKELETON ZOMBIE Subraces useable under HUMAN race ARCHON AASIMAR TIEFLING AIR GENASI EARTH GENASI WATER GENASI FIRE GENASI GARGOYLE JANNI HILL GIANT STONE GIANT MINDFLA YER aka ILLITHID MINOTAUR OGRE OGRE MAGE RAKSHASA SATYR TROLL YUAN TI DRAGONKIN DOPPELGANGER CENTAUR ARMAND CHANGELING DRACOTAUR SAND GIANT GOATFOLK HARSSAF POISON DUSK LUMI NYCTER Subraces useable under HALFORC race BUGBEAR ORC GNOLL GRIMLOCK LIZARDFOLK TROGLODYTE SKULLCRUSHER Subraces useable under HALFELF race none yet Subraces useable under HALFLING race GHOSTWISE LIGHTFOOT STRONGHEART GOBLIN KOBOLD DEEP HALFLING TALLFELLOW HOBGOBLIN WILD ELF FORESTKITH GOBLIN MOON ELF SUN ELF Subraces useable under DWARF race WOOD ELF DEEP DWARF GRAYELF GOLD DWARF GITHYANKI SHIELD DWARF GITHZERAI GRAY DWARF aka DUERGAR Subraces useable under GNOME race AZER FOREST GNOME ROCK GNOME Subraces useable under ELF race DEEP GNOME DROW aka SVIRFNEBLIN aka DARK ELF PIXIE Back to Table of Con
39. effects integer 10 o wdm_dm_stritems integer 10 wdm_dm_streffects Specifies that all magical status effects such as buffs be stripped from the player when they enter wdm_dm_stritems Specifies that all item properties should be stripped from all magic items in a player s inventory when they enter A few notes about the above properties If only the wdm_deadm_zone variable is specified then status effects and items will not be stripped The only effect in this case will be that cast spells will not work A null or wild magic area can be created on the fly by placing a DM Area Magic Status Marker and DM Area Magic Status Toggle in the area and using it Back to Table of Contents Party Loot Notification Party Loot Notification System 1 04 By OldManWhistler http nwvault ign com View php view Scripts Detail amp id 1186 IMPLEMENTATION NOTES Basics 2 scripts and 1 Item Does not displav notification for DMs NPCs or DM controlled NPCs Does not displav notification when PC is logging into the module Does not displav notification for dead plavers Does not displav notification for destroved items ie used potions scrolls Displays identified items by name configurable and unidentified items generically Displays magical items configurable Displays armor type Displays stack size Displays identified name in DM log Displays GP value in DM log Displays plot flag in DM log
40. et as a switch to prevent exploits by PCs Trapped Doors o Standard BioWare trapped door Set the DC to Detect the door to 100 the desired DC Failure to do so will result in the door glowing red due to a bug in the game which causes the Detectable tab on door traps to have no effect The scripts automatically treat any Detect DC gt 100 as being DC 100 Setting a door trap to a DC of 100 will result in it being undetectable Set the DC of the Disarm trap to whatever DC you want it to be Set the door to be both Undetectable unclick the tab and UnDisarmable unclick the tab Leaving the trap disarmable allows the PCs to bypass this system o Magical Trap Put the string T_nn where nn is a two digit number between 01 and 99 and represents the DC of the trap in the tag of the door Put the name of a script in the Door Key Tag slot on the door This can be a custom script OR this can be one of the BioWare trap scripts Note putting the prefix R_ before the script string will make the trap automatically reset after being activated o Door Tags The following strings have significance when they occur anywhere in the door s tag T_nn Indicates that they door may be magically trapped with a DC nn where nn is a number between 01 to 99 L_nnn Indicates that the door has a special pre defined listen string to be heard when the PCs listen This string is defined in dor_inc_listen nnn indicates a number between 001 and 999 whe
41. f Contents DM Item Manipulator DM Item Manipulator This device allows DMs to modify the magical properties of items during game play This gives DMs almost unlimited ability to provide magical items with whatever effects they wish for PCs during a quest by Nordavind http nwvault ign com View php view Scripts Detail amp id 2095 IMPLEMENTATION NOTES Basics 34 scripts and 1 items found under tutorial Back to Table of Contents Spell Storing Items Spell Storing Items This script uses the new pseudo event ITEM_SPELL_CAST_AT and itemproperty code to create a Item of Spell Storing Cast a spell on the item and it stores it for use later on by Turanar http nwvault ign com View php view Scripts Detail amp id 1895 IMPLEMENTATION NOTES Basics 1 script and a spell hook as well as any number of Spell Storing Items you wish to create The module currently has 1 item Ring of Spell Storing under Special Custom5 for demonstration purposes CONFIGURATION NOTES You can make any item a Spell Storing Item by setting its tag to spell_storing and placing a local float on the item with the name Limit equal to the number of spell levels the item should be able to store Back to Table of Contents Item Namer Item Namer This is a fairly simple system that makes use of the SetName function Bioware recently put out It allows PCs to rename their items to anything they wish by NeOnx3r0
42. g by any PC all PCs in the trigger area will be affected PRET pe e prog rk ODORS Use the tag and put it into the TrapTag String slot in the local variables on the trigger Leave DamageBonus set to zero Leave DamageStrenght set to zero Leave DamageType set to zero Set Destination to the tag of your destination waypoint place a waypoint with this tag where you want the PC to go when they enter the pit Set DoorTag to the tag of the door that will seal off your flooded area Set Flood to 1 Set NPCTrapSkill to the skill bonus you want to add to the Spot Check DC Leave Pit set to zero Set ReflexDC to whatever DC you think is appropriate for a reflex save Set ResetTime to the amount of time you want until the trap resets again I have found 300 seconds to be a good number Set an appropriate unlock DC on the door that will shut and lock when the flooding occurs Put the script vg_area_exit in the door s OnOpen event Set a Local Int Flood to 1 on the door Set a Local Int LEAVE_UNDERWATER to 1 on the door Set a Local String TrapTag to the tag of the trap placeable on the door Put the script vg area exit in the trigger s OnExit event Please see the demonstration areas in the base module for clarification of these procedures Back to Table of Contents Migrating Respawning Traps Migrating Respawning Trap Fed up with players walking around traps they know exist and memorized the placemen
43. h HABD VERSION 1 3 Robust configurable player henchman bleed death respawn system for SP MP DMed Non DMed by Demetrious OldManWhistler and IntrepidCW http nwvault ign com View php view Scripts Detail amp id 2601 IMPLEMENTATION NOTES Basics 5 scripts 3 player items 2 DM items 1 placeable The only NWN content modified is Raise Dead and Resurrection spells and the henchmen death scripts Henchmen only bleed respawn if they have a master Potions can be used on bleeding henchmen as well as any of the normal means of healing another creature Henchmen bleeding is implemented by faking to 0 to 9 HP bleed with 10 to 0 HP ITEMS All items are stored under Custom5 or Tutorial in the palette or chooser Creatures can be found under tutorial in the palette or chooser Automatically given out to players who do not possess them on log in configurable All items have no weight are worth no money and cannot be sold Items cannot be transferred to other players or dropped There is a Skull item that displays the player s bleed death lost XP lost GP Statistics There is a Bandages item that can stabilize a bleeding player on a DC 15 heal check or make a respawned ghost follow the player using the bandages There are advanced bandages that can be sold are not free and could be placed at stores if you wish There is a Rulebook item that displays how this system is configured for the module It displays
44. hat they call the script that matches them To call for a specific drink set an integer on the drink item called Drink and name it to whatever you like The script you modify to call to that drink will have to be made to check for that integer Back to Table of Contents Interactive Doors Interactive Door System The goal of this system is give the players more options when faced with a door These options include Opening Listening Knocking on the door Locking and Unlocking with keys or skills Spiking the door open or shut and Knocking on the door which can based on faction cause an NPC to open the door and speak with the PC and Examining Finding and Removing Traps Note In addition to normal traps this also supports magical traps which can only be found by rogues and which can execute ANY script not only BioWare trap scripts with no additional scripting Support for BioWare and PHB stvle Thieves Tools and Hold Portal items added as well By Syrsuro http nwvault ign com View php view Scripts Detail amp id 802 IMPLEMENTATION NOTES Basics 59 scripts and 5 items CONFIGURATION NOTES This system runs on the fail to open event of doors O O O O Door Event Scripts Door Fail To Open Dor_On_Fail2Open Door Close Dor_On_Close Door User Defined Dor_On_User Door Settings O O O O O Locked DC to Unlock gt 0 DC 1 Door is unlocked DC 2 1 Door is locked with that DC
45. ing a pattern such as this sLocalBooks book001 through sLocalBooks book006 as well as sSpecialBooks book001 and sSpecialBooks book002 for your 10 custom books Place the unique string for the LocalBooks and SpecialBooks in place of sLocalbooks and sSpecialBooks To see how to set up a library system see the example in the Start Area of the base module Back to Table of Contents Flavor Text Vuldrick s Flavor Text System A flavor text system used to build ambience and story telling devices By Vuldrick http nwvault ign com View php view Scripts Detail amp id 3214 IMPLEMENTATION NOTES Basics 1 script and 1 trigger CONFIGURATION NOTES Simply place down a Flavor Text Trigger found in Custom5 of the palette anywhere you want to send a flavor text message to a PC Make the tag of the trigger unique Set a string on the area the trigger is in and make the name of the string equal to the triggers tag Make the string value equal to whatever message you want to send You can also change the color of the flavor text using the following color designators in front of the text you place as the strings value o Color used by saving throws Blue lt cf gt Color used for electric damage Dark Blue lt c fp gt Color used for negative damage Gray lt cTMTIMTM gt Color used for acid damage Green lt c gt Color used for the player s name Light Blue lt c pbp gt Color used for syste
46. le but you ll want to add any custom win routines or hey lose routines to the riddler_g script Naturally it is easy to add your own riddles and answers to the database Back to Table of Contents Artificial Intelligence Jasperre s Improved AI v1 3 This Al is a complete change to the default AI but can easily be used as a subsitute an addition to some creatures and so on It basically tries to improve a creature s combat actions including perception hearing spell casting choosing the right spells and targeting not always going for the nearest By Jasperre http nwvault ign com View php view Scripts Detail amp id 2108 IMPLEMENTATION NOTES Basics 18 scripts plus some script mergers I will spare you the details CONFIGURATION NOTES Most configuration options the user needs are found in the script nw_c2_default9 This is a well document script and following the instructions and reading the info will suffice Back to Table of Contents Player Guild Systems Hare Guild System Build 4 1 5 The Player Guild System or PGS for short allows for the creation and management of player run guilds From recruiting additional members to starting guild wars this system can handle it all By Adamant http nwvault ion com View php view Scripts Detail amp id 3051 IMPLEMENTATION NOTES Basics 99 scripts plus some script mergers 2 Items CONFIGURATION NOTES Configuration op
47. lear that this base module can be configured for use in so many unique ways that every builder and player can find a combination they like The base module is pre configured for play in a fairly Hard Core Rules type of game This is only one possible configuration With very little effort the builder can change rule settings to make the module as easy or hard as they wish Also most systems can be toggled on or off or simply removed with little trouble Read the system details to see specifics for settings on each system THANKS To all the players and testers involved with KoP and this project To all the builders whose systems were put to great use in this project see specific system details for proper documentation of authors The awesome NWN community in general Back to Table of Contents Systems Below are the specifications for each system utilized in this base module You will find the original author of the system as well as a link to their work if available You will also find specifications for what can be configured for the system and how configuration is dealt with in this base module I will not put a copy of the entire original document for each system here as you can download those yourself Please keep in mind that I have likely modified all of the systems to some degree PLEASE follow any special directions I give on implementation as it may differ from the original system Back to Table of Contents Deat
48. m messages Light Gray lt c gt Color used for sonic damage Light Orange lt ch gt Color used for a target s name Light Purple lt cI I gt Color used for attack rolls Orange lt cpf gt Color used for spell casts Purple lt clwp gt Color used for fire damage Red lt cp gt Color used for positive damage White lt cbpp gt Color used for healing Yellow lt c p gt O O OoO0O0OO0OO0O00000O Back to Table of Contents Interactive Signs Vuldrick s Flexible Interactive Sings A sign that sends a message to the player when it is clicked By Vuldrick http nwvault ign com View php view Scripts Detail amp id 2917 IMPLEMENTATION NOTES Basics script and 1 placeable CONFIGURATION NOTES Simply place down a Sign Interactive Click To Read found in Custom5 of the palette anywhere you want to have a sign that sends a message to a PC when clicked Change the variable on the sign so that its value is equal to the string you want to send to the PC The same color designators listed in the Flavor Text system will work here Back to Table of Contents Trash Cans Vuldrick s Trash Cans A simple trash can that will delete items place in it by PCs Messages are sent to DM channel so they can track what is thrown away particularly useful for plot items that may get thrown away By Vuldrick http nwvault ign com View php view Scripts Detail amp id 2916
49. me back as default Back to Table of Contents
50. n Place whatever DESTINATION string vou just set on the CLIMB POINT wavpoint to a suffix to the destination CLIMB DEST wavpoint so that in the end it looks like CLIMB_DEST_ where the is the string you placed for DESTINATION on the CLIMP_POINT See the script s_climb_description for details on typical climb DCs based on the Pen and Paper Rule Books Make sure the PC has a PC Climb Skill Tool found in Tutorial to use when they need to climb Allow the PC to have a set of Boots of Climbing found in Special Custom5 if you want them to have a magic item that guarantees a success in a climb check Provide the PC a Rope or Silk Rope found in Special Custom5 to add bonuses to their climb check if you wish See the example in the demo module if you need extra help Back to Table of Contents Detect Evil Detect Evil Paladin Skill This gives PC Paladins their rightful ability to detect evil as per Pen and Paper Rules It enables a Paladin to sense evil aura s in the surrounding area The amount of information depends on the number of rounds they use this power for This actually came from HCR code I converted it over to be useable in a non HCR module By Vuldrick IMPLEMENTATION NOTES Basics 1 script and 1 item found in Tutorial CONFIGURATION NOTES Round 1 presence or absence Round 2 number of aura strength of the strongest may be overwhelmed Round 3 power and location or dir
51. n edit the 31 blank books to contain knowledge specific to your game world and they will automatically be used by Bioware bookcase treasure generation scripts without having to modify any scripts By OldManWhistler http nwvault ign com View php view Prefabs Detail amp id 96 IMPLEMENTATION NOTES Basics 31 items CONFIGURATION NOTES Fill in your custom descriptions on the first 31 books found under Miscellaneous Books Ifyou want to keep the bioware books instead of making your own simply delete the custom versions of the books Back to Table of Contents Armor and Racial Encumbrance Armor and Racial Encumbrance This system gives the builder the ability to place proper racial speeds on PCs as well as provide movement rate reduction due to armor encumbrance By Vuldrick IMPLEMENTATION NOTES Basics 1 script CONFIGURATION NOTES The racial movement rate system can be turned off by setting the module variable RacialMovement equal to 0 The armor encumbrance can be turned off by setting the module variable ArmorEncumbrance equal to 0 See the script vg_move_rates to edit to your liking Back to Table of Contents Rule Breaker s Curse Item Vuldrick s Rule Breaker s Curse Are you tired of players who come online only to break rules so they can powerlevel their PC Are you tired of PCs who don t care about your server guidelines the rules you worked so hard to esta
52. n the module to 0 under the advanced tab of the module properties Back to Table of Contents Resting CS Resting The CS Resting subsystem is a set of scripts intended to make management of player resting easier The CS Resting subsystem provides a framework for setting various popular forms of resting rules in a module though the standard toolset interface and allows these resting rules to be changed dynamically by DMs while the module is running No scripting knowledge is necessary to use this package as all management of resting is performed through placement of special items into containers by Craig Smith galap http nwvault ign com View php view Scripts Detail amp id 245 IMPLEMENTATION NOTES Basics 13 scripts 3 triggers 35 items ITEMS All items are stored under Custom3 in the palette or chooser All triggers can be found under Custom5 in the palette or chooser CONFIGURATION NOTES One of the design goals of the CS Resting Subsystem package is that the resting rules must be able to be managed and configured completely through the standard toolset interface without the need to resort to editing scripts It is of course possible to extend the resting subsystem through writing your own resting profiles or user scripts however if you choose to do so you will also need to manage any configuration for your own resting extension For most situations however the standard resting subsystem should be suffi
53. nsformation Type Spells Foreword Vuldrick s Universal Base Module began as a project to revamp the Kingdom of Paramon PW for better performance and for easier on the fly configuration abilities for DMs After nearly five years of experience in working with the NWN toolset and building and DMing KoP PW I have come to understand the importance of having a highly interactive engaging and feature packed module I have also come to understand the importance of ease and efficiency of building The end result of my cumulative experiences in playing NWN using the toolset and DMing is this basemod Seeing that this could be a very powerful tool for all builders and that it could open new doors for exciting game play and powerful module builds for those who do not have any scripting ability I have decided to release this base module for public use With that said if you do not like a long read then this document is not for you A highly configurable and feature packed base module requires a lot of documentation and a long read for a user to understand how it all works If you have already built a module then you likely understand the time factor involved in building If you have not tried your hand at module building please note that it is a very long road to travel This base module and the systems within will save you countless hours in the end so the long read is time well invested Good luck and happy building B
54. on container and put all of the desired configuration items into its inventory the resting subsystem will function as specified by the items This particular container is referred to as the global configuration container but the resting subsystem allows the use of other configuration containers as well see the other configuration containers in the rules staging area for more details The custom configuration items are found under the SpeciallCustom4 category of the Custom items palette See the script cs_rest_readme for details about what the items do Back to Table of Contents Neshke s Extendable Spawning System NESS Knat s NESS V8 1 3 An alternative encounter spawn system giving the module builder many more options when creating encounters than they do with the game toolkits built in encounter system This spawning system allows experienced developers to tailor their creature spawns to their tastes while also being easy enough to use for beginner designers to include in their modules and get up and running quickly by Neshke http www lrjonline net swg ness html IMPLEMENTATION NOTES Basics 59 scripts 1 Item 2 placeables you simply place or destroy these in the area you want to change the spawn controls for You must place waypoints in the areas you want spawns for The tag of the waypoint is the resref or group reference for the creature s you wish to spawn The name of the waypoint handles all
55. ontrol who can take on a prestige class set the following variable on the module Prestige_Allow as an integer equal to 1 Back to Table of Contents Environmental Dangers and Traps Vuldrick s Elemental Dangers and Traps This system will allow a module designer to add the Environmental Dangers listed in the back of the DMG Dungeon Master s Guide to their modules with little trouble In this demo there are scripted systems to handle dangers from water drowning dehydration heat frostbite cold smoke inhalation acid fire and lava The dehydration frostbite and fire systems are dramatically affected by the clothing you wear or don t wear as the case may be I have commented the code so if you really want to see the specifics just open the scripts to see what I have done Also provided is a trap script which handles any placeable trap I could think of This Universal Trap Script handles traps using variables set on a trigger The great thing about this script set is that they can be used together in one area For demonstration please note that I have both the Fire system and the Heat system running in the Fiery Pit of Doom This means that PCs dehydrate due to the intense heat and can catch on fire too basically you can stack this as you need by Vuldrick http nwvault ign com View php view Scripts Detail amp id 3108 IMPLEMENTATION NOTES Basics 30 scripts 21 items 3 triggers CONFIGURATION NOT
56. ount of time after bleeding to give them a chance to heal or run away configurable Possessed familiars die instead of bleeding First bleed message tells the total time until death Nearby party members are notified of the bleeding player every round All DMs are notified when players are bleeding dying configurable Number of rounds between bleeding is based off of player level defaults to giving low levels a long time between bleeding to reduce the chance of dying since they can t afford Raise Rez configurable Fast Isec bleed when playing solo without a party configurable There is an option for preventing player death until they reach a certain level The DM Force Instant Death widget can bypass this setting configurable DEATH Now you can specify areas by Resref where death and bleeding is imposible Now you can specify areas by Resref where Instant Death due to a single hit is allowed Force auto respawn after being dead for a specified time configurable Force auto raise after being dead or respawned for a specific time configurable Auto raise can be configured to only work if the player possesses raise dead resurrection scrolls that are consumed in the process If this is enabled then the dying can never cause raise dead resurrection scrolls to be dropped or destroyed configurable Additional force auto raise timer for solo players only configurable Henchmen have their own separate auto resp
57. ow you to place a trigger and an invisible object near any location you wish players to be able to search for custom books bookshelves in libraries for example By Vuldrick http nwvault ign com View php view Scripts Detail amp id 2746 IMPLEMENTATION NOTES Basics 4 scripts 1 placeables 1 trigger 10 items The system includes the use of a search check and a random chance d20 roll to find any of 8 common local books or 2 special books Odds are 50 to find a book at all because half of the successful searches result in Mundane books that are of no interest thus not giving a book in actuality A search success gives 5XP for finding a useful book and only 2XP for a mundane search that yields no book worth keeping Wizards and Bards of first level are rewarded 5XP for each completed search regardless as a reward for in character activity The Search Check is DC 15 If a Player moves out of the trigger or designated search radius the search stops The trigger size is limited only by the builder but the script limits the search radius to 4 which can of course be altered at the will of the builder CONFIGURATION NOTES You can have more than one library and each can have unique book sets The controls variables that enable specific books are placed on the invisible bookshelf object Change the variables LocalBooks and SpecialBooks to unique strings and make your set of books with resrefs and tags follow
58. p view Scripts Detail amp id 791 IMPLEMENTATION NOTES Basics 1 script CONFIGURATION NOTES Adjust the script nw_sO_tenstrans as needed If you want the original spell back just delete the above spell from within the toolset The original will come back as default Back to Table of Contents Mordenkainen s Sword Improved Mordenkainen s Sword With pretty summoning visuals a shimmering greatsword will appear to smite nearby hostiles The duration is accurate to 3rd Ed rules The sword s attack bonus will be modified depending upon level abilitiy scores of the caster The sword can not be harmed but is susceptible to dispel or dismissal There is no way to include the SR check except through editing the on_attack of every creature so it was not included Like the real spell it doesn t last long unless extended but does a good deal of damage while keeping the caster in relative safety By Invizible420 http nwvault ign com View php view Scripts Detail amp id 787 IMPLEMENTATION NOTES Basics 1 script CONFIGURATION NOTES Adjust the script nw_sO_mordsword as needed If you want the original spell back just delete the above spell from within the toolset The original will come back as default Back to Table of Contents Knock Knock Spell Knock is supposed to unlock doors not open it I have removed the code that opens doors so they only unlock as they are suppose to
59. pe to 1 for bludgeoning 2 for slashing or 3 for piercing Leave Destination set to zero Leave DoorTag set to zero Leave Flood set to zero Set NPCTrapSkill to the skill bonus you want to add to the Spot Check DC Leave Pit set to zero Set ReflexDC to whatever DC you think is appropriate for a reflex save Set ResetTime to the amount of time you want until the trap resets again a Pit Trap Use the tag and put it into the TrapTag String slot in the local variables on the trigger Leave DamageBonus set to zero Leave DamageStrenght set to zero Leave DamageType set to zero Set Destination to the tag of your destination waypoint place a waypoint with this tag where you want the PC to go when they enter the pit Leave DoorTag set to zero m p eels n Leave Flood set to zero Set NPCTrapSkill to the skill bonus you want to add to the Spot Check DC Set Pit to 1 Set ReflexDC to whatever DC you think is appropriate for a reflex save Set ResetTime to the amount of time you want until the trap resets again Set down the custom placeable The Only Way Out in your pit trap This provides a means for the PC to escape Go to the variables on this placeable and set the DC to the Strength Check DC to climb out Set the destination variable on this placeable to the tag of your destination waypoint place a waypoint with this tag where you want the PC to go when they escape the pit 5 If this is a Flood Trap If this trap is sprun
60. re 999 indicates that nothing can be heard K_nnn Indicates that a key exists to open the door The key should have the tag Key_nnn where nnn in both cases is a number between 001 and 999 By default customizable 999 indicates a master key which can open any lock for use by DMs C_nnn Indicates that a door has a special pre defined conversation that will be fired when the door is knocked on If this is the case the creatures on the other side of the door will not respond o Items There are a few custom items however the blueprints and the tags of these items can be set as switches These items are the door spikes thieves tools and masterwork thieves tools There are also items such as Keys and the Hold Portal wand which work by having the appropriate tag SWITCHES o All configuration is dealt with in the script called dor inc about Back to Table of Contents Persistent Clock Persistent World Clock System This system maintains the current date and time through server reboots Once it is initialized the server date and time are stored and restored after each reboot By Lord Delekhan http nwvault ign com View php view Scripts Detail amp id 2721 IMPLEMENTATION NOTES Basics scripts CONFIGURATION NOTES If you want to use the persistent date and time system set the integer PersistDate equal to one 1 on the module If you do not want persistent time set the integer to zero 0
61. rmine how much power each level is worth and how much power the enchanting focus feats are worth in the ench_start script Look for lines 23 25 and 27 and reduce those numbers They determine how many bonus points of power are received from the enchantment focus feats Then scroll down and look at lines 50 51 52 67 68 and 74 All of those have fractions that determine how much power each level in a class gives you Enchanters and Clerics receive 4 power levels per 5 class levels non enchanter wizards receive 1 2 If you reduce those fractions you slow down how quickly characters get access to new enchantments thus lowering the power of the magic items they can enchant Back to Table of Contents Magical Bardic Instruments Vuldrick s Magical Bardic Instruments This system allows the builder to provide magical instruments that can be played by any class but only Bards can get magical effects from the use of the items The magical effects decrements the number of bardic songs for the PC by one per use by Vuldrick IMPLEMENTATION NOTES Basics 1 script and 5 items instruments found under Special Custom5 CONFIGURATION NOTES Check the script called bard_song if you wish to add more magical bardic instruments It should be easy enough to follow the examples seen there if you want to add more Ihave provided 5 instruments with various magical effects and DCs as a demonstration for this module Back to Table o
62. spawn flags recognized by the system See configuration notes below You must set an Integer called Spawn equal to one 1 on each area that you want NESS to control spawns for CONFIGURATION NOTES I highly recommend use of the Spawn Waypoint Generator found here http www Irjonline net swg index html This handv program will allow vou to make wavpoint tags using all the features integrated in NESS Verv easv to use and saves a ton of timel You can also just make the names of your spawn points manually See the script called spawn__readme to figure out what spawn flags are available Back to Table of Contents Random NPC Populator Random NPC Populater An alternative NPC spawn system giving the module builder more options when populating an area with generic ambient NPCs by Gaermish and Vuldrick IMPLEMENTATION NOTES Basics 1 script CONFIGURATION NOTES You must set an Integer called RandomNPC equal to one 1 on each area that you want to spawn in ambient NPCs You must set a String called CommonerRace equal to the race of commoners you wish to spawn on the area Put the race in as all lower case letters You must set an Integer called CommonerNum equal to the base number of commoners you wish to have in the area This represents the minimum number that will be spawned and will have a random number added to it If you want to randomize the number of commoners you must set an
63. sted PC back to life by toggling invulnerability no penalty Casting raise or rez also works but DM heal does not Respawned PCs can be moved to a waypoint or to a BindStone done in custom fugue system configurable CONFIGURATION NOTES All configuration is done in the script called habd_include Full instructions are included in this script Back to Table of Contents Experience Knat s PWFXP XP Distribution Script V2 0 This is amore sophisticated XP distribution script geared towards PWs It comes with two dozen XP modifiers to fine tune XP output and is losely based on the old but solid TTV XP script by Knat http nwvault ign com View php view Scripts Detail amp id 1178 IMPLEMENTATION NOTES Basics 2 scripts CONFIGURATION NOTES All configuration is done in the script called pwfxp_def Full instructions are included in this script Back to Table of Contents Idillicus Subrace Engine Idillicus Subrace Engine This subrace engine comes with many preconfigured subraces The subraces are easily configurable and the engine allows the builder to add any subrace they can imagine by Tdillicus http nwvault ign com View php view Scripts Detail amp id 2550 IMPLEMENTATION NOTES Basics 12 scripts CONFIGURATION NOTES Nearly all configuration is handled in the script called _cb_subrace If you wish to create new items to give racial abilities see the other _cb scripts R
64. t can become active again Back to Table of Contents Pick Pocket Laymens method of Pickpocket PVP Prevention Essentially by adding this to the Module OnItemAcquire event many items a PC picks up will be marked as Non Pickpocketable thus preventing them from being pickpocketed Default this handles the following items o BASE_ITEM_ARMOR BASE_ITEM_BASTARDSWORD BASE_ITEM_BATTLEAXE BASE_ITEM_BOOTS BASE_ITEM_DIREMACE BASE_ITEM_DOUBLEAXE BASE_ITEM_DWARVENWARAXE BASE_ITEM_GREATAXE BASE_ITEM_GREATSWORD BASE_ITEM_HALBERD BASE_ITEM_HEAVYCROSSBOW BASE_ITEM_HEAVYFLAIL BASE_ITEM_HELMET BASE_ITEM_KATANA BASE_ITEM_LARGESHIELD BASE_ITEM_LIGHTCROSSBOW BASE_ITEM_LONGBOW BASE_ITEM_LONGSWORD BASE_ITEM_MAGICSTAFF BASE_ITEM_QUARTERSTAFF BASE_ITEM_RAPIER BASE_ITEM_SCYTHE BASE_ITEM_SHORTBOW BASE_ITEM_SMALLSHIELD BASE_ITEM_TOWERSHIELD BASE_ITEM_TWOBLADEDSWORD BASE_ITEM_WARHAMMER o Anything Over gt 3 LBS By Mask 0000000000 0000000000900 00 0 0 http nwvault ign com View php view Scripts Detail amp id 2894 IMPLEMENTATION NOTES Basics 1 script CONFIGURATION NOTES If you want to keep PCs from being able to pickpocket items that should be too large or too difficult to pickpocket place an integer called PickPocketFix equal to one 1 on the module Back to Table of Contents Bioware Books Replacement Bioware Books Be Gone Overrides the 31 default FR books without having to touch a single script You ca
65. t enemy this is set by the builder then they can swap items as normal Items include amulets belts boots cloaks bracers gloves helmets amp shields armor is already covered by Bioware There is also the optional AOO toggle If switched on and a player equips a new weapon and they are not outside the safe item swapping distance it will cause an attack of opportunity similar to drinking a potion during combat This also stops the known weapon swapping exploit By Sir Elric http nwvault ign com View php view Scripts Detail amp id 2324 IMPLEMENTATION NOTES Basics 1 script CONFIGURATION NOTES If you want to keep PCs from exploiting item swapping when in threat range during combat place an integer called NoSwap equal to one 1 on the module This system can be configured to some degree in the script called se stopswap inc Back to Table of Contents UMD Checks UMD Checks This code will implement the Player Handbook rules or very close to the UMD Spellcraft checks that are done in HoTU This fixes several weaknesses like a level 25 fighter level 1 sorc casting a level 9 scroll By Demetrious http nwvault ign com View php view Scripts Detail amp id 751 IMPLEMENTATION NOTES Basics script CONFIGURATION NOTES See the script x2_pc_umdcheck for configuration options To remove the UMD check system simply delete the script x2 pc umdcheck so that the Bioware default scrip
66. t of Want to convince players that a Rogue is more than just a fighter with sneak attack and better AC This is the trap package you want Essentially this is a script that s configurable by setting Variables on the area It will randomize locations and other aspects of all traps in the area By Mask http nwvault ign com View IMPLEMENTATION NOTES hp view Scripts Detail amp id 2941 Basics 2 scripts plus some script mergers CONFIGURATION NOTES These values determine the trap set to use Place appropriate variables on the area to be trapped You must also place an integer on the area called Traps equal to one 1 for the system to work VARNAME MMT_ACR wey wey wey wey wey wey wey wey wey wey wey wey wey wey wey MMT_MPS mn MMT_TRAP_BASE MMT_TRAP_FLUX VARNAME MMT DI F MMT TDE MMT_TTE MMT_TS MMT_OVER TYPE int m int m int int int TYPE int int int int int string xix Area setting OVERRIDES module setting string float int VALUE 1 5 1 255 1 255 0 YES 1 NO VALUE 0 250 0 1 2 0 YES 1 NO 0 250 0 1 2 Trap Disarm Event Trap Triggered Event 1 0 NOTES 1 Weak Minor 2 Average Moderate 3 Strong 4 Deadly 5 Epic 10 Spike 11 Fire 12 Frost 13 Electrical 14 Acid 15 Sonic 16 Negative 17 Divine 18 Gas 19 Entangle PC Friendly Run for Each PC in area Base Number
67. tents Vuldrick s Vampire Subrace Vuldrick s Vampire Subrace This is a sophisticated subrace engine designed exclusively to handle VAMPIRE PCs All PnP rules have been implemented as closely as possible by Vuldrick http nwvault ign com View php view Scripts Detail amp id 2772 IMPLEMENTATION NOTES Basics 9 scripts CONFIGURATION NOTES Simply type VAMPIRE in as a subrace and you will be a vampire The system can be customized to some degree by tweaking variables in the script called vamp_settings The Vampire Subrace Engine can be turned off by setting the local variable Vampire on the module to 0 under the advanced tab of the module properties Back to Table of Contents Vuldrick s Werewolf Subrace Vuldrick s Werewolf Subrace This is a sophisticated subrace engine designed exclusively to handle WEREWOLF PCs All PnP rules have been implemented as closely as possible by Vuldrick http nwvault ign com View php view Scripts Detail amp id 2644 1 amp id 2430 IMPLEMENTATION NOTES Basics 6 scripts CONFIGURATION NOTES Simply get bitten by the custom werewolf creature provided in the custom palette under the Tutorial section and if you fail your fortitude save you will be a lycanthrop The system can be customized to some degree by tweaking variables in the onmodule load script The Werewolf Subrace Engine can be turned off by setting the local variable Werewolf o
68. tions the user needs are found in the script pgs inc config This is a well document script and following the instructions and reading the info will suffice Back to Table of Contents Start Locations and Persistent Saved Locations Vuldrick s Persistent PC Spawn Point System This very flexible system will allow a module designer to incorporate the use of Bioware Databases in order to maintain persistent start locations for their PCs This way the PC always starts off where they left off in the game Ihave included a simple system that allows PCs to spawn to waypoints designated by racial type class church etc This allows the module designer to make multiple spawn in zones for the various player races homelands class bases or whatever You can also have up to 6 different starting regions where you can have each of the start locations offered to each race class church etc in each of the regions This allows for a great diversity in starting locations for PCs The region is tracked with a simple integer system See configuration for details by Vuldrick http nwvault ign com View php view Scripts Detail amp id 2366 IMPLEMENTATION NOTES Basics 5 scripts 2 triggers 1 Creature 1 Item The PC Persistent Location Saving Wand is found under Tutorial in the palette or Chooser The Messenger of the Gods NPC is found under Custom5 in the palette or Chooser as are the two triggers CONFIGURATION NOTES
69. to unlock Lock Key Required YES This prevents players circumventing the system Door Lock Key Tag Used in magical traps see below Set the UnLock Door DC to whatever you want Using a key will ignore this number so it will only apply to door being locked with the Open locks skill Door Saving Throws O O Reflex Save This determines how difficult the door is to force open and represents a Strength Check DC Default is 5 door opens easily but stuck doors as per the DMG are also supported Fortitude Save This represents the material from which the door is made and thus how soundproof the door is see below Door Faction O The knock and answer script works by triggering the nearest non enemy and playable race NPC of the same faction as the door on the opposite side of the door to open it o If there are no eligible NPCs on the other side of the door to answer the closest eligible NPC must be within 15m will answer the door Because the default faction is hostile this will only occur if you specifically set a door to the relevant faction Door Keys o Putting the string K nnn where n is a number between 001 and 999 will result in a Key with the tag Key_nnn being recognized o Keys will work to both lock and unlock the door and do not disappear when used and do not require lock picking skill to be used In addition a key with the tag K_999 will unlock any door the value of the master key can be s
70. ubdual damage is on unconsciousness will occur in place of death Repeated attacks will cause the player to proceed through various levels of unconsciousness o Winded Unconscious for 15 seconds disabled AC and speed decreased for 30 seconds after recovery o Black out Unconscious for 30 seconds disabled for 60 seconds drops gold o Knock out Unconscious for 45 seconds disabled for 120 seconds drops gold weapon and pack items o Concussion Unconscious for 60 seconds disabled for 240 seconds drops gold all equipped items and all inventory items Ifaplayer is subdued again while unconscious or while disabled he will proceed down the list Sparring mode will keep a PC at the Winded level By Rocc modified by Vuldrick http nwvault ign com View php view Scripts Detail amp id 1572 IMPLEMENTATION NOTES Basics 3 scripts 1 placeable 1 item CONFIGURATION NOTES The PC Subdual Tool is automatically given to the PC when they enter the module If you do not want to use the subdual system nor give PCs a Subdual Tool simply set the integer called PCSubdualTool on the module equal to zero 0 Back to Table of Contents Stop Item Swaps Sir Elric s Stop Swap v1 2 Stop Swap simulates real time PnP style fighting by stopping players swapping out certain items during combat for enhanced realism similar to armor which is already covered by Bioware If the player is at a safe distance from the neares
71. up a bucket and moving it Change the delays in vg_wood_flint and vg_wood_feedfire to whatever you wish They are set small for testing purposes Using a random delay might be even better The further use of this system requires integration with other systems For instance it is useful for cooking meat taken from animals or bought It is useful for casting light at night or in a cave It could be useful for certain crafts such as curing a hide taken from an animal Another craft could be to brew potions from plants herbs picked and gathered Or poison Back to Table of Contents Climb System Climb System This system allows the builder the opportunity to force PCs to climb to a destination The climb skill is as close to PnP rules as we could make it considering that NWN does not have a climb skill All racial class and other bonuses and penalties are in place including armor encumbrances etc by Vuldrick amp Zelerian IMPLEMENTATION NOTES 2 scripts 4 items CONFIGURATION NOTES Lay down two custom triggers called Skill Climb Description for the places you wish the PC to climb to and from The trigger is found under Special Custom5 Lav two sets of the wavpoints called CLIMB DEST and CLIMB POINT one in each of the two triggers vou just placed Change the variables in the CLIMB POINT wavpoints for each location in the climb to have an appropriate DC Destination Direction Height and Climb Descriptio

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