Post by Harkker on Aug 9, 2013 3:35:22 GMT
Making Zones for Karador.
« on: March 10, 2008, 04:28:01 PM »
--------------------------------------------------------------------------------
Have a copy of the Karador MOD. Open it in the tool set.
www.successdevelopmentservices.com/NWN/karador.zip
Area Settings
Outdoor (wild)
Area Properties / Visual / Customize / Moon Ambient Color / (make black)
Area Properties / Visual / Customize / Mood Diffuse Color / (make black)
Area Properties / Visual / Customize / Moon Fog Color / (make black)
Area Properties / Visual / Customize / Fog Clip Distance / 65
Area Properties / Visual / Customize / Weather % Rain / 10%
Area Properties / Visual / Customize / Skybox / Grass - Clear
Area Properties / Events / OnEnter / ld_area_enter
Area Properties / Events / OnExit / ld_area_exit
Area Properties / Events/ OnUserDefined / ld_area_ud
Area Properties / Advanced / Loading Screen / (Pick one, dont leave random)
Area Properties / Advanced / Player vs Player / Default
Area Properties / Advanced / Tag / (Keep tags less than 12 letters)
Area Properties / Advanced / Terrain Type (Set to Artificial if dangerous or preverted, set to natural if its a nice wilderness rangers and druids can rest in)
Indoor Civilized
Area Properties / Events / OnEnter / ld_area_enter
Area Properties / Events / OnExit / ld_area_exit
Area Properties / Events/ OnUserDefined / ld_area_ud
Area Properties / Advanced / Loading Screen / (Pick one, dont leave random)
Area Properties / Advanced / Player vs Player / Default
Area Properties / Advanced / Tag / (Keep tags less than 12 letters)
Area Properties / Advanced / Terrain Type (Set to Artificial)
Indoor Dungeon
Area Properties / Visual / Reset to black
Area Properties / Events / OnEnter / ld_area_enter
Area Properties / Events / OnExit / ld_area_exit
Area Properties / Events/ OnUserDefined / ld_area_ud
Area Properties / Advanced / Loading Screen / (Pick one, dont leave random)
Area Properties / Advanced / Player vs Player / Default
Area Properties / Advanced / Tag / (Keep tags less than 12 letters)
Area Properties / Advanced / Terrain Type (Set to Artificial)
Making Containers that Refill
Place a container placeable
Make sure it is Usable
Make sure it has an Inventory
Maker sure it only has items in inventory you want there.
Set the OnOpen script to fill_me_done
Be sure there are no other scripts set on the container.
Be sure the container has a high Hardness
Be sure the container has a high number of Hit Points
Be sure the container has a high Fort save
Now the hard part….Refilling containers can only refill up to 5 items. Find both the Tag and the Blueprint ResRef for each item you want it to refill. Go to the container’s Advanced tab and Click the Variables button. You will need to enter 2 variables onto this list for every item the chest is to restock. They all will be strings. The first name will be “FillRes”, it will be a string, and it’s Value should be the item’s Blueprint ResRef. The second variable will be named “FillTag”, which will be a string and have the Value set to the Tag of the item you want it be restocked. Do this as many as 4 more times to fill up to 5 items in a chest. You will need to use the names “FillTag1”, “FillTag2”, “FillTag3”, “FillTag4”, “FillRes1”, “FillRes2”, “FillRes3”, “FillRes4”, for subsequent variables.
What basically happens is this. When the chest opens, it looks it its variables names FillTag, FillTag1, FillTag2, FillTag3 and FillTag4. These give it the tags of the items that should be in the chest. If there not there when they need to be, it makes them. Id does that by getting the variables FillRes, FillRes1, FillRes2, FillRes3 and FillRes4, and using those as Blueprint ResRefs with which to CreateObject.
Locked Chests with Bash Option
Basic Tab- Check "Usable" and "Has Inventory". Hardness 100, HPs 3000 (HP sets bash difficulty).
Lock Tab- Check "Locked" and "Can be relocked". Set Open Lock DC at 22 or more.
Scripts Tab- OnPhysicalAttacked ="chest_bash". OnOpen = "fill_me_done". OnUnLock = "picklock_xp".
Encounter Triggers
Try VERY hard to use creatures only from Custom Palette / Special 1,2 and 3.
Be sure that each encounter trigger has a single “spawn point” that is out of sight when a PC hits the encounter. We don’t like creatures appearing around PCs and we don’t like them appearing within sight.
Basic / Spawn Option / Continuous
Advanced / Faction (Hostile)
Advanced /Active (checked)
Advanced / Encounter Respawns (checked)
Advanced / Respawn Time (2200)
Advanced / Infinite Respawn (checked)
Advanced / Player Trigered Only (checked)
Area Sounds
Not too much to say about this. Implement them as you think fits the zone. If you are making a generic outdoor wilderness area I have two standard sound items I use. They can be found in Paint Sounds / Custom / Special / Custom 1. They are “Wildlands Sounds Day 1” and “Wildland Sounds Night 1”. Drop one of each anyplace in any of your wild zones. If it’s a really wilderness place with lots of animals, drop 2 of each.
Using the Karador Spawn System
Long ago, I developed a spawn system for Karador that allows large random groups of creatures to spawn at random locations. This talks about how this system can be implemented in an area you are building. There are currently three scripts that work in identical ways for this. The first is for quasi civilized area like roads which are half wild and half civilized. The second is for large wildlands were all sorts of monsters can travel and gather. The third is for the underdark.
Choose which you will use in your area (if any).
Paint a “New Generic” trigger someplace A PC is likely to go.
Place 8 waypoints in the area that would be good locations for random encounters.
Only place 6 waypoints for the underdark system.
Each of these waypoints needs a special tag name
The tag should be “ WP_Spawn_(zone tag)_# “
(zone tag) should be the tag of the area the trigger and waypoints are in
# should be a number between 1 and 8, one of each.
The “New Generic” trigger still needs a script placed on it’s OnEnter event. If it’s a road, use the civ_wild_land script. If it’s a big wild land, use wild_lands script. If it’s in the under dark, use the uber_spawn_1 script.
Creature, Item and Placeable Pallets
Creature
In a Karador zone or event, you really should not use standard creatures from the standard palette at all. Items we avoid some more than others. Monsters from the standard pallet don’t see as far, have poor AIs, drop things I don’t want dropped. If you are going to use creatures, use them from the Custom / Special palette. “Custom 1” has smart creatures that have societies and such. “Custom 2” has dumb monstrous beasts for the most part. “Custom 3” are animals and pets. Custom 4 and Custom 5 are a bit mixed up at the moment, but are generally special creatures you should not use.
Items
As far as items go, we have a ton of custom items. Look under Custom / Special. “Custom1 ” are food and drink. “Custom 2” are DM only items. “Custom 3” has a bulk of the adventuring gear. “Custom 4” is pretty much treasure and loot. “Custom 5” is mostly herbs and other natural reagents.
Pretty much feel free to use any items with some general rules..
No standard gems, we have all custom ones under Miscellaneous / Gems
No standard healing kits, use the healing items in “Custom 3”
No standard lockpicks, We just don’t use them here, we have out own.
No standard lights (torches, lanters) Karador has all custom ones with a Hide negative.
Be VERY careful adding magic items. I don’t like a lot of them.
Placeables
Use any and all standard and custom placeables you like. Please however to be sure when you put them down that you know what scripts are on them and what they do. Many of the containers have unwanted loot spawning scripts. Some of the statues and corpses turn into unwanted creatures. Basically if it’s not a Karador specific placeable, don’t let any scripts stay on it. As far as Karador specific placeables found under Custom / Special, “Custom 1” has all kinds of neat things that are commonly used and set up to be safe. “Custom 2” has refilling herbs. “Custom 3” has lumbering trees, ore and gem deposits. Basically thing you bang for resources. “Custom 4” has common signs. “Custom 5” is filled with junk that I’m not even sure if it is used or not anymore.
Also be caution about any item placeable that is usable. Be sure it has a name you want seen on it and that it has high Hardness and Hit Point values that will keep it from being bashed apart.
Standard Doors
There are three standard doors we use in Karador. The “House Door, no open”, The “Standard Locked Door”, and the “Standard Closing Door”.
The “Standard Closing Door” is the most commonly used. It’s found under Door / Custom / Universal / Wood / “Standard Closing Door”. All it is, is a door that will close itself. Use these for any unlocked door you want to use in your mod. It’s also pretty vandalism proof and it brings people out of stealth when they open it.
The “Standard Locked Door” is pretty self explanatory. It’s found under Door / Custom / Universal / Wood / “Standard Locked Door”. It’s pretty resistant to vandalism. It closes and relocks itself. It also knocks people out of stealth when they open it. Feel free to change the DC value of the lock. This door has a few nice features built in. Picking it gives XP. It also has our door bash system on it. This lets PCs bash open doors without destroying the doors. Changing the HPs of the door determines how hard it is to open. 20 HPs is a weak door with a bash DC of 13, 30 HPs is a normal door with a bash DC of 18, 30 HPs is a strong door with a bash DC of 23, 60 HPs is an iron door with a bash DC of 28.
The “House Door, no open” is a door that’s never meant to be opened. It’s for decoration and closes off places people can’t go. Most cities are filled with doors that never open. This can be found under Door / Custom / Universal / Stone / “House Door, no open”
Rest Zones
Basically, in Karador there are a limited few places PCs are allowed to rest. How this is done is simple. When the a PC tries to rest, the rest script goes into play. The rest script looks at the PC trying to rest and looks for a variable on him that says 1 or 0. If it’s 1, it lets him rest. If it’s 0 it tells him the area is not safe. The trick to rest zones is that there are trigger areas we have made. When a PC walks into one, it sets his rest variable to 1. When they leave, it sets the rest variable to 0. These rest allowing triggers can be fund under Paint Triggers / Generic Triggers / “Rest Area” or “Rest Area Improvised”. Both of these two triggers do the same thing with one exception. They give a different message when the PC comes and goes. “Rest Area” is for nice inn rooms. “Rest Area Improvised” for OK places like camp sites.
Reward Boxes
Karador has special “Buy Boxes” where PCs can simply drop items into them and receive a reward. This expatiates selling off particular items and lets us set prices for things where the default values are undesirable and inflexible. The standard Karador “buy box” can be found under Placeables / Custom / Special / Custom 1 / “Reward Box”. Placing it isn’t enough. We have to tell it what item it will accept and what kind of reward it will give for that item. We do this with local variable. Open the properties of the box. Go to the Advanced tab and click the “Variables” button. First we’ll program it to know what item it likes. Get the tag of the item the box should accept. You first entry name will be “Item”, it will be a string, and the value should be the tag of the item the box accepts. Next, if there is a gold award, you need to add another entry. The name of the entry will be “Gold”, it will be an int, and its value will be the amount of gold reward for a single item put in the box. Lastly, some boxes offer an Experience Point reward. If so, you will need to make an entry like this. The name of the entry will be “XP”, it will be a int, and it’s value will be the amount of XP the reward is.
As another tip, you can easily change what the container looks like with the Appearance Type in the Basic tab of the box’s properties. Unfortunately, reward boxes require special scripting to accept more than a single item.
Automatic Door Openers
From time to time, you will want a door to unlock and open when somebody comes near it. A great example of this is an inn room which closes and locks. It would suck to get locked in your own inn room would it not? So, here is a simple elegant solution. If you look under Triggers / Custom / Generic Trigger / “Inn Room Door opener” you will find a trigger area you can paint. Whenever a PC enters that trigger area, it will unlock and open the nearest door that has the tag "RoomDoor". Paint the trigger and tag the appropriate door "RoomDoor", and your good to go. Using one of these is a great idea on the inside of any internal door that locks… particularly if it absolutely requires a key to open and can’t be bashed or picked. Locked doors that transition one zone to another do not need this. When you open one door, the corresponding door in the other area opens as well. When you link two doors together for an area transition, even though there kinda the same door in game, there two different doors. Opening one will open the other even if one was unlocked and the other wasn’t.
Karador Creatures
Advanced Tab
Leaves Lootable Corpse (checked)
Disarmable (if it holds a weapon)
Faction (choose an appropriate one, avoid “Hostile”. DO NOT MAKE ONE!)
Perception Range (long)
Inventory
Be sure items are droppable, I hate when monsters have gear you can loot.
Scripts Tag
x2_def_onblocked
x2_def_endcombat
x2_def_onconv
x2_def_ondamage
x2_def2_ondeath
x2_def_ondisturb
x2_def_heartbeat
x2_def_percept
x2_def_attacked
x2_def_rested
x2_def2_spawn
x2_def_spellcast
x2_def_userdef
*note the two x2_def2 scripts are Karador custom scripts.
Once you have entered all of these scripts, I recommend you “Save Script Set” so you can do future monsters much faster. The Karador Monster script set I have is NOT stored in the Mod, but rather in a folder in my NWN folder.
Adding a Bank Branch
Making a bank has 2 major components, the banker and the bank box.
The Box is found in Placeable / Custom / Special / Custom 1 / “Item Bank Vault”
The banker is found in Creature / Custom / Special / Custom 5 / “Banker”
Please give the banker an upper class sounding name and some nice clothing.
Thus far I have limited the banks (for the most part) to Lomar, because it is a Lomarian Institution. It’s a symbol of civility in a hostile world. The few places with a Bank outside of Lomar are political allies of Lomar such as Phlan and Fairfax.
« Last Edit: May 23, 2009, 08:50:01 PM by Negalith »
« on: March 10, 2008, 04:28:01 PM »
--------------------------------------------------------------------------------
Have a copy of the Karador MOD. Open it in the tool set.
www.successdevelopmentservices.com/NWN/karador.zip
Area Settings
Outdoor (wild)
Area Properties / Visual / Customize / Moon Ambient Color / (make black)
Area Properties / Visual / Customize / Mood Diffuse Color / (make black)
Area Properties / Visual / Customize / Moon Fog Color / (make black)
Area Properties / Visual / Customize / Fog Clip Distance / 65
Area Properties / Visual / Customize / Weather % Rain / 10%
Area Properties / Visual / Customize / Skybox / Grass - Clear
Area Properties / Events / OnEnter / ld_area_enter
Area Properties / Events / OnExit / ld_area_exit
Area Properties / Events/ OnUserDefined / ld_area_ud
Area Properties / Advanced / Loading Screen / (Pick one, dont leave random)
Area Properties / Advanced / Player vs Player / Default
Area Properties / Advanced / Tag / (Keep tags less than 12 letters)
Area Properties / Advanced / Terrain Type (Set to Artificial if dangerous or preverted, set to natural if its a nice wilderness rangers and druids can rest in)
Indoor Civilized
Area Properties / Events / OnEnter / ld_area_enter
Area Properties / Events / OnExit / ld_area_exit
Area Properties / Events/ OnUserDefined / ld_area_ud
Area Properties / Advanced / Loading Screen / (Pick one, dont leave random)
Area Properties / Advanced / Player vs Player / Default
Area Properties / Advanced / Tag / (Keep tags less than 12 letters)
Area Properties / Advanced / Terrain Type (Set to Artificial)
Indoor Dungeon
Area Properties / Visual / Reset to black
Area Properties / Events / OnEnter / ld_area_enter
Area Properties / Events / OnExit / ld_area_exit
Area Properties / Events/ OnUserDefined / ld_area_ud
Area Properties / Advanced / Loading Screen / (Pick one, dont leave random)
Area Properties / Advanced / Player vs Player / Default
Area Properties / Advanced / Tag / (Keep tags less than 12 letters)
Area Properties / Advanced / Terrain Type (Set to Artificial)
Making Containers that Refill
Place a container placeable
Make sure it is Usable
Make sure it has an Inventory
Maker sure it only has items in inventory you want there.
Set the OnOpen script to fill_me_done
Be sure there are no other scripts set on the container.
Be sure the container has a high Hardness
Be sure the container has a high number of Hit Points
Be sure the container has a high Fort save
Now the hard part….Refilling containers can only refill up to 5 items. Find both the Tag and the Blueprint ResRef for each item you want it to refill. Go to the container’s Advanced tab and Click the Variables button. You will need to enter 2 variables onto this list for every item the chest is to restock. They all will be strings. The first name will be “FillRes”, it will be a string, and it’s Value should be the item’s Blueprint ResRef. The second variable will be named “FillTag”, which will be a string and have the Value set to the Tag of the item you want it be restocked. Do this as many as 4 more times to fill up to 5 items in a chest. You will need to use the names “FillTag1”, “FillTag2”, “FillTag3”, “FillTag4”, “FillRes1”, “FillRes2”, “FillRes3”, “FillRes4”, for subsequent variables.
What basically happens is this. When the chest opens, it looks it its variables names FillTag, FillTag1, FillTag2, FillTag3 and FillTag4. These give it the tags of the items that should be in the chest. If there not there when they need to be, it makes them. Id does that by getting the variables FillRes, FillRes1, FillRes2, FillRes3 and FillRes4, and using those as Blueprint ResRefs with which to CreateObject.
Locked Chests with Bash Option
Basic Tab- Check "Usable" and "Has Inventory". Hardness 100, HPs 3000 (HP sets bash difficulty).
Lock Tab- Check "Locked" and "Can be relocked". Set Open Lock DC at 22 or more.
Scripts Tab- OnPhysicalAttacked ="chest_bash". OnOpen = "fill_me_done". OnUnLock = "picklock_xp".
Encounter Triggers
Try VERY hard to use creatures only from Custom Palette / Special 1,2 and 3.
Be sure that each encounter trigger has a single “spawn point” that is out of sight when a PC hits the encounter. We don’t like creatures appearing around PCs and we don’t like them appearing within sight.
Basic / Spawn Option / Continuous
Advanced / Faction (Hostile)
Advanced /Active (checked)
Advanced / Encounter Respawns (checked)
Advanced / Respawn Time (2200)
Advanced / Infinite Respawn (checked)
Advanced / Player Trigered Only (checked)
Area Sounds
Not too much to say about this. Implement them as you think fits the zone. If you are making a generic outdoor wilderness area I have two standard sound items I use. They can be found in Paint Sounds / Custom / Special / Custom 1. They are “Wildlands Sounds Day 1” and “Wildland Sounds Night 1”. Drop one of each anyplace in any of your wild zones. If it’s a really wilderness place with lots of animals, drop 2 of each.
Using the Karador Spawn System
Long ago, I developed a spawn system for Karador that allows large random groups of creatures to spawn at random locations. This talks about how this system can be implemented in an area you are building. There are currently three scripts that work in identical ways for this. The first is for quasi civilized area like roads which are half wild and half civilized. The second is for large wildlands were all sorts of monsters can travel and gather. The third is for the underdark.
Choose which you will use in your area (if any).
Paint a “New Generic” trigger someplace A PC is likely to go.
Place 8 waypoints in the area that would be good locations for random encounters.
Only place 6 waypoints for the underdark system.
Each of these waypoints needs a special tag name
The tag should be “ WP_Spawn_(zone tag)_# “
(zone tag) should be the tag of the area the trigger and waypoints are in
# should be a number between 1 and 8, one of each.
The “New Generic” trigger still needs a script placed on it’s OnEnter event. If it’s a road, use the civ_wild_land script. If it’s a big wild land, use wild_lands script. If it’s in the under dark, use the uber_spawn_1 script.
Creature, Item and Placeable Pallets
Creature
In a Karador zone or event, you really should not use standard creatures from the standard palette at all. Items we avoid some more than others. Monsters from the standard pallet don’t see as far, have poor AIs, drop things I don’t want dropped. If you are going to use creatures, use them from the Custom / Special palette. “Custom 1” has smart creatures that have societies and such. “Custom 2” has dumb monstrous beasts for the most part. “Custom 3” are animals and pets. Custom 4 and Custom 5 are a bit mixed up at the moment, but are generally special creatures you should not use.
Items
As far as items go, we have a ton of custom items. Look under Custom / Special. “Custom1 ” are food and drink. “Custom 2” are DM only items. “Custom 3” has a bulk of the adventuring gear. “Custom 4” is pretty much treasure and loot. “Custom 5” is mostly herbs and other natural reagents.
Pretty much feel free to use any items with some general rules..
No standard gems, we have all custom ones under Miscellaneous / Gems
No standard healing kits, use the healing items in “Custom 3”
No standard lockpicks, We just don’t use them here, we have out own.
No standard lights (torches, lanters) Karador has all custom ones with a Hide negative.
Be VERY careful adding magic items. I don’t like a lot of them.
Placeables
Use any and all standard and custom placeables you like. Please however to be sure when you put them down that you know what scripts are on them and what they do. Many of the containers have unwanted loot spawning scripts. Some of the statues and corpses turn into unwanted creatures. Basically if it’s not a Karador specific placeable, don’t let any scripts stay on it. As far as Karador specific placeables found under Custom / Special, “Custom 1” has all kinds of neat things that are commonly used and set up to be safe. “Custom 2” has refilling herbs. “Custom 3” has lumbering trees, ore and gem deposits. Basically thing you bang for resources. “Custom 4” has common signs. “Custom 5” is filled with junk that I’m not even sure if it is used or not anymore.
Also be caution about any item placeable that is usable. Be sure it has a name you want seen on it and that it has high Hardness and Hit Point values that will keep it from being bashed apart.
Standard Doors
There are three standard doors we use in Karador. The “House Door, no open”, The “Standard Locked Door”, and the “Standard Closing Door”.
The “Standard Closing Door” is the most commonly used. It’s found under Door / Custom / Universal / Wood / “Standard Closing Door”. All it is, is a door that will close itself. Use these for any unlocked door you want to use in your mod. It’s also pretty vandalism proof and it brings people out of stealth when they open it.
The “Standard Locked Door” is pretty self explanatory. It’s found under Door / Custom / Universal / Wood / “Standard Locked Door”. It’s pretty resistant to vandalism. It closes and relocks itself. It also knocks people out of stealth when they open it. Feel free to change the DC value of the lock. This door has a few nice features built in. Picking it gives XP. It also has our door bash system on it. This lets PCs bash open doors without destroying the doors. Changing the HPs of the door determines how hard it is to open. 20 HPs is a weak door with a bash DC of 13, 30 HPs is a normal door with a bash DC of 18, 30 HPs is a strong door with a bash DC of 23, 60 HPs is an iron door with a bash DC of 28.
The “House Door, no open” is a door that’s never meant to be opened. It’s for decoration and closes off places people can’t go. Most cities are filled with doors that never open. This can be found under Door / Custom / Universal / Stone / “House Door, no open”
Rest Zones
Basically, in Karador there are a limited few places PCs are allowed to rest. How this is done is simple. When the a PC tries to rest, the rest script goes into play. The rest script looks at the PC trying to rest and looks for a variable on him that says 1 or 0. If it’s 1, it lets him rest. If it’s 0 it tells him the area is not safe. The trick to rest zones is that there are trigger areas we have made. When a PC walks into one, it sets his rest variable to 1. When they leave, it sets the rest variable to 0. These rest allowing triggers can be fund under Paint Triggers / Generic Triggers / “Rest Area” or “Rest Area Improvised”. Both of these two triggers do the same thing with one exception. They give a different message when the PC comes and goes. “Rest Area” is for nice inn rooms. “Rest Area Improvised” for OK places like camp sites.
Reward Boxes
Karador has special “Buy Boxes” where PCs can simply drop items into them and receive a reward. This expatiates selling off particular items and lets us set prices for things where the default values are undesirable and inflexible. The standard Karador “buy box” can be found under Placeables / Custom / Special / Custom 1 / “Reward Box”. Placing it isn’t enough. We have to tell it what item it will accept and what kind of reward it will give for that item. We do this with local variable. Open the properties of the box. Go to the Advanced tab and click the “Variables” button. First we’ll program it to know what item it likes. Get the tag of the item the box should accept. You first entry name will be “Item”, it will be a string, and the value should be the tag of the item the box accepts. Next, if there is a gold award, you need to add another entry. The name of the entry will be “Gold”, it will be an int, and its value will be the amount of gold reward for a single item put in the box. Lastly, some boxes offer an Experience Point reward. If so, you will need to make an entry like this. The name of the entry will be “XP”, it will be a int, and it’s value will be the amount of XP the reward is.
As another tip, you can easily change what the container looks like with the Appearance Type in the Basic tab of the box’s properties. Unfortunately, reward boxes require special scripting to accept more than a single item.
Automatic Door Openers
From time to time, you will want a door to unlock and open when somebody comes near it. A great example of this is an inn room which closes and locks. It would suck to get locked in your own inn room would it not? So, here is a simple elegant solution. If you look under Triggers / Custom / Generic Trigger / “Inn Room Door opener” you will find a trigger area you can paint. Whenever a PC enters that trigger area, it will unlock and open the nearest door that has the tag "RoomDoor". Paint the trigger and tag the appropriate door "RoomDoor", and your good to go. Using one of these is a great idea on the inside of any internal door that locks… particularly if it absolutely requires a key to open and can’t be bashed or picked. Locked doors that transition one zone to another do not need this. When you open one door, the corresponding door in the other area opens as well. When you link two doors together for an area transition, even though there kinda the same door in game, there two different doors. Opening one will open the other even if one was unlocked and the other wasn’t.
Karador Creatures
Advanced Tab
Leaves Lootable Corpse (checked)
Disarmable (if it holds a weapon)
Faction (choose an appropriate one, avoid “Hostile”. DO NOT MAKE ONE!)
Perception Range (long)
Inventory
Be sure items are droppable, I hate when monsters have gear you can loot.
Scripts Tag
x2_def_onblocked
x2_def_endcombat
x2_def_onconv
x2_def_ondamage
x2_def2_ondeath
x2_def_ondisturb
x2_def_heartbeat
x2_def_percept
x2_def_attacked
x2_def_rested
x2_def2_spawn
x2_def_spellcast
x2_def_userdef
*note the two x2_def2 scripts are Karador custom scripts.
Once you have entered all of these scripts, I recommend you “Save Script Set” so you can do future monsters much faster. The Karador Monster script set I have is NOT stored in the Mod, but rather in a folder in my NWN folder.
Adding a Bank Branch
Making a bank has 2 major components, the banker and the bank box.
The Box is found in Placeable / Custom / Special / Custom 1 / “Item Bank Vault”
The banker is found in Creature / Custom / Special / Custom 5 / “Banker”
Please give the banker an upper class sounding name and some nice clothing.
Thus far I have limited the banks (for the most part) to Lomar, because it is a Lomarian Institution. It’s a symbol of civility in a hostile world. The few places with a Bank outside of Lomar are political allies of Lomar such as Phlan and Fairfax.
« Last Edit: May 23, 2009, 08:50:01 PM by Negalith »