A Sort of Continuation

Last year I wrote that I would look into certain other projects by Sunjammer and Axe in this post towards the end of this linked to thread. Having done so it appears most if not all could not be classified as plug’n’play and really need at least some knowledge of scripting in order to use them. Rather than leave it that I thought I would offer some very quick reviews although for these I will not be offering a score. I will however be providing pdf versions of the readme/how to/manual/whatever in the relevant posts. All these pdf files will have bookmarks to make it easier to find what you are looking for. I will only be reviewing things that do not make use of any accompanying files (hak, tlk, etc.). Where a demo module exists I will base my review in part of such modules after trying them.

Note. A word of caution here. Some of the systems/libraries are quite old and there may be better ways of doing the things that they do since they were posted. Also some of the following reviews may be shorter than you expect. In such cases please read the pdf document attached to that review. All the information you need should be included there.

Next post Sunjammer’s Armor Functions review.


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Sunjammer’s Armor Functions (05th January 2014)

This is a small library of 5 constants and 8 functions that return information relating to armour. There is also a single general purpose function included in a separate section. The download only contains an erf. All the information needed to use these are contained in the script as remarks. I have extracted this information, prettified it and created a pdf file containing it so that you can see if you have a use for these functions. This results in a 5 page document.

Final Word - This is a pretty niche library. If you think you may have a use for it, look at the pdf below.

Sunjammers Armour Functions Library.7z (220.2 KB)

Up Next - Sunjammer’s Fog Functions


Sunjammer’s Fog Functions (10th June 2006)

In spite of its title this erf actually contains 2 libraries - one for handling the fog functions and the other for manipulating colour. The download only contains an erf and a demo module so I have done the information extraction again. Having run the demo I have to say this has definite potential for both the atmosphere and the story telling in a module. While its use for entering Ravenloft is fairly obvious I can see plenty of non-horror scenarios that could make use of this.

The libraries. The fog library makes use of the color library in some of its functions.

  • Fog. This allows you to do various things change the density and/or colour of the fog, store and restore the current fog status and control how bright a certain colour of fog is. This library has 12 functions.
  • Color. This is a library of RGB Colour related constants, structures and functions. It can be used independently of the fog library and may well be found to be useful in your own scripts. With this library you can create a colour using individual red, green and blue values, convert a colour type to and from a 24-bit int colour value, manipulate a colour directly or through its brightness, get, set and delete a colour as a local variable. It contains a new user defined type, 9 functions and 140+ colour constants.
  • There is also an additional general purpose function in its own section.

Final Word - While the demo module may seem to run fast (probably needed to do so when it was released - hardware has improved since then) that is easy to fix in practice. Well worth a look.

Sunjammers Fog and Colour Libraries.7z (223.1 KB)
(11 pages)

Next Up - Sunjammer’s Footprint System


There’s some functions in the base game for fog:

// Gets the fog amount in the area specified.
// nFogType = nFogType specifies wether the Sun, or Moon fog type is returned.
//    Valid values for nFogType are FOG_TYPE_SUN or FOG_TYPE_MOON.
// If no valid area (or object) is specified, it uses the area of caller.
// If an object other than an area is specified, will use the area that the object is currently in.
int GetFogAmount(int nFogType, object oArea=OBJECT_INVALID)

// Gets the fog color in the area specified.
// nFogType specifies wether the Sun, or Moon fog type is returned.
//    Valid values for nFogType are FOG_TYPE_SUN or FOG_TYPE_MOON.
// If no valid area (or object) is specified, it uses the area of caller.
// If an object other than an area is specified, will use the area that the object is currently in.
int GetFogColor(int nFogType, object oArea=OBJECT_INVALID)

// Sets the fog amount in the area specified.
// nFogType = FOG_TYPE_* specifies wether the Sun, Moon, or both fog types are set.
// nFogAmount = specifies the density that the fog is being set to.
// If no valid area (or object) is specified, it uses the area of caller.
// If an object other than an area is specified, will use the area that the object is currently in.
void SetFogAmount(int nFogType, int nFogAmount, object oArea=OBJECT_INVALID)

// Sets the fog color in the area specified.
// nFogType = FOG_TYPE_* specifies wether the Sun, Moon, or both fog types are set.
// nFogColor = FOG_COLOR_* specifies the color the fog is being set to.
// The fog color can also be represented as a hex RGB number if specific color shades
// are desired.
// The format of a hex specified color would be 0xFFEEDD where
// FF would represent the amount of red in the color
// EE would represent the amount of green in the color
// DD would represent the amount of blue in the color.
// If no valid area (or object) is specified, it uses the area of caller.
// If an object other than an area is specified, will use the area that the object is currently in.
// If fFadeTime is above 0.0, it will fade to the new color in the amount of seconds specified.
void SetFogColor(int nFogType, int nFogColor, object oArea=OBJECT_INVALID, float fFadeTime = 0.0)

Which were introduced in patch 1.65. No idea when the date of that was though. Sunjammer’s Fog Functions let’s you smoothly fade the amount/colour and also save and retrieve same so at the very least, it is an expansion on those 4 functions. Add to that the color library included with the download which uses outside of the fog ones. Like I said, I think it is well worth a look (try the pdf).


Sunjammer’s Footprint System (26th March 2006)

The main download only contains a single erf, with no documentation file. However there is a demo module as a separate download. So I have extracted the documentation from the scripts into a pdf file, again.

This system almost makes it to being plug’n’play but not quite. No predefined objects to use. It is also probably the most complex (internally at least) of Sunjammer’s systems reviewed here. So what precisely does it do? In a nutshell it makes it so that creatures leave behind footprints where they’ve walked which fade away after a short while. These “footprints” are not restricted to just 2 legged creatures but can be used with single “legged” creatures such as gelatinous cubes too. Not only that but vfx can be attached to these footprints. Try the demo module to get a better understanding of some of the things possible.

The library contained in the erf contains 20 constants, 1 new user-defined type and 8 functions. Also included is a sub-library of 5 more general purpose functions and another new user-defined type.

Going by what is achieved in the demo module, this seems to work well and does what it says on the tin. In my opinion it can add to the story telling in a module when used in the right place(s) in a module. So if you have a use for it, I do recommend this. In fact, I may end up using it myself.

A quick word on the demo module. When this commences there is a sort of fashion parade going on and there is a sign-post near to your PC. Clicking on the sign-post brings up relevant information. Once you have read the information and seen enough of creatures walking back and forth, it is not immediately obvious what to do next. Just walk forward. There are more sign-posts ahead next to more demo’s. Read, watch, walk forward and repeat until you reach the end of the demo.

Common library for Sunjammers Footprint System.7z (225.8 KB)

That was the last of Sunjammer’s systems/libraries that I will be looking at.

Next Up - Axe’s Killer Fly Anywhere Transitioning System.


Killer Fly Anywhere Transitioning System by Axe

Contents of the archive - 1 erf, 1 mod and a txt readme file.

This enables the PC to store upto 15 (by default) different named locations and to jump between them. Locations can be across different areas. New location names are entered via the chat bar in the bottom left corner. The list of locations is stored in the Bioware campaign database (i.e. persistent). Played the demo and all seems to work as Axe intended.


All works flawlessly


  • Up, up and away! If you enjoy seeing your PC leap into the air and fly off the top of the screen in order to get to where you want to, then this is for you. For me, not so much. It gets old very, very quickly.
  • In the demo module you can only add new locations via a conversation with an NPC. In theory you may well be able to modify this so as to use a conversation with an item instead.

Killer Fly Anywhere Transitioning System v1.7z (248.9 KB)

Next up - Killer Caravan Quest System by Axe.


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Thanks for doing these reviews of old ( but pretty impressive ) systems, Tarot. Being a relative newcomer I’ve missed them all first time around and am enjoying seeing them for the first time. Already I’ve seen three or four I’d like to use.

This one, being essentially a shallow person, I think is great. I’m currently playing Morrowind for the first time and levitation is floating my boat big style. The “Superman” style animation in this package appeals to me although is more a fast travel than the levitation. Very easy to add a new location as well.

A mix of flying and fast travel ( for journeys requiring a transition) would be a super addition. I’ll leave the implementation to the clever folks . . . no, the problem for me comes if I want to use it in a module of my own.

Not sure I understand this. If I wanted to change one of the locations to an oasis in the desert tileset, how would I find out what it is called? His readme is pretty full on and aimed at folk with a greater knowledge than I . . .

Am I right in thinking that this system, which relies on a conversation could easily be used with a placeable such as something like a ring ? Could it be added to a spell even?

Killer Caravan Quest System by Axe (11th July 2008)

Contents of the archive - 1 erf, 1 demo module and 2 ini files.

While other quest systems are more generalist, this one is more specific. In game you approach a caravan master and ask for a job. That job is basically to become a 1 person and Ox caravan. You will be both guide and guard. You take your caravan from point A to point B while fending off bandit attacks. Upon reaching point B you hand off the caravan to a second NPC caravan master and receive your reward as long as you keep the Ox/caravan alive.

I suppose that technically this could be considered to be Plug’n’Play but you really need at least some module building experience to get the best out of it.


It works as advertised.
Eminently configurable - if you follow the instructions, you can change almost everything.


Seems as though care is needed in the placement of the resources included in it. Playing the demo module and following a certain route my PC couldn’t finish one of the caravan quests due to being blocked in by the Ox following an area transition. Earlier on the same route I had to restart the quest as the bandit snuck in behind me and killed the Ox.
Very large manual.

One little thing to note is that the demo module uses the exact same area maps as the previous system.

If you want something like this, give it a try.

Killer Caravan Quest System.7z (381.8 KB) (21 pages)

Next up - Axe Murderer’s Killer Death System


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Axe Murderer’s Killer Death System 1 (31st January 2009)
(actually version 2.2)

Contents of the archive by Axe - 1 erf, 1 demo module, 4 plain text documents and 2 html documents.

This is a system for dealing with a PC’s death that utilises a purgatory area. It’s mainly multi-player focused. It can be used in single player too but a lot of the functionality is lost due to the need for a second PC for that functionality. This system allows a player to choose from a number of different penalties for dying. Alternatively the other players (in mp) can intervene. There is also an optional timer that a builder can set in case the player(s) take too long to decide what to do.

Being focused on mp and I have only tried the demo module in sp, I can’t really comment on whether it fully works in mp. That being so, I cannot in all conscience detail Pros and/or cons for this system apart from saying that somebody else thought highly enough of it to make an independent expansion for it.

What I will say is that it is so well documented that it is almost overly so. When converted to pdf, the main manual/readme is 29 pages long. There are also 2 addendums only one of which I have made into pdf format (11 pages) and a 3 page explanation of the thinking behind the penalty system. Lastly there is an explanation of tag based scripting split over 2 html documents.

killer_death_system_1_v2.2.7z (801.2 KB)

(expansion by Urk) Killer Death System Temple Conversations (27th October 2015)

This is the expansion mentioned earlier. Absolutely needs Axe’s system in order to work. It provides extra conversations for the resurrecting priests covering all alignments and has a sliding scale of charges depending on how misaligned the dead PC’s alignment is to that of the priest. In extreme cases the priest may refuse to perform the rituals necessary. It also allows for other priestly activities to be undertaken by the same priest.

If you are creating a mp adventure these 2 downloads may well be worth a look.

Next up - Killer Item Sets by Axe.


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If I recall, it just uses a flag on an effect. Basically spawn out and whether the creature just appears or flies down. Dismissing the creature is the same, the creature just flies up.

The Giant Spiders use this effect I think. When they spawn they kinda spawn from the sky and drop in because they have this fly option enabled to pretend they are dropping from the cave ceiling or forest trees.

In this case you are just using this “spawn out” effect then moving the PC to the destination specified.

And yes, you can add this to anything that, it you need to know how to call these options, the difference being what or how it’s being invoked. Conversations needs to getSpeaker? On a line that the PC speaks. So if the last line is the PC saying “Up up and away!” That should affect the PC.
If it’s an item it’s who is using the item that needs to be affected.
If it’s a placeable then it either needs to be a conversation or the script has to get the interactor, I’m not familiar with this type of script, so you’d need to ask for help.

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Having used KDS for multiplayer, I can confirm it works as “described on the tin.” The drawbacks:

  1. Your “fate” is entirely in the hands of your party. If the whole party bites it, you’re all screwed.
  2. There were some minor issues with the horse system (can’t recall what they were though).
  3. The scripting is complex and can make it difficult to modify.

Thanks for that. Just one thought here. Does setting the count-down timer not help with number one, i.e. automatically send the player to the church/temple after a given amount of time?


Killer Item Sets by Axe (17th December 2008)

  • Contents of the archive - 1 erf, 1 exe, 3 2da files, 3 plain text files and another archive containing an example item set
  • Contents of the embedded archive containing the example item set - 1 hak, 1 2da and a plain text file

The erf contains a single script - an include file. The 2da files are templates from which you create your own custom versions for your item set, which means it doesn’t matter whether you are on 1.69/Diamond or EE. The exe file is a tool to assist in the creation of your item set. The text files are a readme, a how to use, details of a couple of example item sets and details of the included example item set.

The main package is most definitely not Plug’n’Play. However, the example item set can be used almost out of the box but the main system is still needed. Given that there is no example module and that all the documentation should be read for you to get the most from this, I would say that this system is not for beginners.

One thing to be aware of - The exe file. Given the age of it and assuming you are on Windows, you will need to set its compatibility mode to on and for Windows Vista which is how I checked that it would still run.

So what is an item set? An item set is a set of related equipment items that grant additional bonuses/penalties depending on which items in the set are used. These bonuses/penalties are in addition to what these items would give if the items were not part of the set. For an item to be part of a set they have to be able to be equipped. Being a set means no duplicates - only 1 item for any given slot. So if an item set occupies all the slots you would have 1 helmet/hat, 1 set of armour/clothes, 1 pair of boots/footwear, 1 set of bracers/gauntlets/gloves, 1 item in each hand slot, 1 cloak/cape, a ring in each ring slot, 1 amulet/necklace/etc, 1 belt, 1 quiver of arrows, one item in the sling ammo slot and 1 quiver of bolts. Note you do not have to have all the slots occupied for an item set but you must have at least 2. So, for example, you could have a helmet, a set of armour, a pair of gloves and a pair of boots to make up an item set.

This is a most versatile system. Aside from item sets giving bonuses they can also have deleterious effects on a PC. In fact, it is perfectly feasible to create an item set that is cursed. The documentation is more than adequate enough for the job of creating these. However, given its complexity, this is not for anyone not prepared to put in the work needed to create an item set.

Overall, not for beginners. At least some knowledge of scripting is needed in order to use the main package and the toolset for the example set. If you both have the need for a package like this and the ability to use it, check it out.

killer_item_sets_v1_0.7z (830.6 KB)

Next up - Killer Pub People by Axe


Yes, that would work. Its been many years since I’ve messed with KDS so thanks for reminding me that setting exists.

Killer Pub People by Axe

Contents of the archive - 1 erf, 1 hak, 1 demo module and 1 plain text readme/instructions. Also included is a separate archive which contains 4 plain text documents.

Both the hak and the erf in the main package, basically contain the same content. This is to give you alternative ways to use this. You must choose one or the other for your module; not both. If you want to just use this package as is for a Plug’n’Play experience, use the hak. If you are more experienced and you want to make one or more changes you use the erf instead.

Are you fed up of entering a bar/inn/pub/whatever and the patrons are basically just statues? This package seeks to fix that. How? With bar staff that wander around taking orders and talking to the patrons. With patrons that wander in and sit down before trying to attract the bar staffs attention. With a barkeep who interacts with both the staff and patrons. You could almost consider this as a mini, specialised A.I. Not only that, but this system shuts down when there are no PCs around. AFAIAC this is the star of the show from these recent script system reviews.

One little niggle with the demo module. For me, it seemed to take a bit of time before it got going and maybe the timing between things happening could do to be tweaked. Other than that it all seems to work just fine.

Overall, there is only one drawback with the main package and it only affects modules with more than one bar/etc. That is all the bars will behave exactly the same. This is where the additional embedded archive comes in. Be warned, this is not for the faint-hearted. The 4 plain text files contain detailed instructions and code with which to edit the scripts from the main package. The aim of these edits is to enable bars/etc. to have different “flavours”. In the readme for this addition to the main package, Axe said they would probably do the editing themselves for the next release of this. Given the date this was released, it is probably not going to happen. That being the case, I would regard these additional instructions to be a beta release. For that reason I would say that while the main package (especially the hak version) is suitable for newbies, the additional instructions are not.

Final words. Grab this for a much more lively bar atmosphere and if nothing else run the demo module to see what this does.

Killer Pub People v1.7z (340.7 KB)

Next up - Color Wall Puzzle by Axe


Thanks for that. It makes sense to me now. Unfortunately, being hopeless at scripting I tend to look for the easiest way round things so I did a bit of fumbling around with the system.

If all you are looking for is to get the system working in a module of your own, this worked for me ( caveat, only tested once ! :grinning:).

  1. Start with Axe’s demo module open in toolset.
  2. Create a new area - anything you like but preferably the first area of your new module.
  3. Delete all the original areas - just weild the sword !
  4. Add some NPCs to the new area with the “Fly” conversation provided.
  5. Save and try out !

By deleting the original areas in the module you seem to remove all those locations from the Fly conversation menu which is good. You can then, through the conversation, just add the location of your new PCs, calling that location whatever you like and the system will record it and add it to the possible locations menu.

It really is quite a neat fast travel system.

A final word to @Tarot_Redhand for his work in bringing these projects back from the past. I now have 4/5 of these that I’m thinking about using in my next module, partly as eye candy as the module will be for my granddaughter and partly because they solve issues I’d have to be a Grandmaster in scripting to achieve.

From Nereng’s token quest system ( a really quick way to set up quests) to Tarot’s All talk ( cult like chanting) to Sunjammers Footprints ( lots of uses), I actually find them quite exciting . . . I know, I intend to get out more. :grinning:

For me also , a big factor in me bothering to read up on the documentation for them is the fact that Tarot has changed the basic text files into PDFs which makes them immeasurably easier on the eye, so kudos to him for the work that must have gone into it.

Color Wall Puzzle by Axe (25th September 2008)

Contents of the archive - 1 erf and 1 plain text readme/instructions.

This is a seemingly simple puzzle where you must match 2 coloured light shafts by selecting one from a number of others. To spice things up a little, the colours that you select one from keep changing. Not for absolute beginning builders.

While it is true that on the whole, this puzzle is controlled by variables on one of 2 special waypoints, there are a lot of them. 19 variables to be precise. Yes they have default values. Thing is there is also some scripting involved. The instructions tell you to edit 4 existing scripts for 4 events. Herein lies a problem. These instructions omit to tell you to create any of these scripts where they don’t exist at that point. This could confuse beginners who may not realise this.

If you want a puzzle where almost all the scripting is done for you and you are up to handling the minimal scripting involved, give this a look.

Color Wall Puzzle v1.7z (209.3 KB)

Next up - Killer Tessla Placeables by Axe


Killer Tessla Placeables by Axe (19th May 2010)

Contents of the archive - a single nss (script source code) file and a very short readme.

All the instructions for using this are included as comments in the nss file. Most definitely not for beginners.

Entire contents of the “User Guide” -

Tessla Placeables v1.0 by Axe

Included is a library script containing the constants and functions required to create and manage tessla placeables. A tessla placeable is one where a beam dances about above it continuously throughout its existence, by default a lightening beam (bolt).

All instructions for using this are in the comments found inside the included library script.

As there is no way this can be considered as being for beginners, I have not included a pdf version of the instructions.

Next up - Axe Murderer’s Killer Treasure Generator v1.0 by Axe