Books and Things - Revisited

Dynamic Tag-Based Level, Race, and class Restricted Doors and Triggers by Invizible420

Archive contains : 1 erf, 1 demo module, 1 plain text readme

“Your names not down, you’re not coming in!”. If you need to restrict access to door-transitions and/or arbitrary portions of an area, this little package has what you need. No scripting required. What you get is a custom door and two custom triggers. The actual restrictions are set by the tag(s) of these doors and triggers. The way that it works is that you use codes to define what level restrictions apply (greater than or equal to level, exact level or less than or equal to level). Optionally you can also restrict via class and/or race. All is explained in the readme. One possible problem is that, when a player is denied access, a floaty message appears over their heads explaining why. The thing is that there is no facility to turn that off, which would have been easy to add via a single variable on the door/trigger. Apart from that it appears to work well.

Pro :
Does what it says on the tin.
Succinct user instructions.
No scripting required.

Con :
Floaty text messages can’t be turned off.

Conclusion :

If you need to add restricted access to door-transitions and/or triggers, give this a try. Simple enough to use if you only want to restrict access by level. Slightly more complex if you also want to restrict access via class and/or race. In theory (I haven’t tested this) it is also possible to restrict PC’s access just by PC’s class and/or race. You would just set the level restriction to greater than or equal to level 1.

Voted 8/10. Tested on EE.

Readme converted to pdf -

Dynamic Tag-Based Level, Race, & Class Restrictions Readme.7z (244.4 KB)

TR

Soul Mirror by Joachim the DM

Archive contains : 1 erf.

Plug and Play.

This consists of a mirror prefab with scripts. When the PC “uses” it an exact copy of the PC is created which then immediately attacks the PC. On the project page, the creator says that they had problems getting it to work properly. That may be why they felt the need to replace the Bioware standard script “nw_i0_generic”. Also, no readme as, from a user’s viewpoint, none is needed.

Pro :

Nothing to edit and scripting required at all.
Works as advertised.

Con :

Standard script replaced when it shouldn’t have needed to be.

Conclusion :

Simply place the mirror where you want and it will perform as advertised.

Voted 7/10. Tested on EE.

TR

Ke’haar Stones V1.2 by Lilac Soul

Archive contains : 2 erf files, 1 readme in pdf format!

Disclaimer : Only tested with a single PC without any associates.

Plug and play.

This is an alternative to stones of recall. However the Ke’haar stones are just a bit bigger being man high placeable rocks. In order to make use of them you will need the Book of Ke’haar in your inventory. With it you can record the locations of up to 3 Ke’haar stones for teleporting back to in the future. Once the book is full (3 locations stored) you will have the option to overwrite the location of your choice within the book. There are two versions of this (hence the 2 erf) -

  1. kehaar1_2self.erf which teleports both the PC and all their associates. (I suspect this for sp)
  2. kehaar1_2party.erf which teleports the PC, PC’s party members and all associates. (I suspect this for mp)

In both instances it won’t work for those in conversation or combat.

For the builder there is everything necessary to make use of this system included. Just place your Ke’haar stones and make the Book of Ke’haar available to the PC. In fact there is only one thing missing. A demo module would have been nice for testing this out but there isn’t one. So I had to make my own in order to test that this system by the creator of the script generator worked as advertised. It does.

Pro :

No scripting required.
Works as advertised.
Up to 3 destinations.

Con :

No demo module.

On the whole this is a step up from stones of recall. If you like the sound of it, give it a try.

Voted 9/10. Tested on EE.

TR

Switch-Based Secret Doors Suite (v1.21) by Mentalepsy

Archive contains : 1 erf, 1 demo module, 1 plain text readme

This is another secret door package but it takes a different approach to Axe Murderer’s one reviewed earlier in this thread. Do you remember all those old movies (or Scooby Doo tv shows (^_^)) where a wall mounted candle-holder is accidentally twisted and a secret door is revealed? This package somewhat replicates those in that it focuses on the use of switches which themselves can be hidden. Great for old Baronial country manors and spooky castles. This package has too many features to mention here - just look in the readme for a full list. It also comes with one of the best demo modules for introducing the features available that I have come across. Having said that, this package is probably not suitable for absolute beginners but anyone with a bit of experience with the toolset should have no problems in using this.

Pro :

Does what it says on the project page.
Fully featured.
No scripting necessary when the prefabs are used.
Any placeable can be used as a (hidden) switch.

Con :

May be too complex for absolute beginners.

Conclusion :

For anyone with a bit experience who wants an enhanced secret door system, try this.

Voted 9/10. Tested on EE.

Readme converted to pdf -

SBSD_readme.7z (273.6 KB)

TR

The Invisible Listener v2.0 by nereng

Archive contains : 1 erf, 1 demo module, 1 readme in old ms word (97-2003) format.

Plug and play.

To quote the project page -

With the advent of new EE only scripting functions this could be considered obsolescent technology. It still works and works well. It consists of a number of custom invisible creatures that listen for the PC to say certain key words and then these creatures cause something to happen. The player makes the PC “speak” by typing in the chat area and pressing return. There is a good demo module to show off the various creature’s default abilities which should suffice in most cases. It is easy to change what words need to be “spoken” as it is all done with variables. These variables, as well as what each listener does, are all documented in the readme.

Pro :

No scripting required.
Works straight out of the archive.
Provides alternative ways for the player to interact with the game.
Good demo module and readme.

Con :

Obsolescent technology.

Conclusion :

It works well, so if you are intrigued take a look.

Voted 8/10. Tested on EE.

Readme in pdf -

README_Listener.7z (256.8 KB)

TR

This was out of date in 1.69 too. OnPlayerChat is not EE only.

The Digital Elevator by nereng

Archive contains : 3 erf, 1 demo module, 1 readme in rtf format.

What you get is a kit of parts to build your own elevator/lift. Why digital? When in the elevator/lift, the number of the floor is displayed floating in the air. When in use by the player there are appropriate sound effects and it can be set to shake if desired. In number of areas alone, the demo module is one of the largest I have come across (12 in total). The elevator/lift works and works well. In fact the only thing that could be against this is, in my opinion, it could be considered to be an anachronism (something not in its correct time period) when used in a fantasy setting and some might find it a bit jarring (OK, so others might find it hilarious too especially with the right NPCs riding in it). An experienced builder could just make use of the scripts and key placeables to make use of it for D20 modern which is probably a better setting for it.

Pro :

It works well.
No scripting required.
Full instructions provided.

Con :

Might be considered to be an anachronism

Conclusion :

Tricky one this. It all comes down to do you as a builder think it fits your module? If the answer is yes, give it a try.

Voted 6/10. Tested in EE.

Readme converted to pdf -

Readme_elevator.7z (251.1 KB)

TR

Then HOTU is anachronistic as well … :slight_smile:

Underdark Hazards by ruelk

Archive contents : 1 erf, 1 readme in pdf format.

This small package introduces five new underground hazards, a universal secret message system and an arcane spellcaster only bonus. The hazards are Cave In (deadly to low level PCs), Glass Rock, Methane Pocket, Random encounters and Stunk Mold. They are easy to set up and use in your own modules. However, while thorough unless you read the manual carefully it can be slightly confusing. Also, this package could definitely have done with a demo module.

Pro :

Easy to use.
No scripting required.
Bonus arcane spellcaster teleport system.

Con :

No demo module.
Need to carefully read the manual.

Conclusion :

The hazards contained in this package certainly add to the chaotic evil module builder’s arsenal.

Voted 7/10: Tested on EE.

TR

1 Like

Scarface’s Socketed Items v2.5 by Scarface

Archive contains : 2 erf files, 1 demo module, 1 plain text readme, 2 2da files

This system allows for the upgrading of items in a controlled manner. This is done by giving the items a number of sockets into which special gems can be inserted by the PC. The builder gets to decide what gems are available and what properties they have. There is no scripting needed as this system is controlled by variables. While this system may at first look too complex for an absolute beginner to module building, there are a large number of prefabricated items included with it - both socketed items and gems.

The readme is very short. For those wanting to create their own socketable items and/or gems, the instructions are to be found in one of the script files included with the system. The 2da files are not needed in order to use this system and are only included for documentation purposes.

Pro :

Large number of prefabs.
Extensible in the toolset.

Con :

Minimal readme.
Main documentation in a script file.

This is a type of item enhancement system that is seen quite commonly in other games and you get a large number of pre-built item to use straight away. It is also an extensible system in that you can create your own items in the toolset simply by the use of variables as explained in the main documentation. In fact the main documentation is the only disappointment I have with this. Not for its content but because of its presentation (see below).

Voted 8/10. Tested on EE.

Main documentation extracted from script and converted to pdf format.

Scarface’s Socketed Items V2_5 Documentation.7z (202.7 KB)

TR

Multiple lock by ShaDoOoW

Bare erf and readme

This script enables anything that can be locked to have more than just a single lock. No additional scripting is required as it is all controlled by variables set on the lockable thing.

Pro :

multiple locks on one door, etc.
No scripting required.

Con :

Not encapsulated in an archive.

Conclusion :

In RL many things are secured by more than just a single lock. Now you can do the same in NwN.

Voted 8/10: Tested on EE.

Spell-checked and prettified readme in pdf format -

readme.7z (163.4 KB)

TR

1 Like

TOJ’s Trap Package 0.8 by TOJ

Archive contents : 6 erf, 1 plain text readme

Plug and play

Together these 6 erf files deliver 17 traps (found under triggers/Custom/Generic Triggers, triggers/Custom/Traps/Average and triggers/Custom/Traps/Strong), 1 conversation, 2 placeables, 4 waypoints and 13 scripts. The fact that there are 6 erf files gives you the option of only importing the type of trap(s) that you want. No matter which one(s) you import you will get a message about a missing ncs file. Ignore it as the corresponding nss file is in the file you import. On the whole this seems like a good package especially as it’s created using vanilla NwN. Of interest is that the waypoints allow you to position the visuals of certain traps.

Pro :

No scripting needed
Choice of trap type to import.
For some trap types position of trap trigger and position effect of triggering can be different.
Most traps can be tweaked just by variables.

Con :

Six different erf files to import to get it all.
Unnecessary message on import.

Conclusion :

If you want some different traps to the standard ones definitely give this package a try.

Voted 8/10. Tested on EE.

Readme converted to pdf -

readme.7z (151.4 KB)

TR

Uze’s Respawning Crypt Placable Pack by Uze

Archive contents : 11 screenshots (jpg), 1 erf, 1 demo module, 1 plain text readme.

Plug and play

This is a small set of 4 placeables that spawn undead when the PC is detected - Zombie Bones (spawns a single zombie), Skeleton Bones (spawns a skeleton), Haunted Corpse (spawns a wraith) and a Coffin (spawns a skeleton). There are also 2 invisible objects - Haunting Location (spawns a wraith) and Ghost Location (spawns a custom lvl 10 ghost). All except the ghost have a 10% chance to spawn a tougher version of the undead they normally spawn. For example in 10% of the time the Skeleton Bones will actually spawn a skeleton warrior instead of a skeleton.

Pro :

Adds new “hidden” undead.
No scripting.

Cons :

Limited choice of undead.

Conclusion :

All work as advertised. A little short on variety though. If you want to add variety to the number of such undead in your module take a look at this package.

Voted 7/10. Tested on EE.

Succinct readme prettified and converted to single page pdf.

Readme.7z (176.9 KB)

TR

Altar To Any God by Windhawk

Archive contents : 1 erf, 1 plain text readme.

Plug and play

The idea of this placeable altar is quite simple. If the PC prays at this alter, there is a chance they may be heard by the deity being prayed to. If heard good things happen. The chance of being heard depends on the level of the PC, their class and how well the PC’s alignment matches the alter. Precisely how good the “good things” mentioned before depends on the power of the deity. The deity’s power and the alter’s alignment are set by a three letter code on the alter’s tag. Note that True Neutral’s code is NN. Also PC’s with diametrically opposed alignments to the alter will have zero chance of being heard. One last thing. If the PC is heard they will receive a small amount of experience and their alignment will be shifted slightly towards that of the altar.

Pro :

No scripting required.
Only the altar’s tag needs editing to set which alignments might get heard.

Con :

Only usable once in twenty four hours.

Conclusion :

Nothing really wrong with this placeable. If you think this altar would work for your module, give it a try. Just remember to read the readme in order to get the most from it.

Voted 8/10. Tested on EE.

Readme converted to pdf format -

Altar To Any God.7z (140.3 KB)

TR

1 Like

Sunjammer’s TileMagic System by Sunjammer

Archives contain : sj_tilemagic_203.zip         (main package)       - 1 erf
                   sj_tilemagic_docs_cs_100.zip (cheat sheet)        - 1 pdf
                   sj_tilemagic_docs_ig_100.zip (Installation Guide) - 1 pdf
                   sj_tilemagic_docs_tn_100.zip (Novice Tutorials)   - 1 pdf
                   sj_tilemagic_vp_100.zip      (Prefabs)            - 2 erf
                   guides.zip                   (flash movie)        - 1 html and 1 swf

Plug and play (prefabs but see below)

Tilemagic explained (poorly?) :

For those that don’t know tilemagic is an old method to create a particular group of visual effects. These visual effects give the illusion of being able to change the appearance of tiles to other tiles that are (usually) not part of the tileset that is in use by an area. To give an idea of what I am talking about see this -

So how old is tilemagic? It made its first appearance in “Hordes of the Underdark”, so if you’ve played HotU, you will have see it in action. There is a small article in the Lexicon (under Lyceum/Tutorial/Advanced Scripting/An Introduction To Tile Magic) written by Bioware’s Georg Zoeller. One thing to note is that with tilemagic you only get the visuals of the tile and not any effects associated with it. So, walking through tilemagic water does not create ripples and walking on lava does no damage.

Sunjammer’s TileMagic System :

The first thing you will notice is that the whole system comes split across 6 archives. My recommendation is to grab all of those that start “sj_tilemagic_*” if you decide to try it. I advise against getting “guides.zip” because of the format of the movie.

The main package is while primarily intended for scripters does come with 13 prefab placeables some of which I used in the above picture (hint that caravan is one of them). If you require more prefabs, you will also need sj_tilemagic_vp_100.zip. The 2 erf files contain 2 different types of prefab and both greatly expand on the number available. If you are scripting averse, the erf that you need is sj_tilemagic_vp1.erf as it contains a lot more placeables of the type I used in the above picture. Note that you will need to have already imported the main package first, before importing either of the sj_tilemagic_vp? erf files.

Given that there are 3 pdf documents, it follows that there is a lot to read here. In my opinion all 3 are essential and are reasonably well written.

Pro :

(for scripters) The ability to change the appearance of a tile(s) on the fly.
Large number of prefabs.
Comprehensive documentation.

Con :

Flash movie.
Package spread across 6 downloads.
Only the appearance is affected.

Conclusion :

Simple, give this a try. The prefabs (especially the AutoTile placeables) mean that even non-scripters can have these effects. For scripters there are a large number of dynamic effects that can be achieved.

Voted 10/10. Tested on EE.

Bonus links :

For those interested Sunjammer’s website is still live even though its last update was back in December 2010. If you use the sidebar and go to Neverwinter Nights/Systems/TileMagic/About, you will get a better explanation on TileMagic and this system’s history. Using the wayback machine it is also possible to view the original thread on this particular version of this system where you may find additional help in using it (hint it is read-only).

TR

2 Likes

And that is the last of the original list that I am going to review. Don’t panic though. While doing this I have come across other things by Sunjammer and Axe Murderer that I will examine, but not immediately. You see, I have realised that I am going to have to go through NwN’s OC again if I am going to have a PC of high enough level to be able to play Luke Scull’s Blades of Netheril on release. That and I need to take a break from doing reviews.

Now if you know of any other prefab/no-script/newbie friendly things that would fit into here and were not on the original list, please post about them here. Must give me a link though. Also, if you think you’ve got a review in you and there is something (not by either Sunjammer or Axe Murderer
though :smile_cat:) - go for it.

Anyway as far as this thread is concerned, I’ll be watching and to quote Arnie “I’ll be back”.

TR

While doing this I have come across other things by Sunjammer and Axe Murderer that I will examine

Looking forward for it.

Now if you know of any other prefab/no-script/newbie friendly things that would fit into here and were not on the original list, please post about them here.

My bankcard maybe?
https://neverwintervault.org/project/nwn1/prefab/item/interdimensional-bankcard

And what about wishes? Any Idea, which prefab is urgently needed?

1 Like

Here is an update to my mini review of Killer Walk Waypoints v2.1. The odd little dance that I described in that review has a fix on the lexicon that requires editing of the Beamdog/Bioware Walk Waypoints. See this Lexicon page - X0 i0 walkway.

TR

Further updates. Killer Walk Waypoints v2.1 is fixed in the 35-36 patch, although there may now by a problem with a couple of area transitions in the demo module for it.

Also, [ P&SC ] Pentagrams & Summoning Circles v1.45 : real-time 3D geometry now works perfectly after that patch.

[update]

Checked the area with the “missing” transitions in the KWW demo. Seems like they never existed in the first place so everything seems OK.

TR

About Changing FR Specific Books…

This can all be done in nwscript without ever having to touch a blueprint. SetName and SetDescription can both be used to update the templates. If you want to go even more advanced, you can use SetTLKOverride to create a local module override that, if the character is exported then later imported into a FR module with the Bioware books in his possession, the books will revert to their original FR names and descriptions.