Books and Things - Revisited

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.