Kaosodin and The Fallen Lands

Ideas and suggestions for game mechanics and rules.
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Rusty
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Kaosodin and The Fallen Lands

Post by Rusty »

Kaosodin is a returning ALFAn who is interested in bringing his NWN2 work to our little party. I've granted him NWN2 Team status in order to fully discuss the implications and requirements for NWN2 servers, and to provide the opportunity for some intra-team discussions. I'm sure you'll all be super helpful and welcoming and stuff.

Rusty
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Teric neDhalir
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Post by Teric neDhalir »

Welcome to the asylum, Kasodin.
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Kaosodin
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Post by Kaosodin »

good to be here folks, looking foreward to working with you all.

i am redy to work and rock and roll, letme know what step 1 is.


thanks guys, Kaosodin
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Rotku
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Post by Rotku »

Welcome back to ALFA, mate :)
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Post by Marklos »

Glad to have you back, Kaosodin. Now, let's get to work.
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NWN2 ALFA 02- The Frozen North

PC: Gegnar Stonechipper- A Smith of Mirabar

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ç i p h é r
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Post by ç i p h é r »

Step 1, I think, is to get an idea of your progress. Can you fill us in on what you've built?

Step 2 is to retrofit your module and bring it up to par. You'll minimally have to pull in our HAKs, which includes the ACR (ALFA's core rules), and attach a standard script set to all your non-environmental object blueprints. There's a prebuilt set of ALFAtized blueprints, which we call ABR (ALFA base resources), that you can import into your module and use as well, and there are also a number of other things you can download off our downloads page.

That's it in a nutshell. I can't think of anything else, but if you have any questions, please feel free to ask.

Last but not least, welcome back. :)
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Kaosodin
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Post by Kaosodin »

ok, the module was built with a persistant world in mind, but the whole theme was taken out of the forgotten realms campaign book. as far as the fallen lands go, there is not alot of documentation about anythnig specific except a passage about it bristling with magic left over from Netherils fall.

there is a outpost called silverymoon, (name will be changed), and the adventure starts right out the gates with encounters, and quests. ( those i will need to bring inline with you rules etc.

so first i guess i will take down the server, now thats its become apart of ALFA.

i am seriouslt thinking about re-doing alot of it, depending on the custom content that gets imported... i did not use any custom content, or haks and what not.

what lands are near me? or servers? bah, let me read up on the rules and stuff.

thanks guys

Kaosodin
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ç i p h é r
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Post by ç i p h é r »

I should point you to these two threads as well:

Beta Stages Defined
http://www.alandfaraway.org/phpbbforum/ ... hp?t=34756

Standards and Server Review
http://www.alandfaraway.org/phpbbforum/ ... hp?t=34360

I'm sure Rusty has already talked to you about it, but you'll need to pass the standards muster in order to go live. I don't know anything about the Fallen Lands, but if there is little known about it, that may be a problem. Then again, it might intrigue our membership to have an area they've never explored before and know very little about.

...but that's not my bag. :wink:
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indio
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Post by indio »

Hey Kaos.

We were neighbours in NWN1 for a while, Silmar and I on Loudwater and you, if I recall correctly, on the Fallen Lands.

Welcome back.
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Post by Kaosodin »

Indio, there's a name i remember, hey friend, it is really good to hear from you, and the fact that i see you here is a testiment to your deadication, hats off to you man.
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Clearing up a few things.

Post by Kaosodin »

Hey folks, i will start by saying, i tried to find the answer on my own hehe, but with all the wonderful information here.... i got a bit confused, so maybe you can help me here with a few thnigs.

ok

1.) I was using NESS spawn system.... do i remove those current waypoints for the monsgter spawns? and if so.... can i get a run down on what i'm supposed to do to make the spawns.... or is it totaly script based.

2)quick rundown on store limits and general wealth of the lands.... as far as drops.... loot..... and what not.

3.) i am supposed to add the acf_cre scripts to my NPC's as well?

4.) and adding the placeable scripts... does that go for ANY placeable? like backgrounds..... and free tiles and stuff? no big deal if so..... just want to make sure i get everythnig i'm supposed to change.

I also tried to look it up on the Wiki (which by the way is totaly cool) but didnt have permisison... BOOOOOO NO INFO FOR YOU!

hehe

i only ask here so i can get concise answers... and get the changes made.

thanks, Kaosodin
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ç i p h é r
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Re: Clearing up a few things.

Post by ç i p h é r »

There's too much to cover here so I'll respond briefly to your questions. Most of the answers will be found in the wiki here:

http://www.alandfaraway.org/docs/Technical/Technical

As a member, you should have access (you need to be logged in) but if you don't, let us know so we can look into it.
Kaosodin wrote:1.) I was using NESS spawn system.... do i remove those current waypoints for the monsgter spawns? and if so.... can i get a run down on what i'm supposed to do to make the spawns.... or is it totaly script based.
We don't use NESS anymore. We have written our own system from the ground up to address the problems that were inherent in NESS. You'll need to retrofit your module to take advantage of that.
3.) i am supposed to add the acf_cre scripts to my NPC's as well?
Yes. Add your own custom script calls (if you have any) within the acf_cre_* scripts as you need. That way, you'll preserve ACR functionality while adding your own custom extensions.
4.) and adding the placeable scripts... does that go for ANY placeable? like backgrounds..... and free tiles and stuff? no big deal if so..... just want to make sure i get everythnig i'm supposed to change.
You only need to add them to interactive objects. Skip anything that's "environmental", which players can't come in contact with.
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Re: Clearing up a few things.

Post by AcadiusLost »

Kaosodin wrote:1.) I was using NESS spawn system....
We had continual problems with NESS spawn lag in NWN1, early tests with the NWN2 version of it didn't seem much better- so our then-tech-admin Ronan coded us up a nice custom spawn system that's integrated into the ACR, has most all the same options you'd be used to from NESS, but you set the parameters as local variables on the spawn waypoint (meaning down the road they'll be configurable in-game by DM wands, scripts, and such). The system is doumented on the wiki at http://www.alandfaraway.org/docs/Technical/ACR2Spawn - if you don't have permissions to view it, let me know and I'll PM or email you a copy so you can start to familiarize yourself with it. We also include a few example spawn points in the ACR to build from.
Kaosodin wrote:2)quick rundown on store limits and general wealth of the lands.... as far as drops.... loot..... and what not.
We're still settling on a treasure table system for NWN2-ALFA, though there is a placeholder system coded in the ACR which gives gold of an appropriate value a percentage of the time. As the scripts evolve, some of this will be changed for randomized loot. Rusty is the best one to discuss balance of quest rewards and other loot with.
Kaosodin wrote:3.) i am supposed to add the acf_cre scripts to my NPC's as well?
4.) and adding the placeable scripts... does that go for ANY placeable?
Answering these two together, as they are related. Ideally, we want "hooks" into all creature and placeable events for the ACR- if you open up the acf_* files, you'll see all they basically contain is an #include and a single function call. So long as the function is present, the ACR should be able to do it's thing with that event- so you can write custom on_spawn, on_physically_attacked, on_used, etc- just make sure the call to the appropriate ACR function is still included in there. Unless you have extensive scripts of your own to associate, it's probably best to import the acf scripts sets for all of your NPCs/creatures, and all of the usable placeables (ditto for doors, areas, and triggers). So, not important to have acf scripts on environmental or static placeables, but anything the PCs may interact with should have the ACR hooks in place.
Kaosodin wrote:I also tried to look it up on the Wiki (which by the way is totaly cool) but didnt have permisison... BOOOOOO NO INFO FOR YOU!
I've found the wiki to be useful if you know where to look, but also still a bit disorganized and peppered with outdated or misleading info - generally if something doesn't seem to make sense, let us know and we'll try to get it cleaned up.

If you have specific questions or want to discuss any of this, you can try to catch me on IRC in #alfa-builders (sorcery.net)- sometimes I'm AFK, but if I'm around it's often more efficient than trading forum posts.

Welcome to the project, hope you find it a good fit for your skills and interests!
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Post by Kaosodin »

if possible can i get access tot he quick start guide portion,


thnaks,

Kaosodin
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Post by AcadiusLost »

Hah! No one got around to writing that part. Actually, I'd call that link the Quick Start, and look into writing a proper full guide sometime a bit down the line when I'm not so busy.

PM'ing the guide to you now, apologies if the format is difficult, just copy/pasting from the wiki.
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