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Fixes for Version 7


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#1 horred the plague

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Posted 10 March 2005 - 01:34 PM

Fixed player housing. All of the furniture appears now--including the Master Anvil! :D Barbeques will cook raw meat, drinking fountains fill canteens, and ale kegs fill you with a 6-pack of house ale... B) All cnr crafting devices available for house furnishings. Persistent personal Bank chest. Large houses now have 32 placeable waypoints, Medium 24, and Small 16.

Finished my Benzor City Park addition. This one is much nicer, gang. Love those CEP placeables... :thumb:

#2 horred the plague

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Posted 12 March 2005 - 03:36 AM

Fixed player housing. All of the furniture appears now--including the Master Anvil!  :D  Barbeques will cook raw meat, drinking fountains fill canteens, and ale kegs fill you with a 6-pack of house ale...  B)  All cnr crafting devices available for house furnishings. Persistent personal Bank chest. Large houses now have 32 placeable waypoints, Medium 24, and Small 16.

     Finished my Benzor City Park addition. This one is much nicer, gang. Love those CEP placeables...  :thumb:

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Back with a vengeance after the blowup. DMFI v1.07 was re-imported, things are back where they were, and--even better. I've successfully removed the need for NWN-FF from the mod, and have made a version that runs with the latest NWNX2(v261) and the new NWN-ODBC2 (v0924). Still uses MySQL--SQLLite is out of the question. Our database tables are far too complex for its muddy equivalents. I won't sacrifice much functionality for a little more speed. Oh, speaking of speed? It parses much faster this way. I saw it when creating a character, to test things out. I'll run some more tests when I wake up, before releasing--but things look very promising right now. Remember, I'm already using MySQLv4.1--so this makes the most up-to-date of everything, AFAIK.

Fixed the Trondor quest.

Fixed the inn rest-->no fatigue bonus bug.

Party portal in Benzor Temple--door is open and unlocked.

Store is open in Temple of Tyranny.

Hopefully have added back some of the functionality that was lost when removing Fast French's proggie from the mix. It had its advantages, but was slowing things down instead of speeding them like it promised. NTM--he doesn't support his forum well. I asked a question ~ 1 month ago, and he has yet to respond.

I'll give this a testrun soon enough. Looks like NWNX2 and NWN-ODBC2 are a go!
All I have to figure out now is how to get NWNXSpeech working (any clues out there?)

DM wands seem to be working fine now, too (I tested the One Ring out).

Edited by horred the plague, 12 March 2005 - 01:29 PM.


#3 udoh

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Posted 12 March 2005 - 04:37 AM

Excellent News. Really looking foward to testing the Houses.

Not sure about wanting to dig back into MySQL.. hehehe... but i've noticed a slow down recently when loading the crafting conversaions (only have 2 pc's accessing the server), so changes to the MySQL won't be a bad thing at all.

udoh :)

#4 qeylIS [Kahless]

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Posted 12 March 2005 - 08:50 AM

Back with a vengeance after the blowup. DMFI v1.07 was re-imported, things are back where they were, and--even better. I've successfully removed the need for NWN-FF from the mod, and have made a version that runs with the latest NWNX2(v261) and the new NWN-ODBC2 (v0924). Still uses MySQL--SQLLite is out of the question. Our database tables are far too complex for its muddy equivalents. I won't sacrifice much functionality for a little more speed.  Oh, speaking of speed? It parses much faster this way. I saw it when creating a character, to test things out. I'll run some more tests when I wake up, before releasing--but things look very promising right now. Remember, I'm already using MySQLv4.1--so this  makes the most up-to-date of everything, AFAIK.

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Great! We are very anxious to test the House-System (reminds me a little bit of THE SIMS :D ).

Hope to be successful in working @ MySQL again :rolleyes:

PS: HORRED, did you notice my Infos @ Fixes for Version 6, What I've done so far :online2long:

#5 udoh

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Posted 12 March 2005 - 03:34 PM

Hi all,

Well I've been having a good play this evening, and well, i've even managed to move past benzor (not much mind you), and well .. a few small bugs :(

1. Ornal Pass
We attacked the ravens (to get the feathers) and when we got back to the cart the "ox" was hostile as well as all the animals.

2. Benzor River Valley - Goblin Cave
After killing the rats at the enterance, there was a corpse that showed up some of the "inventory" and not the standard drop. I will enter the cave some more and see if I can find any more info.

3. Benzor - Sardusky's Supplies
Sardusky seems to but "standard" gold amulets for about 1000gp not sure if that is right!!!

4.Archer Issue.
I know we've talked about this before, but there seems to be a problem with the prc and archer base class and all the bonuses showing up, anyone else have this problem?

Well, that's about all for now. Happy Modding and playing to all.

udoh :)

ps. What are the "mystery Minerals" used for?????

#6 horred the plague

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Posted 12 March 2005 - 07:49 PM

Hi all,

Well I've been having a good play this evening, and well, i've even managed to move past benzor (not much mind you), and well .. a few small bugs :(

1. Ornal Pass
    We attacked the ravens (to get the feathers) and when we got back to the cart the "ox" was hostile as well as all the animals.

2. Benzor River Valley - Goblin Cave
    After killing the rats at the enterance, there was a corpse that showed up some of the  "inventory" and not the standard drop. I will enter the cave some more and see if I can find any more info.

3. Benzor - Sardusky's Supplies
    Sardusky seems to but "standard" gold amulets for about 1000gp not sure if that is right!!!

4.Archer Issue.
  I know we've talked about this before, but there seems to be a problem with the prc and archer base class and all the bonuses showing up, anyone else have this problem?

Well, that's about all for now. Happy Modding and playing to all.

udoh :)

ps. What are the "mystery Minerals" used for?????

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1) Not actually a bug. All animals in an area are supposed to be hostile, after attscking another animal, for 60 seconds. If you continue with combat (esp vs animals), the time will increase. This is down from the default 180 seconds Bioware's script was supposed to do--but since it didn't, they were remaining hostile permanently before.

2) Occasionally items like claws and fangs are showing up--notsure why. It seems to happen in moments of peak lag. Hopefully the switch in operating systems will help this out too.

3) I never said he sold good amulets--I said he would buy them now. :rolleyes:

4) Talk to the PRC about it. I'm not fixing their bugs too.

P.S: You can wash mystery minerals off in the "Mineral Bath" ;)

#7 horred the plague

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Posted 12 March 2005 - 10:19 PM

Here is the complete list of fixes/enhancements for this version. Note that there is both a hak pak alteration, and a change in what programs run this.

The biggest thing in the program switch is the removal of NWN-FF. Seems to have caused more problems than it solved. I changed about 100 in-mod scripts around to accomodate this.

Basically--out with the old, in with the new. I really don't think which version of MySQL you use is that relevant; either 4.0xx or 4.1xxx versions (any 4 series) should be just fine.

Delete the NWN-FF files--including but not limited to dll's, exe's, and ini's.
Do the same for all your older versions of NWNX2, NWN-ODBC, NWNX-Leto, Leto itself, etc etc. Just the stuff that runs this server and sql for you.

Install NWNX_261, NWNX-ODBC2v0924, leto_build 4.0.18, and nwnxleto-build-03+18 to your game folder. Or, if you had this set up differently for your own unique install--wherever it belongs at, lol. Be sure to set NWNX.ini for the mysql server, putting in your basic information (host, user name, etc--"the usual"). Use whatever plugins for NWNX2 you wish to, but these four are necessary.

Version 7:

Fixed the persistent housing, and furniture bug. Increased the number of placeable waypoints
up to the stated 32 for a large, 24 for a medium, and 16 for a samll house. All objects functional.

Removed FastFrench from the program. The mod now runs off of nwnx_261, NWN-ODBC2v0924, leto build 4.0.18,
and nwnx-leto build 3.0.18. The conversion is easy (basically-out with the old, in with the new),
and the response is marvelous compared to before. This should cut out a little lag, methinks.

Increased persistent functionality to keep some of the better features that Fast French's program offered.

Minor fixes to some Benzor merchants (items purchased).

Fixed the Trondor quest (I hope).

Opened up the player party portals (the one in Benzor Temple of Life was closed off). Teleport to
your leader for 25gp/level.

Fixes to the SeaSide Inn, and inns in general. Now rest cures fatigue, and the SeaSide will take your
key when you leave the inn.

Sped up the delay on pc corpses, and on fuge entry/exit. Hopefully this will help keep down the looting
exploit, and solve more problems than it causes.

Opened up the store in the West Benzor Temple of Tyranny.

Reloaded the DM Wands v1.07 package. Some scripts involved had to be saved to the hak pack, so there
is a HAK PACK ALTERATION in this edition. This shouldn't affect player haks at all, just admins.

Deleted all the Neverwinter DeBug files (.NDB) from the mod before saving. The mod is now about 24MB smaller,
unpacked! Note that the first time you do a module build, they will likely be back, hehe. But it makes for
a smaller download at least. ;) NOTE: You can manually delte these from the temp.0 folder before saving the mod,
and that is that. Cheers to Udoh for the tip. :)

The Benzor City Park is now officially open. ;D




Everything is looking grand, I'll upload it shortly. :D

P.S: YES, Taza--I made backups along the way, this time. :P

*lobs a week-old mackerel over the barbwire fence*

Edited by horred the plague, 12 March 2005 - 10:42 PM.


#8 horred the plague

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Posted 12 March 2005 - 11:08 PM

This is released, gang. DOWNLOAD and upgrade. ;)

#9 udoh

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Posted 13 March 2005 - 02:07 AM

This is released, gang. DOWNLOAD and upgrade. ;)

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Getting it now, and upgrading today I am :)

Nice work again. I look forward to it :)

udoh

#10 qeylIS [Kahless]

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Posted 13 March 2005 - 05:13 AM

This is released, gang. DOWNLOAD and upgrade. ;)

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On the way :P

Installation & changes (delete NWN-FF files etc.) completed, server @ "Loading Game" :thumb:

Our heroes will challenge V7 from today :whistling:

#11 GrapeApe

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Posted 13 March 2005 - 07:53 AM

I was using MySQL v3.x when I started using this mod. Really no reason it won't work, you may have to do some hand edits to key structure on the tables after starting the server/building the tables the first time.

nwnx_speech - on linux, unless running on the exact same system as the builder, you need to build the plugin from source, and install from your custom build. I've done this and followed the build/install instructions and even tried some of my own things to get it to work, it runs, but then crashes the server after a random amount of time. I removed it and didn't seem to be missing anything, so I advise not to install it until they put out a newer version. Then again you might find it works, try it if you want.

Yay, nwn-ff is gone! Thx Horred. One less difference between the linux install and the windows one.

Off to install, thx for all the hard work Horred,

GrapeApe

#12 GrapeApe

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Posted 15 March 2005 - 10:15 PM

Code tip:

When taking money and giving an item from/to a PC, you need to check to make sure they have the money to pay for the item. This is seen in a few conversations in the realm, i.e. getting a room key by saying 'Yes' in a conversation with an inn keeper.

Typical get_inn_key script, note the condition testing for PC wealth:
object oStore = GetNearestObjectByTag("wearyinnkeeper");
    object oPC = GetPCSpeaker();
    SetLocalInt(oPC,"NOTINROOM",FALSE);
    SetLocalInt(oPC, "HCINN", FALSE);
    SetLocalInt(oPC, "RESTONCE", FALSE);
    SetLocalInt(oPC, "RESTED", FALSE);
    object oItem = GetFirstItemInInventory(oPC);
    while (GetIsObjectValid(oItem))
    {
        if (GetTag(oItem) == "WearyRestInnKey")
        {
            DestroyObject( oItem);
        }
        oItem = GetNextItemInInventory(oPC);
    }

    // make sure pc has enough gold to buy the key
    if(GetGold(oPC) >= 20)
    {
        TakeGoldFromCreature(20,oPC,TRUE);
        CreateItemOnObject("wearyrestinnkey", GetPCSpeaker(), 1);
    }
    else
    {
        SendMessageToPC(oPC, "You don't have enough money to rent a room.");
    }

GrapeApe

Edited by GrapeApe, 15 March 2005 - 10:15 PM.