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dingosatemybaby

Member Since 06 Mar 2005
Offline Last Active Sep 13 2005 05:36 AM

Topics I've Started

Persistence Question

28 May 2005 - 08:18 PM

Been away from this for a bit...computer crash...other projects....real life ;)

Anyway my PC lives again and I have just gotten a fresh v11 install up and running. This is going to sound like an extremely stupid question, but are things like character locations supposed to be written out to the db to survive server restarts?

If I create a character, explore 3 or 4 areas and then logoff, shouldnt my char be in the same spot it was when I left, even after a server shutdown/restart?

Just want to make sure I have this all working right. What survives a server shutdown and restart? What does not?

:blink:

Thanks
./Dingo

Skinning Knife McBusted?

25 March 2005 - 07:37 AM

Logged onto muaddib's server (havent verified this for myself yet on my build, my server has been down for other reasons) and accepted the Trondor quest, took the ship to Trondor, ran away as fast as I could from the overwhelming HOARD of creatures on the farm, and fought a couple wolves and a panther.

I also bought a copper skinning knife.

When i try to skin a creature, it still yaks at me as if I am not holding the skinning knife.

Dont know if this is localized to muaddib's server or a v9 problem, but for what its worth...

./Dingo

Documentation Project for Horred's Nordock

17 March 2005 - 11:06 AM

If anyone wants to join me in taking on the task of documenting this massive world Horred has given us, I'd be up for it. Seems like a pretty daunting task to do alone though, and I am thinking at first it might just be a basic DM guide.

ie, a listing of areas, how they are knitted together via transitions, who the key NPCs and merchants are, quests, any special/hidden areas, etc.

4 people splitting up the documentation of the world into 125-150 areas each could probably bang out their individual notations in a couple weeks using a combo of poking around in the Toolset and the DM client. I would obviously be one of those people putting my hand up to do that.

Compiling into readable format might take a bit longer but I'll put my hand up for that as well.

I wouldnt attempt to *technically* document this, but I think a fairly usable DM guide is very doable.

Any takers PM me.

./Dingo

How to modify food/water requirements?

16 March 2005 - 07:48 PM

Anyone know what to modify if I want to permanently "shut off" the hunger/thirst requirements?

If you know, I am curious not only as to what specific script(s) to modify (and how) but also that this wont F up anything else to do with the mod.

Anyone have a clue?

Also I seem to recall Horred posting he removed all henchmen functionality -- do I remember correctly or am I confusing this with another mod wrt to Henchmen..?

Thx
./Dingo

Do you take feature requests???

15 March 2005 - 11:49 AM

Horred,

Dont want to be responsible for feature-creep, but, if you are taking any requests for future revs of the mod, this replacement AI system ROCKS.  

http://nwvault.ign.c...591604074.shtml

It has an ERF that replaces all the bioware AI scripts with pointers to these specific AI scripts, so you dont have to go edit every single creature once the scripts are massaged to work the way you want...

I play semi regularly on a server that uses it, and the improvements are really good.  Things like:

*Creatures fleeing in the face of overwhelming odds
*Swapping out ranged weapons for hand to hand
*Intelligent selection of spells, including counterspells and dispelling
*Bashing down doors and crossing areas to get at fleeing PCs
*Targeting improvements (not always going for the nearest foe)

etc

Anyway, I have no clue whether importing this into the v7 (or soon to be v8) mod will make things go splat, and now that I have a server working fairly well, I dont want to blow anything up I cant fix  :lol:

Thanks for all the great work!

./Dingo