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We encounter errors similar to this one : "Names Differ: WSwDg_t_02 WSwDg_T_021"
However, this seems to not happen anymore for a map transition when, for some reason, said map transition actually works at least once.
I have seen on the group's discussions (quite recent, glad to see it's still being worked on!) that some of these map transitions were being worked on and fixed over time. Are these fixes to be applied to the current version posted on the workshop page? Last module update was on 2018
No problems starting 1st level characters even solo play. I remember that the frame rate drops in the Epic levels for the end game but very few players could make it there as it would require a large very strong party playing for 100's of hours.
So hope you enjoy it as much as I did all those years ago.
See comments below for details.
Going to try this one out for sure, if the module is as well done as the docs are, it should be fantastic.
Even if you play this module Solo it is a good idea to run it in a server. This way you can upload a new version and still play your character where you left off.
If you run it using the normal play and save you cannot make changes to the module without starting a new game from scratch.
My modules are tagged persistent world for this reason.
Original by knat (avail at neverwintervault)
This is a more sophisticated XP distribution script geared towards PWs.
It comes with two dozen XP modifiers to fine tune XP output and
is losely based on the old but solid TTV XP script.
I was only able to play with 1 character, does this also scale dungeons based on the number of players? Or just the average level? or based on the highest level player?
Plus, it helps when I want to type a villanous plot if I can do so before my group annihilates the villain spilling the beans. The one time that happened I pretty much vowed to abuse the hell out of pausing and timestop and etc to give myself enough time to get through at least SOME of the villainous monologue before the PCs murderhobo'd the guy (I prefer text tbqh); turn based just offers a nice excuse for that :p
CHAINMAIL system doesn't use any x3_dm_tool scripts so modifying one should be easy enough.
Personaly I can't see the need for any turn based effects but if that's what you like go ahead and modify the system.
In a PW I guess it would timestop every player logged in.
With regards to how Madhatter's Turn Based DM tool works, would it function in the module? Or should I revert to vanilla timestop for the purpose of using it? Keep in mind that I am in no way planning on using the module as a large scale multiplayer server; I mostly plan on playing it with friends and family, or on my own, therefore the need for timestop being PW-friendly in terms of balance or players across the world is not an issue.
If you need some minor changes made I could do it and send you a revised version.
I am thinking about the way the xp progression is setup. You can get a lot of xp at low level (1 to 3) and some players might not like it. It is easy to change the values in a script.
But like I tell everybody. Run a 1st level PC through it. Then try a 20th or even 40th level PC and see the difference. All the encounters scale up so the adventure is always different.
The outdoor is relatively safe and easy but as soon as you go down the dungeons you better be prepared.
I have zero knowledge on creating custom content. I'm interested in making/renting a persistent dedicated server with this since it seems to have so many systems built in. I figure as time passes if people want it things can be modified as they go by people who join.
Navigate to your workshop folder and find the docs (player hadbook, DM handbook and set of maps.
I also added the tags so the module should be easier to find.
As for subraces, I'll do some looking at the built in functionality and see if it fits what I'm thinking of using it for (namely, playable Kobolds, Lizardfolk, and other such normally unplayable races that are a nightmare to set up outside of subrace scripts).
If you are a programmer you might be able to modify the scripts but they are not easy to understand although all are very well documented. Kadamait (the scripts author) was a Microsoft engineer and he used his knowledge to make this system.
Here is a clip from the config script:
// Whether or not to use subrace support; set to FALSE to disable subrace support.
// DEV NOTE: New subrace system is still under development.
const int K_SUBRACES_ON = FALSE; //TRUE;
Also, how hard would it be to add things like the turnbased script and shayan's subraces system?
SPOILERS
In the intro the ship captain tells you about talking to the Mayor. This starts the K1 quest for level 3 or 4
There is a farm and barn in the village for an ant nest quest Q1.
These were intended by Kadamait as script examples. But adding to the scripts is not easy for a semi-skilled like me.
It is playable as a single player but is more fun with a couple of frends.