View Full Version : Br Mod
Arjan
11-21-2003, 12:45 PM
Is there anyone still active in creating a Birthright NWN module?
Arjan
Kyrion
11-21-2003, 03:34 PM
When NWN first came out, I started working on one set in Taeghas, but life
intruded and I never got back to it. I intended on having it end with a
huge showdown with The Elf.
At 01:45 PM 11/21/2003 +0100, you wrote:
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> Arjan wrote:
> Is there anyone still active in creating a Birthright NWN module?Arjan
>
>
>
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Raesene Andu
11-22-2003, 06:40 AM
I have a couple set in the Imperial City that I started, and one my brother was working on (set in Tuornen, with elves as the enemies). I did a fair amount of work on the college of sorcery one, but then lost interest in it.
Birthright-L
11-22-2003, 07:04 PM
> Arjan wrote:
> Is there anyone still active in creating a Birthright NWN module?Arjan
>
If someone would volunteer to made Birthright models and skins, I believe that Birthright rules could be implemented much better in Morrowind engine and scripting language. I`ve given a lot of consideration to both modular CRPGs. I think that all aspects of Birthright game could be implemented in Morrowind while some would be impossible in Neverwinter Nights. One reason for this is that NWN runs all the areas in the same time. With number of global scripts Birthright mod would need, it would be barely playable on fastest machines. Another reason is limitations of NWN scripting language which makes some things simply impossible.
Arjan
11-22-2003, 11:32 PM
Like what is impossible?
The only problem i have heard so far would be massive war battles. NWN
gets laggy if there are more then 20 spawns.
But what is the goal of making a BR module? There are a lot of Domain
turn based BR games out there, but there are none adventure based ones.
There are so many area`s on cerilia that are suitable for adventuring.
Why say "well without domain turns it aint BR" (not saying you say so
milos :)
(in a single player module domain turns can be done without to much
trouble, in a online multiplayer it`s a bit harder)
As a player I really would like to get my hands (and sword) on a
awnshegh. I any other game I would try to go Big-bad-stonebutt out of
the way. In NWN I can finally try to walk in and let me turn into stone
for the difference.
I really think NWN BR can be a huge playground after all, also for
people that do not know birthright.
> -----Original Message-----
> From: Birthright Roleplaying Game Discussion [mailto:BIRTHRIGHT-
> L@ORACLE.WIZARDS.COM] On Behalf Of Milos Rasic
> Sent: zaterdag 22 november 2003 19:39
> To: BIRTHRIGHT-L@ORACLE.WIZARDS.COM
> Subject: Re: [BIRTHRIGHT] Br Mod [21#2105]
>
> > Arjan wrote:
> > Is there anyone still active in creating a Birthright NWN
module?Arjan
> >
>
> If someone would volunteer to made Birthright models and skins, I
believe
> that Birthright rules could be implemented much better in Morrowind
engine
> and scripting language. I`ve given a lot of consideration to both
modular
> CRPGs. I think that all aspects of Birthright game could be
implemented in
> Morrowind while some would be impossible in Neverwinter Nights. One
reason
> for this is that NWN runs all the areas in the same time. With number
of
> global scripts Birthright mod would need, it would be barely playable
on
> fastest machines. Another reason is limitations of NWN scripting
language
> which makes some things simply impossible.
>
>
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> **
>
> Birthright-l Archives: http://oracle.wizards.com/archives/birthright-
> l.html
>
>
Amaranth
03-23-2004, 05:20 PM
I'm pretty familiar with NWN, as I play it every day on the HAZE PW (the best RPing PW for NWN- www.hazepw.tk).
What would a Birthright mod need, really?
-Blood Abilities
This could be accomplished a few different ways, but the easiest is probably to set up a subrace system and have either a dialogue at startup to choose blood abilities, or have it done randomly. For example, if you wanted to play a human scion, you would choose the human race at creation, then put in Human Scion for your subrace. Then when you entered the game, you would get your blood abilities (which would probably equate to nodrop items you used).
A complication of the blood abilities system would be investiture and bloodtheft. How that could be implemented, I'm not sure.
-Magic
There is no magician class in NWN, of course. Anyone who wanted to play a caster would have to also be blooded (or elven). I guess you could probably just trust the players to abide by the rules on this one.
-Magic Items
NWN has a tendancy to simply drop loot on it's own. Since it is based on the gods awful Forgotten Realms world, there is a LOT of magical loot. Something would have to be done about that.
-Elven Priests
This is another thing you could probably just trust the players to abide by.
That is all I can think of right now. Most of those features are certainly doable. A BR mod could easily happen.
teloft
03-31-2004, 10:30 PM
"There are a lot of Domain turn based BR games out there"
apart from the mot famus old Br game with the buggy adventures.
And the PBeM
what other BR domain games are there?
soudhadies
04-20-2004, 06:30 AM
Hello all. I'm the author of the relatively old Bloodline system scripts on the vault, and I'm thinking of revisiting the idea, but this time with the BRCS and a lot of the new scripting that I've learned. Here are my ideas on the issues:
I'm pretty familiar with NWN, as I play it every day on the HAZE PW (the best RPing PW for NWN- www.hazepw.tk).
What would a Birthright mod need, really?
-Blood Abilities
This could be accomplished a few different ways, but the easiest is probably to set up a subrace system and have either a dialogue at startup to choose blood abilities, or have it done randomly. For example, if you wanted to play a human scion, you would choose the human race at creation, then put in Human Scion for your subrace. Then when you entered the game, you would get your blood abilities (which would probably equate to nodrop items you used).
A complication of the blood abilities system would be investiture and bloodtheft. How that could be implemented, I'm not sure.
Bloodabilities should be relatively easy to do now with the item property assignment capabilities of HotU. Bloodline information could be done one of two ways: campaign variables that are set for the PC, or using the tags of the item that carries the bloodabilities. The first would be for a persistant world, the second would be good for a situation where there were a number of cross over modules, so that you could extract the information every time it was needed. Investiture would be taken care of by modifying the variables. The subrace thing is a really good idea.
-Magic
There is no magician class in NWN, of course. Anyone who wanted to play a caster would have to also be blooded (or elven). I guess you could probably just trust the players to abide by the rules on this one.
Spellhooks. Wonderful things. You could catch the spell being cast and if it is illegal for any reason, nix it. You could also make it so that Nonblooded arcane spellcasters gain special effects to their divination/illusion spells.
-Magic Items
NWN has a tendancy to simply drop loot on it's own. Since it is based on the gods awful Forgotten Realms world, there is a LOT of magical loot. Something would have to be done about that.
It is possible (I think) with the second expansion pack to disable mosters from dropping random items in most cases. The treasure system from the first expansion pack essentially allows you to create your own treasure lists. That would solve the problem.
-Elven Priests
This is another thing you could probably just trust the players to abide by.
Spellhooks again can be used to disable divine spellcasting by elves. It would probably be better to allow for exceptions, however, as it is implied that elves can become worshippers of gods if they choose to. They usually just don't.
Would anyone be interested in having me implement something like this? I'm asking because the last set of scripts I created didn't really see any use as far as I can tell, and I don't want to go through all that trouble again for nothing.
accasey
04-20-2004, 09:47 AM
hey that'd be cool.. i've only just started playing the game again... and now i have broadband at home so i would be much more likley to play a MP game... :D
Cirdan
05-02-2004, 04:00 PM
I'm working on one for NWN. It isn't a full conversion it is an adventure set in the world. I'm writing a ton of scripts with a few guys from work.
RaspK_FOG
05-02-2004, 11:41 PM
Keep up the good work! B)
Grey_Bishop
02-06-2005, 03:13 AM
Originally posted by "bearcat"
Would anyone be interested in having me implement something like this? I'm asking because the last set of scripts I created didn't really see any use as far as I can tell, and I don't want to go through all that trouble again for nothing.
Most definitely. Between my brother and I, designing and building a world can be simply done. I say simple.. but it won't be easy. The Birthright setting is a large and detailed one. We would need to pick a corner of Cerilia and start there. This is what we're good at.
Scripts... here is where we aren't so good. Neither of us can script so not only will we look into your already written scripts over at the vault, if you are interested in doing more we'd love the help.
We are wanting to create a Birthright module designed for persistent world play. If the project gathers enough interest we would hopefully be able to make it a good generic base for those seeking to create modules and/or persistent worlds in the BR setting.
I'm not personally looking to create a single adventure module in so much as either:
1) A set of scripts, items, creatures, etc. for the Birthright setting for download.
2) An actual world involving everything above and a good base setting for BR.
This project could either be set up hak free or perhaps due to the scope, with haks. Though again, most of the content that makes up a hak would be beyond my brother and I so... we would not do it without help.
In the end to be up front about my personl agenda here I want this done so that my brother and I could either play in or create/run a persistent world set in Birthright.
Any help or interest please feel free to e-mail me at: grey_bishop@yahoo.com
My brother and I are willing to spearhead such an initiative or should someone with more clout here step forward, support them. Ultimately, we want Birthright to hit Neverwinter Nights. B)
Etarnon
03-19-2005, 07:05 PM
For really simple conversion, just make bloodpoints either tokens, in inventory, or as a value on a token, saved on the PC.
Some of the bloodpowers could be designed as amulets / what have you.
Domain turns I think, could be scripted, the problem here is tracking time for it.
Ie what time does the server use as game time = month. otherwise the rest of it could be done as convos, not too hard. Since all it is is money. you'd need tokens for owning say a temple or a guild, then the program would calc that, then store it oh in a chest or something as GB.
I've loved the BR setting for many years. I built my own Land of Etarnon (roleplay) inspired by it, but haven't really tackled bloodpowers, since I was learning scripting the last 1.5 years of running my own server.
Another issue, is just use the setting, and have the players be unblooded adventurers.
And I don't reeally see where NWN is limited on scripting, it's more limited on models are tough to make, and take a long time to get rigged if you want anything that isn't going to look blocky.
If you guys got a team where you need a halfway good scripter, I am in, and so hereby volunteer.
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