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Post by navvator on Dec 28, 2019 14:31:32 GMT
Hello! I want install Higher Ground Legendary Level System for levels 41-60 v2.1 (HGLL) on my server, but Here is no readme.. How can i do this?
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Post by FunkySwerve on Dec 28, 2019 18:25:34 GMT
The readme was lost when the old Vault closed. If you're installing to EE, I can't offer any support, as I have no experience installing in that version.
Long story short, however: put the scripts in the appropriate module events, or merge them.
Funky
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Post by hackenslay on Dec 29, 2019 1:17:23 GMT
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Post by navvator on Dec 29, 2019 11:20:09 GMT
Thank You. I have old server 1.69 with nwnx2. What scripts i must put names? I also have many of old scripts and at imoprt .erf dont write any names.
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Post by hackenslay on Dec 29, 2019 21:18:00 GMT
Once your software is set up to use NWNX, you must still put the scripting commands in your module that will tell NWNX what to do. This is just like importing any other script into your module. There are only two files needed for NWNX to hook into your module:
aps_include aps_onload
Both are included in the Legendary_Levels.erf file. Unzip HGLL.zip. Put the Higher Ground Legendary Levels.mod in your modules folder in the NWN folder, and the Legendary_Levels.erf in the erf folder in the NWN folder. Import* the Legendary_Levels.erf into your module. Ignore the missing resources warnings. Save your module, then build** it, then save again. NOTE: due to the size of the scripts in the system, many low-end computers will crash when they try to compile them, using the Bioware compiler. If this happens to you, you can download the PRC compiler, and use it instead - there is a link to it on the first page of the Legendary Level Vault page. Explaining how to set up and use that compiler is beyond the scope of this tutorial, however.
Now that all the scripts you need are in your module, you need to add a few scripts to the module events. With your module still open in the toolset, click the Edit tab, and select Module Properties. In the events tab, put the following scripts in the following events:
Event Script ----- ------ OnClientEnter hgll_cliententer OnClientLeave hgll_client_exit OnModuleLoad aps_onload
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Post by navvator on Jan 5, 2020 17:31:42 GMT
Happy new year! I must put some body from custom palette after import? Some npc or placeble for player must talk to?
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Post by hackenslay on Jan 5, 2020 18:21:04 GMT
From the readme:
You're almost done! Put a placeable somewhere in the module to run the leveling conversation. Choose a placeable, make it useable and plot, and put the hgll_start_dlg script in the OnUsed event. Save the module.
If you are using a standard installation of NWN in C:\NeverwinterNights\NWN, then congratulations, you are finished! If you installed NWN in another folder, then you have one more change to make. Open the script editor, and open the hgll_const_inc file. On line 4 is a constant string that contains the default path to the NWN servervault. Letoscript uses that path to find the character files to edit. Replace the default path with the path to you servervault. If you installed on drive D instead of C, for instance, the line would look like this:
const string NWNPATH = "D:/NeverwinterNights/NWN/servervault/";//windows sample
Save the script, exit the script editor. Save the module, then build it again, then save a final time. You're done!
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Post by navvator on Jan 13, 2020 14:57:01 GMT
Thank you very match. I will try!
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