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features:housing

PAGE INFO ALREADY TRANSFERRED TO THE NEW WIKI - Housing System

Basic Guidelines

A player home must contain at least the following things:

  • 1 2×2 area made of one of the allowed tilesets.
  • A door with the tag “MAIN_DOOR” that will be used to leave the house.
  • Choose a specific loading screen. (The default the loading screen is set to random, which is bad.)

You can then choose the area lightning and ambient music that you want, add placeables, sounds, more doors, waypoints, triggers, visual effects and more!

Each area can have up to 1500 objects and 250 of them can be dynamic, a dynamic object is either a non-static placeable, a door, a trigger or a visual effect. Sinfar Supporters limit is twice that amount (500 dynamic and 3000 static)

(You may not put in your own items or creatures, or any merchants or scripts beyond those supported on Sinfar's houses script list page.)

Acquiring a House

  1. Find a location: Player houses are characterized by a sign with a title such as “House #5”, next to a door and the sign should say “For sale!” with the details on how the interior can be designed, for example:


  2. Go the the realtor: There's one for most islands or you can cheat and use the one in the OOC which is for all islands:

Building Your House

Open the Editor

The interior of you house can be built using the Neverwinter Nights Toolset.

You can start building with this module: V27 Starter Mod and Hak

  1. Extract the module to your NWN\modules folder.
  2. Extract the hak to your NWN\hak folder.

Create the First Area

  1. Select one of the allowed tileset.
  2. Select a size within the allowed range (the format on the deed is: Width x Height).
  3. Add a door and set the tag to “MAIN_DOOR”. This is the door that will be used to enter and leave the house, you don't have anything else to do, its transition will be setup automatically. It can have a custom appearance and the exterior door will be updated to have the same appearance.

Upload the Module

Save the module, upload it:

  1. Enter your house ID and secret code, both can be found by examining your deed in game.
  2. Select your house module, it should be in your NWN\modules folder. You can optionally compress it.
  3. Click the Upload button.

The server will process your module, validate all areas and strip everything that is not allowed and if everything goes well, you will get a message saying that your house is now in game.

Here's what the process looks like:

Using Scripts

Default Scripts

Some objects will have a default scripts attached to them:

  1. Plot placeable with an inventory will have a script to make their inventory persistent

Approved Scripts

You can use any of the scripts that are listed here: https://nwn.sinfar.net/houses_scriptlist.php, with the following restrictions:

  1. You can only use one script per object
  2. When an object is using a script from this list, it will not have a default script, so for example, a plot placeable with an inventory won't be persistent… if it is using one of those scripts.
  3. Each script has a specific list of variable and any other variable name/type will be automatically removed
  4. Make sure to read the script description, some require that placeable by dynamic, some can only be use a certain number of time…

You can find more details here: Approved Houses Scripts

How to Make Scripts, Dialogs, Creatures and Other Restricted Blueprints for inside Your House

The housing system is made so that you can even make your own scripts for inside your house and they will have no effect outside of it when ran. This feature is although restricted to selected players and Sinfar Supporters.

Read more here: PAGE INFO ALREADY TRANSFERRED TO THE NEW WIKI - Players Custom Scripts

features/housing.txt · Last modified: 2024/06/13 06:18 by ItsABadger

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