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features:housing [2019/03/21 04:50] Carcerian [Basic Guidelines] |
features:housing [2019/03/25 02:36] Mavrixio |
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You can then choose the area lightning and ambient music that you want, add placeables, sounds, more doors, waypoints, triggers, visual effects and more! | 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 500 objects and 125 of them can be dynamic. | + | 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) |
- | (A dynamic object is either a non-static placeable, a door, a trigger or a visual effect.) | + | |
(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.) | (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.) | ||
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===== Building Your House ===== | ===== Building Your House ===== | ||
+ | |||
+ | ==== Open the Editor ==== | ||
The interior of you house can be built using the [[https://nwn.fandom.com/wiki/Toolset|Neverwinter Nights Toolset]]. | The interior of you house can be built using the [[https://nwn.fandom.com/wiki/Toolset|Neverwinter Nights Toolset]]. | ||
\\ \\ | \\ \\ | ||
- | There's a few restrictions, they can be found on the page where you can upload your areas once they are done: [[https://nwn.sinfar.net/houses]] | + | You can start building with this module: {{:features:starter_module_and_hak.7z|V27 Starter Mod and Hak}} |
- | \\ \\ | + | - Extract the module to your NWN\modules folder. |
+ | - Extract the hak to your NWN\hak folder. | ||
+ | |||
+ | ==== Create the First Area ==== | ||
+ | - Select one of the allowed tileset. | ||
+ | - Select a size within the allowed range (the format on the deed is: Width x Height). | ||
+ | - 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: | ||
+ | - Open the [[https://nwn.sinfar.net/houses_uploadform.php|Sinfar House Upload Page]]. | ||
+ | - Enter your house ID and secret code, both can be found by examining your deed in game. | ||
+ | - Select your house module, it should be in your NWN\modules folder. You can optionally compress it. | ||
+ | - Click the Upload button. | ||
Here's what the process looks like: {{youtube>2xAte-Rm7Bg?medium}} | Here's what the process looks like: {{youtube>2xAte-Rm7Bg?medium}} | ||
+ | |||
+ | ==== Using Scripts ==== | ||
+ | |||
+ | === Default Scripts === | ||
+ | Some objects will have a default scripts attached to them: | ||
+ | - Plot placeable with an inventory will have a script to make their inventory persistent | ||
+ | |||
+ | === Available Scripts === | ||
+ | You can use any of the scripts that are listed here: [[https://nwn.sinfar.net/houses_scriptlist.php]], with the following restrictions: | ||
+ | - You can only use one script per object | ||
+ | - 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. | ||
+ | - Each script has a specific list of variable and any other variable name/type will be automatically removed | ||
+ | - Make sure to read the script description, some require that placeable by dynamic, some can only be use a certain number of time... | ||
===== How to Make Scripts, Dialogs, Creatures and Other Restricted Blueprints for inside Your House ===== | ===== How to Make Scripts, Dialogs, Creatures and Other Restricted Blueprints for inside Your House ===== |