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DM Mask

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A strange request... A Good, Simple Module...
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I'm walking in asking, for a miracle I know.. But I'm looking for suggestions on a multiplayer module with a decent playtime, and fairly good level range.

OK, now let me turn that into what I'm trying to do..

I've been using the HoTU campaign to show some friends my class revision hak's. I've also installed Project Q into these edited modules, so I'd prefer a CEP-free replacement, but that's not a sticking point.

The reason I'm ditching HoTU comes down to the fact that one of the things I've done requires enabling tag based scripting, and with HoTU, this has been giving me a hell of a time, as I was using the OnSpellCastAt event for the item.

With the XP2 crafting set up like it is, well, I got Ch. 1 to work fine. After several hours. I'm 6 hours into trying to duplicate that with Ch. 2, and I can't even remember what I changed to make it work in Ch. 1. Needless to say, I'm thinking it might be simpler, and easier to just find a replacement.

Any advice?

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karvon

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I've been using Return to the Keep on the Borderland as a base with my group now for about six months. I did add some additional scripts and areas to flesh it out quite a bit, but it's not bad just as is. It is HCR based, which some don't like, but that can be customized to your tastes, so you can turn on/off what you like/dislike about that.

You could always check out the DMFI list of mods on the vault to find something suitable.

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Karvon

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Urk

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I'm sorry, I never tried to mod HotU, but doesn't it use tag based item scripting anyway?

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karvon

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on Jul 17, 2010, 9:17 AM, Urk wrote:
I'm sorry, I never tried to mod HotU, but doesn't it use tag based item scripting anyway?


I think it was introduced then, but not all that familiar with it actually. I use Lilac for any new scripts I make myself. I mostly just import a few scripts I like to new mod's I use as campaign bases, as well as flesh out areas, NPCs and encounters.

Another option might be to use LB's series of mod's, if your group's never been thru those.

Karvon

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Well, the Enabler variable wasn't set in mod load, at least not on CH 1, Might have been set on the mod its self, but I confess, I didn't check.

To elaborate what in particular was giving me trouble.. GZ's code for crafting feats.

One of my simple "This is a better way to do it" tricks involved writing up a tag based script for.. the Generic stacks of arrows. AA's with the imbue arrow feat, and knowing the spell can Imbue a stack of 25 or more, and end up loosing a bit of XP and getting (25-Spell level) arrows with onhit spell at their caster level.

Doesn't work with all spells, didn't track down and add Onhit props for any spells, but it does give some Oomph to AA, that allows me to tweek down the BAB the class get's, and give them 1/4Caster progression as a nice compromise.

I also moved them into a different class row, so the +1 ac/ab per level isn't there anymore, but I've augmented that with a +1/2 lvl magical damage boost to any arrow equipped. Because its a damage type boost, it also means just about every arrow does manage to inflict some damage, and get past things like Stoneskin, with regards to having to do damage to trigger on-hit spells.

Kharvon, Thanks the the help, I expect to spend most of tomorrow combing through that list and looking at mods. Lifesaver, your a life-saver.

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