Neverwinter Nights

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HunterAP

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HunterAP

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About this mod

Hunter's Housing & Property is an all inclusive housing & property modification for Neverwinter Nights.

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Hunter's Housing & Property for Persistent Worlds
v1.20

Hunter's Housing & Property is an all inclusive housing & property modification for Neverwinter Nights.  It includes the following features:
  • Player owned housing
  • Player controlled permission delegation (You can makes copies of your house key and give it to players, and you can reset the locks on your house if you want to take away access to people.)
  • Persistant lockable/unlockable doors (interior & exterior) (remembers setting after server reset)
  • Persistant in-house storage
  • Persistent placeable furniture & containers
  • Persistant containers
(You may not put stackable items on the ground or in chests.  You may, however, put stackable items in containers (bags) and put them in chests or on the ground.)

INSTALLATION/DIRECTIONS
Import the ERF to your NWN module.

You can use the Hunter's Housing Demo mod (included in hh_ver12.zip) to try out the mod.

If you want to set up the system in your own module, continue reading...

1.  MODULE EVENTS
First, add the following to your Module Events
hh_mod_onacq - On Acquire Event
hh_mod_onact - On Activate Item Event
hh_mod_enter - On Enter Event
hh_mod_onunacq - On UnAcquire Event

2.  DEED MERCHANT
You will need to create a merchant that sells the property deeds. (Small House, Medium House, Large House, Small Shop, Medium Shop, Large Shop, and Castle.)  I also recommend adding a key duplicator near the deed merchant.  The Key Duplicator is in the custom placeable palette under Special/Custom1.  Instructions for using the key duplicator are in the Duplicator's description.

3.  EXTERIOR DOORS
Next, you will need to create some doors.  There are 3 types of EXTERIOR doors in Hunter's Housing:
hh_door_enter - Basic Door, used for Small & Medium houses & shops.
hh_door_enter_large - Large Door, used for Large Houses & Shops
hh_door_enter_castle - Castle Door, used for castles.
Deeds will only work on doors of the type listed above.  If you try using a castle deed on an hh_door_enter, the game will tell you that the deed type and door type do not match.

Once a deed has been used on a door, that door now belongs to the person that used the deed.  They will get a key that opens the door.  The key can be "USED" on the door to get a variety of options including re-deeding the house.  (Which will drop all items in the house at the player's feet and give them their deed back.)

House keys are VERY important.  Not only do they allow you to get in and out of a house, but they also allow you to pick up and modify furniture, and they allow you to perform other maintenance on the house.  At this time, I have not created a DM tool to fix problems if they arise.  I will have this in when I can work on the next update.

4.  INTERIORS
a.  Instanced Housing
I have included 7 housing designs in the game.  The houses are "instanced," which means one area per house design can service an unlimited number of homes.  HOWEVER, no two players can be using that home at the same time.  But don't worry, there's a way to get around that.  If you find your players complaining that they cannot enter their house at this time, you can add more instanced areas.  To do this, just right click on the area (Small House for instance) and hit create copy.  A duplicate area will be created.  Go to the area properties for that area.  Go to the advanced tab.  The Area Tag should be hh_area_ss_1 (for small house) change it to hh_area_ss_2 .  We are incrementing the last character in the tagname.  You can create as many duplicates of each area type as you need.  Try not to do this unless your players are complaining of not being able to get to their homes.  More areas = more memory usage.

b.  Interior Doors
If you decide to make your own housing designs, it's very simple to do.  Just be sure to keep the tagnames of the currently existing areas. (or, if you know scripting, have a look at the hh_deed_onact script to see how the naming convention works with the deeds.)

There are two types of Interior Doors...  hh_door_exit, and hh_door_interior.  
Every property needs an hh_door_exit.  It's the point of entry/exit to the property.  I have not tried using more than one exit to a property, but the system is not currently capable of dealing with multiple entrances/exits to a single property...  So just use one hh_door_exit.
hh_door_interior are the interior doors.  You can have as many of these as you like.  Players can use these if they want to have their houses/shops open to guests, but do not want them getting access to certain areas.  I included several interior doors in my housing designs included in the erf.  Players can lock or unlock interior doors in the same manner than they can lock/unlock exterior doors.  (using the house key.)

5.  ITEMS MERCHANT
You will need to create one or more items merchants.  The items available for purchase can be found in the Special/Custom2 item listing.  (If you have the Hunter's Housing CEP expansion, you can find the CEP items in the Custom3 listing.)
Once players purchase an item deed, they can use the deed in their house, and they will be able to select a place to "place" the item.  Once the item is placed, they can use their house key to rotate the item or pick it up.  Containers (chest/bookcases) will dump their inventory at the player's feet if they are picked up.

I have not fully tested the system.  As far as I know, everything currently works...  But please report bugs to:
[email protected]

Ver 1.1 Updates
Added Demo Module
Made placed furniture start with a rotation of 0 instead of the opposite of the player's rotation.

Ver 1.2 Update
Fixed bug where players logged out inside of houses would still be there.  They should be teleported to entrance door now.
Updated documentation - You no longer need a module on_exit event for this system.


The CEP addon requires the CEP in order to work properly.  It does not contain any CEP content, it uses references to allow you to use CEP content in the HH system.