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kamal

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kamalktk

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General Stronghold is a skeleton framework for builders to turn into Strongholds for players a la Crossroads Keep in the OC.

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May 21 2017: fixed several bugs including the Stronghold time not advancing past 25%

General Stronghold is a skeleton framework for builders to turn into Strongholds for players a la Crossroads Keep in the OC.

As such it is "playable", but only as a proof of concept demo. There is no story or point in doing anything in this demo. When the pc spawns, he can talk to the debugger, who will grant him 1,000,000 gold and "join" the sargeants, sufficient for doing anything in the demo.

Files are in 7zip format, the readme is included in them. I don't really expect problems since it's stripped down OC scripting but hey you never know.

General Stronghold contains the scripting from the OC that handles Crossroads Keep. It has been recommented for additional clarity in some areas and OC specific coding has been removed. Scripts have not been renamed, a builder could do this.

Conversations from the OC have been made into a bare skeleton frameworkd. The pc might say "question about your history?" to which the npc will reply "statement!". If you "play" the proof of concept enough, you will get tired of hearing "statement!". Conversations are purposely barebones to enable builders to adapt to their own strongholds.

At this point it contains everything Crossroads Keep stronghold is capable of. Only base NWN2 is needed.

The "Crossroads Keep report" can be customized as I removed references to the tlk file in the original script. This will keep compatibility with any custom tlk files being used. Details are in the readme/scripts. See the screenshot for examples.

As long as you can see how you could replace one thing with another, if should be simple to customize since it's conversation and string names, you just leave the underlying tags in place. Abstracted out, the stronghold has several features: you build/upgrade things. Remove placeables, recruit soldiers, improve the stronghold generically (lands/roads). Fortunately the system is quite modular, so you could remove something you didn't need.

For class or race based strongholds this would still work, just with more imagination needed.

Let's say in our story our PC bard inherits his family's run down playhouse that's currently showing a terrible play. He could have the playhouse rebuilt (build/upgrade). He needs to have the old play's props removed (remove placeables) and rebuild the interior for the new play (multiple interiors for one exterior). He also needs to pay for a better scriptwriter and actors (the "lands/roads" improvements). We'd remove the soldiers since they don't really fit, or maybe say they are "wandering touts" for the play and turn the max number of "soldiers" down from 500 to 20, adjusting the scripts to go along with that. Our majordomo is the play director, and the "stronghold money" is the cash generated by the play. "Taxes" become ticket prices.

A Red Wizard of Thay pc could come across an abandoned wizard tower. The wizard has their minions creating some construct "soldiers", maybe upgrade the exterior into a proper tower, and do some interior upgrading to make a alchemy table that gives a crafting bonus available. The "land" type upgrades could represent investment into status in the Red Wizard society, so the wizard builds his rank in the society. When the wizard attains a certain status in the Red Wizards, they give our PC wizard a magic amulet as a symbol of the wizard's status. Our wizard has created an iron golem and given it simple commands, the golem functions as the majordomo. Since our wizard just has a remote tower, we can leave out the tax parts and stronghold income parts.