I realised that there was never a formal announcement here to read up: The Catara NWN server is offline for quite some time now, due to time constraints. I might revive it someday, but it is pretty unlikely. If anyone wants to use our custom classes or tools, ping me on twitter (@jollyorc) and we can see what we can do for you! In the meantime, I do recommend The World of Avlis: https://avlis.org/
Building Basics - Areas
  • Basics:

    Name: Should be hierarchical. Like "Central Catara - Village of Laketon" If it's an interior for that area: "Central Catara - Village of Laketon, Smithy"
    Size: Outside areas are always 10x10


    OnEnter: c_areaonenter
    OnExit: c_areaonexit



    Outside areas must be resreffed like this: xp12yp43zp0

    The naming convention is thus

    the letters x,y and z denote the three axis

    x is the north-south axis. Lower values are further south
    y is the west-east axis. Lower values are further west
    z is the elevation. 0 is ground level, regardless of actual height. Even a mountaintop is zp0!
    xp50yp50zp0 is Catar City, Northgate
    xp50yp50zn1 is the sewer under Catar City, Northgate
    p denotes positive values, n negative ones

    Inside areas should have the same resref as the corrosponding outside one, with an addition that denotes the specific of that area xp12yp43zp0_House for example. If that gets too long, use just a unique identified that combines intent and describtion.

    Tag: Same as resref

    pchest_allowed as int, set to 1

    Allows plopping down of a pchest.

    General Rules/Guidelines:
    First off: Never ever place a NPC or a monster directly in the toolset. Always use encounters (only for hostile encounters) or better the Multispawn system. For named NPCs the use of persistant NPCs which are DM-placed is recommended.
    If you build house interiors for cities or villages, try to combine a few houses into one area to preserve space in the area list.
  • Need a clarification:
    "For named NPCs the use of persistant NPCs which are DM-placed is recommended."

    What do you mean by DM-placed?
  • That means that you don't put the NPC into the area, but include a note with your submission, which NPC should be placed where.
    When the area is hooked up, any DM can then spawn the NPC in the area and mark it persistant, thus ensuring that'll stick around over server resets.
    The advantage of persistant NPCs over those spawned by the multispawn system is that they stay dead once killed (leaving a raisable corpse), that they stay damaged when hurt and also will re-appear wherever they last despawned. So if a DM moves it around in game, it'll stay at the new place. That makes the world more dynamic.
  • Aaaaaa, good info. I didnt realize they stick around after a reset...cool!

    Hmm, what about NPCs that give out quests? Is it desirable that they be able to move around such?
  • I usually weigh them out on account of IC importance: If it's a clerk, merchant, peasant or other minor (but named) person, they'll become a multispawn NPC, so they're always around - keeps the quests more stable too.
    If it's an IC high profile NPC (the King, a high priest, etc.), they usually are a persistant NPC, even if they are part of a scripted quest.

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