Player Housing: Difference between revisions

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====== Housing System ======
== Basic Guidelines ==
 
===== Basic Guidelines =====


A player home must contain at least the following things:  
A player home must contain at least the following things:  


  * 1 2x2 area made of one of the allowed tilesets.  
* 1 2x2 area made of one of the allowed tilesets.  
 
* A door with the tag "MAIN_DOOR" that will be used to leave the house.  
  * A door with the tag "MAIN_DOOR" that will be used to leave the house.  
* Choose a specific loading screen. (The default the loading screen is set to random,  which is bad.)
 
  * Choose a specific loading screen. (The default the loading screen is set to random,  which is bad.)


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 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)
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).


(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.)
===== Acquiring a House =====
=== Acquiring a House ===


  - Find a location: Player houses are characterized by a sign with a title such as "House #5", next to a door and the sign should say "For sale!" with the details on how the interior can be designed, for example: \\ {{:features:housing_20190317-144222.png?400}} {{:features:housing_20190317-144520.png?400}} \\ \\
# Find a location: Player houses are characterized by a sign with a title such as "House #5", next to a door and the sign should say "For sale!" with the details on how the interior can be designed, for example: [[File:housing_20190317-144222.png|thumb]] [[File:housing_20190317-144520.png|thumb]]
  - Go the the realtor: There's one for most islands or you can cheat and use the one in the OOC which is for all islands: {{youtube>2q-MsU8YXZ0?medium}}
# Go the the realtor: There's one for most islands or you can cheat and use the one in the OOC which is for all islands: https://www.youtube.com/watch?v=2q-MsU8YXZ0


===== Building Your House =====
=== Building Your House ===


==== Open the  Editor ====
==== 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].  


You can start building with this module: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=200115 Sinfar v30 home module]
You can start building with this module: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=200115 Sinfar v30 home module]
  - Extract the module to your NWN\modules folder.
# Extract the module to your NWN\modules folder.
  - Extract the hak to your NWN\hak folder.
# Extract the hak to your NWN\hak folder.


==== Create the First Area ====
==== Create the First Area ====
  - Select one of the allowed tileset.
# Select one of the allowed tileset.
  - Select a size within the allowed range (the format on the deed is: Width x Height).
# 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.
# 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.
 
==== Export the Area ERF(s) ====
If your home is a single area, you can simply right click on the area in the left hand menu and select ''''Export Area'''<nowiki/>', this will prompt you to save the .erf file ready for uploading.
 
For a multi-area home you will need to use the resource exporter to create the ERF file of your areas:
 
# With the editor open, open the '''File menu''' and select '''Export''' this will open a new window will open to ''''Export Resources'''<nowiki/>',
# In the new window click ''''Add Resources'''<nowiki/>' which then opens up a new resource selection window,
# If necessary at the bottom change the '<nowiki/>'''Resources of Type:'''<nowiki/>' selector to ''''Area File'''',
# Select the areas you wish to export, and click ''''Export'''<nowiki/>' which will close the selctor dialog,
# Once you have all the areas you wish to export listed, click '<nowiki/>'''OK'''<nowiki/>' and you will be prompted to save the created ''''.erf'''<nowiki/>' file.
# After you have chosen the save filename and location you'll be prompted to add any comments to the ERF, you can click ''''OK'''<nowiki/>' again to leave the comments field empty.


==== Upload the Module ====
You should now have your .erf file ready to be uploaded to the server.
Save the module, upload it:
  - Open the [[https://nwn.sinfar.net/houses_uploadform.php 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.


The server will process your module, validate all areas and strip everything that is not allowed and if everything goes well, you will get a message saying that your house is now in game.
==== Upload the ERF ====
\\ \\
Here's what the process looks like: {{youtube>2xAte-Rm7Bg?medium}}


===== Using Scripts =====
# Open the [https://nwn.sinfar.net/houses_uploadform.php House Upload Page].
# Enter your house ID and secret code, both can be found by examining your deed in game.
# Select your house erf, it should be in your NWN\erf folder. You can optionally compress it.
# Click the Upload button.


==== Default Scripts ===
The server will process your erf, validate all areas and strip everything that is not allowed and if everything goes well, you will get a message saying that your house is now in game.
 
== Using Scripts ==
 
===Default Scripts ===
Some objects will have a default scripts attached to them:
Some objects will have a default scripts attached to them:
  - Plot placeable with an inventory will have a script to make their inventory persistent
# Plot placeable with an inventory will have a script to make their inventory persistent


==== Approved Scripts ===
===Approved Scripts ===
You can use any of the scripts that are listed here: [[https://nwn.sinfar.net/houses_scriptlist.php Scripts for houses]], with the following restrictions:
You can use any of the scripts that are listed here: [https://nwn.sinfar.net/houses_scriptlist.php Scripts for houses], with the following restrictions:
  - You can only use one script per object
# 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.
# 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
# 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...
# Make sure to read the script description, some require that placeable by dynamic, some can only be use a certain number of time...


You can find more details here: [[.:housing:approved_scripts]]
You can find more details here: [[Custom Scripting]].


===== 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 ====


The housing system is made so that you can even make your own scripts for inside your house and they will have no effect outside of it when ran. This feature is although restricted to selected players and Sinfar Supporters.
The housing system is made so that you can even make your own scripts for inside your house and they will have no effect outside of it when ran. This feature is although restricted to selected players and Sinfar Supporters.


Read more here: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=33050 Sinfar Home Builder's Guide]
Read more here: https://sinfar.net/features/housing/custom_scripts
 
== Sinfar Home Builders Guide ==
The Sinfar player home building guide may be found here: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=33050 Sinfar Home Builder's Guide]
 
== Avaliable Tilesets ==
 
<div style="display: flex; flex-wrap: wrap; gap: 1em;">
 
{| class="wikitable"  border=1 style="width: 250px;"
|+ Housing Interior
! Name !! Tileset
|-
| Castle Interior 1 [CEP] || tic01
|-
| Castle Interior 2 || tni02
|-
| City Interior 1 [CEP] || tin01
|-
| City Interior 2 || tni01
|-
| Drow Interior [CEP] || tid01
|-
| Elven Interiors, Marble || bvi80
|-
| Elven Interiors, Wooden || pie23
|-
| Fancy Castle || fla01
|-
| Fort Interior || twc03
|-
| Gothic Interior || gi
|-
| Illithid Interior || tii01
|-
| Medieval Keep Interior || tei02
|-
| Modern Office Interiors || udp2
|-
| NWN2 Houses || tms02
|-
| Oriental Interior || ori02
|-
| Sen's Rural Inn || sic11
|-
| Sigil, Stern Interior [CODI] || thv01
|-
| SJ Wood Interior || tis01
|-
| White Marble Castle || mbc30
|-
| Workshop || wks01
|}
 
{| class="wikitable"  border=1 style="width: 250px;"
|+ Exterior Wild/Rural
! Name !! Tileset
|-
| Barren Lands || isc03
|-
| Desert [CEP] || ttd01
|-
| Desert, Babylon [CTP] || tced0
|-
| Forest [CEP] || ttf01
|-
| Frozen Waste [CEP] || tti01
|-
| Medieval Forest || tfm01
|-
| Rural Grass [CEP] || ttr01
|-
| Rural Winter [CEP] || tts01
|-
| Swamps [CEP] || zkw01
|-
| Tropical || ttz01
|-
| Urban Wasteland || wlu01
|-
| Wild Woods || ttw01
|-
| Wildlands || twl01
|-
| Wildlands Winter || twl02
|-
| Worms Cypress Bayou || wcs10
|-
| Worms Dense Jungle || wdj01
|-
| Worms Desert Plains || wdp01
|-
| Worms Fantasy Interiors || wdd04
|-
| Worms Forest Summer || wsf10
|-
| Worms Jungle Mountains || tjj01
|-
| Worms Mirkwood Swamps || wms01
|-
| Worms Outer Limits || wcc01
|-
| Worms Scorched Earth || wlf01
|-
| Worms Undersea || wut01
|}
 
{| class="wikitable"  border=1 style="width: 250px;"
|+ Misc
! Name !! Tileset
|-
| Arena || tte30
|-
| Future, Secret Base || tcdh0
|-
| PHoD Bunker 1 || fifi1
|-
| PHoD Bunker 2 || fifi2
|-
| PHoD Bunker 3 || fifi3
|-
| PHoD Metal Vault Interior || mbc31
|-
| PHoD Metal Wasteland 1 || tsr02
|-
| PHoD Vault - Ancient || phodd
|-
| PHoD Vault - Exotic || phoda
|-
| PHoD Vault - Lumpy || phode
|-
| PHoD Vault - Murky || phodf
|-
| PHoD Vault - Strange || phodb
|-
| PHoD Vault - Tainted || phodc
|-
| Ship Interior || nex01
|-
| Starship Interiors || shp02
|-
| Worms Wagon Travel Interior || tms01
|}
 
{| class="wikitable"  border=1 style="width: 250px;"
|+ Exterior City/Town
! Name !! Tileset
|-
| Aztec Exterior || tze01
|-
| Castle Exterior, Rural || tno01
|-
| City Exterior [CEP] || tcn01
|-
| Complete Rural/City || tcr10
|-
| Elven Treetop City || thf02
|-
| Gothic Estates || gg
|-
| Medieval City || tcm01
|-
| Medieval Rural || trm01
|-
| Modern Suburbs || udp1
|-
| Oriental Rural || ori01
|-
| Sigil, Exterior [CODI] || tps01
|}
 
{| class="wikitable" border=1 style="width: 250px;"
|+ Caves/Dungeons
! Name !! Tileset
|-
| Classic Dungeon || cdlif
|-
| Dungeon [CEP] || tde01
|-
| Dwarven Chasms || isc04
|-
| Eye of the Beholder || tei01
|-
| Mines and Caverns [CEP] || tdm01
|-
| Sea Caves || tdt01
|-
| Sen's Icy Caverns || sic01
|-
| Sen's Mines and Caverns || scv01
|-
| Sen's Underdark || sdg01
|-
| Underdark [CEP] || ttu01
|-
| Versatile Dungeon || tvd
|}
 
{| class="wikitable" border=1 style="width: 250px;"
|+ Catacombs/Sewers
! Name !! Tileset
|-
| Catacombs || twl04
|-
| Sewers || tds01
|-
| Steamworks || tsw01
|-
| Undercity Sewer || isc02
|}
 
{| class="wikitable"  border=1 style="width: 250px;"
|+ Barrows/Crypts/Ruins
! Name !! Tileset
|-
| Barrows Interior || tbw01
|-
| Beholder Interior [CEP] || tib01
|-
| Crypts [CEP] || tdc01
|-
| Deep Dungeon || isc01
|-
| Ruins || tdr01
|}
 
</div>

Latest revision as of 15:27, 6 September 2025

Basic Guidelines

A player home must contain at least the following things:

  • 1 2x2 area made of one of the allowed tilesets.
  • A door with the tag "MAIN_DOOR" that will be used to leave the house.
  • Choose a specific loading screen. (The default the loading screen is set to random, which is bad.)

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 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).

(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.)

Acquiring a House

  1. Find a location: Player houses are characterized by a sign with a title such as "House #5", next to a door and the sign should say "For sale!" with the details on how the interior can be designed, for example:
  2. Go the the realtor: There's one for most islands or you can cheat and use the one in the OOC which is for all islands: https://www.youtube.com/watch?v=2q-MsU8YXZ0

Building Your House

Open the Editor

The interior of you house can be built using the Neverwinter Nights Toolset.

You can start building with this module: Sinfar v30 home module

  1. Extract the module to your NWN\modules folder.
  2. Extract the hak to your NWN\hak folder.

Create the First Area

  1. Select one of the allowed tileset.
  2. Select a size within the allowed range (the format on the deed is: Width x Height).
  3. 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.

Export the Area ERF(s)

If your home is a single area, you can simply right click on the area in the left hand menu and select 'Export Area', this will prompt you to save the .erf file ready for uploading.

For a multi-area home you will need to use the resource exporter to create the ERF file of your areas:

  1. With the editor open, open the File menu and select Export this will open a new window will open to 'Export Resources',
  2. In the new window click 'Add Resources' which then opens up a new resource selection window,
  3. If necessary at the bottom change the 'Resources of Type:' selector to 'Area File',
  4. Select the areas you wish to export, and click 'Export' which will close the selctor dialog,
  5. Once you have all the areas you wish to export listed, click 'OK' and you will be prompted to save the created '.erf' file.
  6. After you have chosen the save filename and location you'll be prompted to add any comments to the ERF, you can click 'OK' again to leave the comments field empty.

You should now have your .erf file ready to be uploaded to the server.

Upload the ERF

  1. Open the House Upload Page.
  2. Enter your house ID and secret code, both can be found by examining your deed in game.
  3. Select your house erf, it should be in your NWN\erf folder. You can optionally compress it.
  4. Click the Upload button.

The server will process your erf, validate all areas and strip everything that is not allowed and if everything goes well, you will get a message saying that your house is now in game.

Using Scripts

Default Scripts

Some objects will have a default scripts attached to them:

  1. Plot placeable with an inventory will have a script to make their inventory persistent

Approved Scripts

You can use any of the scripts that are listed here: Scripts for houses, with the following restrictions:

  1. You can only use one script per object
  2. 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.
  3. Each script has a specific list of variable and any other variable name/type will be automatically removed
  4. Make sure to read the script description, some require that placeable by dynamic, some can only be use a certain number of time...

You can find more details here: Custom Scripting.

How to Make Scripts, Dialogs, Creatures and Other Restricted Blueprints for inside Your House

The housing system is made so that you can even make your own scripts for inside your house and they will have no effect outside of it when ran. This feature is although restricted to selected players and Sinfar Supporters.

Read more here: https://sinfar.net/features/housing/custom_scripts

Sinfar Home Builders Guide

The Sinfar player home building guide may be found here: Sinfar Home Builder's Guide

Avaliable Tilesets

Housing Interior
Name Tileset
Castle Interior 1 [CEP] tic01
Castle Interior 2 tni02
City Interior 1 [CEP] tin01
City Interior 2 tni01
Drow Interior [CEP] tid01
Elven Interiors, Marble bvi80
Elven Interiors, Wooden pie23
Fancy Castle fla01
Fort Interior twc03
Gothic Interior gi
Illithid Interior tii01
Medieval Keep Interior tei02
Modern Office Interiors udp2
NWN2 Houses tms02
Oriental Interior ori02
Sen's Rural Inn sic11
Sigil, Stern Interior [CODI] thv01
SJ Wood Interior tis01
White Marble Castle mbc30
Workshop wks01
Exterior Wild/Rural
Name Tileset
Barren Lands isc03
Desert [CEP] ttd01
Desert, Babylon [CTP] tced0
Forest [CEP] ttf01
Frozen Waste [CEP] tti01
Medieval Forest tfm01
Rural Grass [CEP] ttr01
Rural Winter [CEP] tts01
Swamps [CEP] zkw01
Tropical ttz01
Urban Wasteland wlu01
Wild Woods ttw01
Wildlands twl01
Wildlands Winter twl02
Worms Cypress Bayou wcs10
Worms Dense Jungle wdj01
Worms Desert Plains wdp01
Worms Fantasy Interiors wdd04
Worms Forest Summer wsf10
Worms Jungle Mountains tjj01
Worms Mirkwood Swamps wms01
Worms Outer Limits wcc01
Worms Scorched Earth wlf01
Worms Undersea wut01
Misc
Name Tileset
Arena tte30
Future, Secret Base tcdh0
PHoD Bunker 1 fifi1
PHoD Bunker 2 fifi2
PHoD Bunker 3 fifi3
PHoD Metal Vault Interior mbc31
PHoD Metal Wasteland 1 tsr02
PHoD Vault - Ancient phodd
PHoD Vault - Exotic phoda
PHoD Vault - Lumpy phode
PHoD Vault - Murky phodf
PHoD Vault - Strange phodb
PHoD Vault - Tainted phodc
Ship Interior nex01
Starship Interiors shp02
Worms Wagon Travel Interior tms01
Exterior City/Town
Name Tileset
Aztec Exterior tze01
Castle Exterior, Rural tno01
City Exterior [CEP] tcn01
Complete Rural/City tcr10
Elven Treetop City thf02
Gothic Estates gg
Medieval City tcm01
Medieval Rural trm01
Modern Suburbs udp1
Oriental Rural ori01
Sigil, Exterior [CODI] tps01
Caves/Dungeons
Name Tileset
Classic Dungeon cdlif
Dungeon [CEP] tde01
Dwarven Chasms isc04
Eye of the Beholder tei01
Mines and Caverns [CEP] tdm01
Sea Caves tdt01
Sen's Icy Caverns sic01
Sen's Mines and Caverns scv01
Sen's Underdark sdg01
Underdark [CEP] ttu01
Versatile Dungeon tvd
Catacombs/Sewers
Name Tileset
Catacombs twl04
Sewers tds01
Steamworks tsw01
Undercity Sewer isc02
Barrows/Crypts/Ruins
Name Tileset
Barrows Interior tbw01
Beholder Interior [CEP] tib01
Crypts [CEP] tdc01
Deep Dungeon isc01
Ruins tdr01