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== 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. | |||
* 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! | 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 === | |||
# 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: https://www.youtube.com/watch?v=2q-MsU8YXZ0 | |||
=== Building Your House === | |||
==== Open the Editor ==== | ==== Open the Editor ==== | ||
The interior of you house can be built using the | 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: | 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 hak to your NWN\hak folder. | |||
==== Create the First Area ==== | ==== Create the First Area ==== | ||
# Select one of the allowed tileset. | |||
# 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. | |||
==== 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. | |||
You should now have your .erf file ready to be uploaded to the server. | |||
==== Upload the ERF ==== | |||
# 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 | |||
===Approved Scripts === | |||
You can use any of the scripts that are listed here: | 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 | |||
# 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 | |||
# 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: [[ | 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. | 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
- 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:
- 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
- Extract the module to your NWN\modules folder.
- Extract the hak to your NWN\hak folder.
Create the First Area
- Select one of the allowed tileset.
- 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.
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:
- With the editor open, open the File menu and select Export this will open a new window will open to 'Export Resources',
- In the new window click 'Add Resources' which then opens up a new resource selection window,
- If necessary at the bottom change the 'Resources of Type:' selector to 'Area File',
- Select the areas you wish to export, and click 'Export' which will close the selctor dialog,
- Once you have all the areas you wish to export listed, click 'OK' and you will be prompted to save the created '.erf' 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' again to leave the comments field empty.
You should now have your .erf file ready to be uploaded to the server.
Upload the ERF
- Open the 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.
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:
- 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:
- 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.
- 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...
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
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 |
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 |
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 |
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 |
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 |
Name | Tileset |
---|---|
Catacombs | twl04 |
Sewers | tds01 |
Steamworks | tsw01 |
Undercity Sewer | isc02 |
Name | Tileset |
---|---|
Barrows Interior | tbw01 |
Beholder Interior [CEP] | tib01 |
Crypts [CEP] | tdc01 |
Deep Dungeon | isc01 |
Ruins | tdr01 |