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Sleeping requires eating food. Food item has no use button.

That is, I set up the tent as indicated, hit ''r' to rest...And it tells me to eat food. I right-click on the food, there's no use button. I check the radial menus and emote wand the module provides; nothing that seems relevant.

The module claims that they played it regularly for months during development. Presumably, there's some way to actually eat food in this module. Anyone know how, or have a clue?

Note: This is the second time I rested; the first time worked. I got the "need food" requirement the second time I tried to rest. If you try the module yourself, you'll need to rest at least once for the requirement to pop up.
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Narf_the_Mouse: Sleeping requires eating food. Food item has no use button.

That is, I set up the tent as indicated, hit ''r' to rest...And it tells me to eat food. I right-click on the food, there's no use button. I check the radial menus and emote wand the module provides; nothing that seems relevant.

The module claims that they played it regularly for months during development. Presumably, there's some way to actually eat food in this module. Anyone know how, or have a clue?

Note: This is the second time I rested; the first time worked. I got the "need food" requirement the second time I tried to rest. If you try the module yourself, you'll need to rest at least once for the requirement to pop up.
If I get a chance later today I'll download the module and see if I can suss the trick of it. I have always liked a good Hunger/Thirst/Fatigue mechanic used in game but I have seen a great number of poorly built/scripted HTF systems in my time too. Basically we built our HTF systems based on avoiding all the bad examples we found, so I'm here to say HTF can be a beautiful thing in a game setting, if done well.

I'll post here if I discover the trick of your module's rest system (maybe in the next 24 hours if storms hit and keep me from my garden).

Do you have a link for the module btw? Share it in this thread please?
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Narf_the_Mouse: Sleeping requires eating food. Food item has no use button.

That is, I set up the tent as indicated, hit ''r' to rest...And it tells me to eat food. I right-click on the food, there's no use button. I check the radial menus and emote wand the module provides; nothing that seems relevant.

The module claims that they played it regularly for months during development. Presumably, there's some way to actually eat food in this module. Anyone know how, or have a clue?

Note: This is the second time I rested; the first time worked. I got the "need food" requirement the second time I tried to rest. If you try the module yourself, you'll need to rest at least once for the requirement to pop up.
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ArgentumRegio: If I get a chance later today I'll download the module and see if I can suss the trick of it. I have always liked a good Hunger/Thirst/Fatigue mechanic used in game but I have seen a great number of poorly built/scripted HTF systems in my time too. Basically we built our HTF systems based on avoiding all the bad examples we found, so I'm here to say HTF can be a beautiful thing in a game setting, if done well.

I'll post here if I discover the trick of your module's rest system (maybe in the next 24 hours if storms hit and keep me from my garden).

Do you have a link for the module btw? Share it in this thread please?
Sorry; I was going to link and then forgot.

http://neverwintervault.org/project/nwn1/module/shield-lands
Please pardon my slowness, gardening wearies me and the nap monster got me yesterday. I'm downloading the module now and will have a look at it before two hours are done. Will get back to you in a wee bit.
OK, I'm digging around the module in the toolset - and it looks like the resting would fail under a couple conditions.

First "You may not legally rest." is a message that would indicate the PC is not in a location deemed 'rest-capable'. Your PC must be within 5 meters of a 'rest object'.

Second "Food is required to rest." is a message that would indicate your PC does not have a food item in INVENTORY.

Are you certain the PC you are playing both has valid food items (please let me know which ones you have so I can explore the details of those objects in the toolset) and are you also certain you are close enough to the 'rest object' and please specify what area you are in and what 'rest object' you are near if possible, likewise so I can explore more fully.
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ArgentumRegio: OK, I'm digging around the module in the toolset - and it looks like the resting would fail under a couple conditions.

First "You may not legally rest." is a message that would indicate the PC is not in a location deemed 'rest-capable'. Your PC must be within 5 meters of a 'rest object'.

Second "Food is required to rest." is a message that would indicate your PC does not have a food item in INVENTORY.

Are you certain the PC you are playing both has valid food items (please let me know which ones you have so I can explore the details of those objects in the toolset) and are you also certain you are close enough to the 'rest object' and please specify what area you are in and what 'rest object' you are near if possible, likewise so I can explore more fully.
I'm in the tent-building at the start area; I've got a tent I've deployed. And my inventory contains 10 "Hard tack biscuits". Seeing as they were cheap, clearly food of some sort, and this is a RP-lite game, I figured quality of food probably wasn't going to come up, and bought the cheapest available.
With the food in inventory, stand very close to the tent and use the R key to trigger rest. Does this work?
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ArgentumRegio: With the food in inventory, stand very close to the tent and use the R key to trigger rest. Does this work?
I ran my character right into the tents' collision box. Still says food required to rest.
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ArgentumRegio: With the food in inventory, stand very close to the tent and use the R key to trigger rest. Does this work?
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Narf_the_Mouse: I ran my character right into the tents' collision box. Still says food required to rest.
OK, I found where you are in the module (I think) it appears as the interior of a tent "Caer Mabon : Tent" is the name of the place unless I miss my guess ... now that I have seen it I can better direct you - in fact I misdirected you earlier (not intentionally).

On my server, we use the visible tent object as the 'rest point' that a PC must be close to in order to activate resting. In this module the builder chose to use invisible placeable objects for this. This is a bit awkward IMHO and one of the reasons we chose to build our hunger/thirst/fatigue system differently. I think I misdirected you about the 'tent object' being the rest object, my apologies for that - as I dig through the module in the toolkit I learn more about this module.

I am looking deeper at the module and in the new vault I find this text:

"We played this once-per-weekend for at least six hours, for six months as it was being built. There isn't a story outside of the terrible trouble you can get your PCs into."

and this

"This is a sandbox/monster farm module I made for my friends a couple of years ago. The associated hakpaks can be found here. This was a work in progress when it was abandoned"

All of this tells me "This was created without a plan in advance, and not completed so expect some rough going".

In rummaging about in the module (I have not looked in the haks yet - and there may be even more versions in there but), I've located THREE versions of the rest script in the module - which only uses one. There is almost no comments in the scripts here either so I'm having to guess at what the scripter intended to do. Please bear with me.

All is not lost.

Now, I believe, because of the text message you are getting - that it is a food issue - you do not have 'enough food of high quality'. Various food items in the module have different values attached to them, your 'hard tac' is a value of 1, a good meal is a value of 30. In order to rest you must have (according to the script 'ps_mod_onrest3' lines 87-89) you must have a value greater than 1.

Please get some additional food NOT of the hard tac variety, and try resting again. I'll look forward to your reply, with luck, this solves the mystery, if not, I shall quest on.

Best wishes.
Thanks. :)

Given it's the middle of game-time night, I may just have to wait until "morning" for the stores to open.
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Narf_the_Mouse: Thanks. :)

Given it's the middle of game-time night, I may just have to wait until "morning" for the stores to open.
Any luck with getting your PC some rest?

Rest systems, particularly HUNGER/THIRST/FATIGUE systems - while they have been around a while, most of the ones I have seen implemented are poorly done (rough in the script and or design) such that they can cause a lot of in game issues and confusion.

My server uses a custom HTF system that allows your PC to sleep even if hungry, and allows you to eat and drink even if sleepy. Much more forgiving than this one if I may say so. I studied a LOAD of these awkward systems when designing ours in the hopes of avoiding the pitfalls others have built-in.

I hope you get this worked-out with your current module. If you get a chance, come visit our server online to see a really SMOOTH operating and well designed HTF system in action.

I'll continue to monitor this thread btw. Best wishes.
“RISE FROM YOUR GRAVE!” (Old Sega game)

I’m not the author, but I have been working on this module in my spare time and updated the files and module on its NWVault page (also see long blurb at the bottom of this message):
https://neverwintervault.org/project/nwn1/module/shield-lands

There was indeed an error where some food items were not tagged properly and weren’t found as food items by the rest script. I think I have fixed all food, but do note that eggs are not “food”, but magic components. I should probably label it “Magic Focus” or something. Or even what is food vs magic components.

I also created a version that doesn’t require sacrificing items/gold or magic components for points to cast spells. That really turned off some people, but certainly makes for a challenging campaign.

There is no particular story, and I’m not clear if there is an end game. Theoretically you “win” by earning enough prestige or control enough territory to be congratulated by the Viceroy or someone that Critwall is sending troops. I haven’t gotten that far as I mainly play to tinker and kill monsters.

I have added henchmen, because playing by yourself is nearly impossible. The monsters are tough, and in greater numbers. I think I’ve balanced the costs to the CB silence, maintaining the challenge of continuing and earning a profit to get better gear. If you’re using the points for spells it’s still a challenge to find enough gold to sacrifice for your clerical spells, and keep your henchmen paid and fed, much less equipped. So sometimes you enter an area and find it’s overrun, and better to take easier chances elsewhere to find a relic rather than fight for XP.
So henchmen are useful, but of limited utility against the tougher higher level monsters/leaders. Some of them need a magic weapon, or the spell to make a weapon magic to harm them enough to be able to defeat them without wiping out your party.
I might look into making henchmen upgradeable in level or something, and see if the balance works out.

I’ll be adding a few more enhancements and features, and probably update the tilesets since the built-in tilesets are so much better. The castles are pretty unique, so we’ll see if I can capture the mood properly.

I will also boost the merchant offerings to be more plentiful, if not better in quality. It's a sad day when you've risked your necks and have a full purse only to be offered a club, chain shirt, and 3 pots of dye...

- Qlippoth
Post edited March 19, 2024 by Qlippoth
Blurb about Shield Lands module:
This module is a single party module set in Greyhawk (single or multiplayer). Dieties of worship are selected in the starting area where you get your gear. So don't worry about knowing a lot about the gods of Greyhawk.

It is entirely action oriented, there is only one goal, and that is to recover artifacts and return them to the Viceroy of Caer Mabon, which is where you start.

There are henchmen that can be hired, but they do not level up. They are handy in the beginning, especially if you don't have enough players or are playing by yourself. They can be hired by the day for a certain amount of gold per day. They also need to be fed. You can give them better equipment, so although they are stuck at their starting level, you can find or order better armor from the blacksmith as you find wealth. Troops are fighters level 2 or 3 (chain shirts), there is also a level 4 Rogue and a level 3 barbarian in the Caer Mabon Public House.

The creature spawn system is cool, entering an area spawns foes and each area can be contested between two factions. One side will win and take control of the area. Stronger factions will end up taking over the module, and this is probably always going to be the Hill Beater tribe, which includes giants.

Creatures are well designed and balanced, a really good job making things challenging, especially at the beginning when you are at a low level.

When you recover an artifact the Viceroy of Caer Mabon will give you a battle standard. This can be used to spawn human troops to help fight the enemy creatures in the area. You'll want to scout an area before entering, this will usually tell you what faction controls the area. So you'll use the army when it is most beneficial.

There are a few bugs that should be fixed, I might try and fix a few. Some food items don't register as food, which can be a pain when you're loaded up with sausages and you rest. It thinks you starved the night away (tag = GOOD_FOOD, instead of GOODFOOD).

This module does have some very interesting ideas, though. The single party requirement is due to the time system. Traveling between areas takes time depending on distance between areas. Random encounters can happen, you and your henchment need to rest and eat every so many hours. This will crop up as you travel between areas, setting the time forward by X hours for all in the module. You can move time forward by simply using the transition placeables (sign posts). So if you only have a few hours until dawn, when your armor is completed you can forward to a few times of the day.

Another interesting addition, is that if a creature is killed, the enemy WILL loot the corpses! If you get something really cool and die in battle, you will run into a monster using it against you in the future (if it makes sense). Creatures also have morale, so injured, outnumbered, or weaker creatures will run to their allies (assuming they still live >:3

Caer Mabon has a merchant, sometimes 2, with a random selection of stock. A blacksmith is also available, but orders take time. Say, almost 2 days to craft a greatsword. You'll receive a voucher, which you can use to have it tell you how many days and hours are left before it is ready.

HINT: Weapons are available aplenty in the world. Rarely magical, but a lot of basic martial weapons are used and lootable from the enemy.

HINT 2: Salted fish is the cheapest, but does not last long. I used this food to start, since I would be too weak to travel far from Caer Mabon. You will sometimes find food items, as well you will have the opportunity to hunt and gather meat from your kills.

HINT 3: Don't be afraid to run away. If you scout an area and it has powerful nasties, 'head back' and travel to another area, or try and pull only one group of enemies at a time. Also note that in almost all cases, your entry into an area should be safe from enemies if you don't travel far from the Travelling signpost.

Note that the magic system has been altered to require certain prerequisites, such as cleric spells require a certain amount of credit with your diety. This credit can be earned by finding altars and sacrificing objects of value to your god.

I have not played a magic user, I believe you might need to purchase spell components.

I created a version of this module which bypasses this requirement, as it was difficult playing alone with these requirements.

Food is fixed.

Sorry I never replied, but for anyone else trying this module out, you can Level Up as long as you can legally rest. So putting up a tent or deploying your camp and being next to your fire is enough to Level Up. Otherswise your XP is removed to 1 XP below your previous level (after leveling up in an "illegal" rest area).

So if you're 1st level, and you get 1001 XP and can level up, and you do so outside a legal resting area, you are downleveled back to level 1 and you will have 999 XP remaining. You'll need to gain 1 XP again to level up. You will not lose any existing levels you had before trying to level up.

I have uploaded an updated version of the module fixing some area water tiles (as best I could) and fixing the food items to all be properly used when resting for you and henchmen.

The tilesets are probably outdated and have some water and pathing problems, but converting them to better tilesets is more work than I have time for.

HINT 4: Clerics must have Tithe "credit" with their diety to cast spells. You receive this credit by sacrificing items or even gold itself in an altar container. There are a few altars around the module. One is on top of the tower in Caer Mabon. Tithing is pretty easy, you'll find gems and items all over depending on the strength of your vanquished foes. I believe holding a holy symbol while casting also reduces this cost...

For intance, without a holy symbol, I know that casting Cure Minor Wounds costs nothing, so those spells are free. Casting Cure Light Wounds costs 2 GP of your Tithe balance.

Hint 5: Wizards and Sorcerers use a different mechanic, they require spell components

HINT 6: There are also training dummies in the Tower as well, though they don't give XP out quickly or easily.

This is a sandbox/monster farm module I made for my friends a couple of years ago. The associated hakpaks can be found here. This was a work in progress when it was abandoned, but it does feature dynamic, migrating monster populations and unique time & travel systems, death system, looting monsters, treasure systems, and an implementation of Jasperre's AI and Neshke's Extendable Spawn System.

From the module intro:

" The Shield Lands, and much of northern Furyondy, have been overrun by the hordes of the northern marchlands for nearly twenty-two years. Five years ago, a group of daring adventurers retrieved an artifact of the god Rao from a strange island in the south. With it, the arch-clergy banished all daemons from the face of our world. This decimated the armies of the warlord Iuz, who had brought the Horned Society and the Bandit Kingdoms under his influence.

With Iuz's forces weakened, King Belvor the Third of Furyondy quickly declared the Great Northern Crusade, which was able to reclaim Furyondy's northern territories, as well as a small area of the Shield Lands around Critwall. In the last few years, however, the fighting has come to a standstill. The Crusade ground to a halt when Belvor's generals realized that the goblinoid tribes and undead lords would just as soon fight one another as the armies of men. The absence of Iuz's daemonic overseers had cast his armies into disarray.

Caer Mabon is a settlement on the edge of the small territory controlled by the Knights of Holy Shielding, the nearly extinct rulers of the Shield Lands. Two clauses in the decree Great Northern crusade have attracted all manner of adventurers to borderlands like this one:

"That all serfs and criminals who settle reclaimed land will find amnesty for their bonds and debts." and "All treasure and artifacts found in the overrun lands may be kept by the finder in the absence of the original owner."

Nowhere in the lands of men can you find such a strange mixture of noble crusaders, underhanded criminals, and treasure seekers. "

If you like destroying enemies with sword adn spell and delving into hostile territories to do so, this is a module for you.