"0":"This sign is here only as a referrence, it's located on the palette under signs, please delete this sign before hosting / playing the module.\n\nAll of the main module scripts start with the prefix \"on\" like onheartbeat or oncliententer, most are named after the event they are placed uner in the module propertiest event tab. (click edit / module properties). Those scripts have many settings within them, and you will need to open them up and configure them to your likings (autosave is turned off for offline use currently).\n\nI Recently updated this 8/10/08 to fix the main module scripts, which were missing funtions or had functions uncommented by accident. I also put in my Inventory Organizing system within the module. PC's access it by using the Inventory Organizer custom item, which is handed out.\n\nAlso, I imported my \"ever___\" Module event scripts, what these scripts are for is for Higher Ground's SimTools and Legendary Leveler, you will still need to import them into the module, as they are not here, HOWEVER, when you do import them, DO NOT overwrite ANY existing resource, then follow the instruction to set them up carefully. Finally, all you have to do, is put all of the \"ever___\" scripts into their proper Module Event (click edit / module properties / event tab), note: there are other ever script that deal with ammunition, these are not event scripts! Build your module (scripts only) after ANY changes to scripts, then save the module. (NOTE: These two system use NWNX2 and Leto, which both must be properly set up for them to work correctly.)\n\ncheatercheck1 / cheatercheck2 / cheatercheck3 / cheatercheck4 scripts handle scanning characters to see if they are playing a legal character or not. (If you are not using the option \"Enforce Legal Characters\" on your server, this will prevent players from logging on to your module with super toons, which have insane stats / all feats / etc..\nYou set up cheater checking in the main module scripts, check all of them!\n\nI only changed a few monsters, added one immortal adventure, and added a few areas for developement (see the old thieves camp) Feel free to add a lot of areas for levels 20 - 40, because those are the areas that are really needed in the module, as this module was designed for up to level 20, I assure the drow will be a challenge for most players. ;...;\n\nYou can configure the forge through the conversation dm_forge2, see the conversation of shemp (npc) in the custom palette to adjust the omega pool conversation. With the forge there is no need for repetitious or insane amounts of stores in your module, though I left one more place for a store in the Tavern. :)\n\nEach tagbased item has 1 script that fires the proper event \"exacttagname\", then the event ac_ aq_ eq_ etc..., wher ac_tagname of the item is how the tagbased scripted system is set up, so for like the itemseller we have 2 scripts, itemseller (the event firing script) and ac_itemseller , which is the on activate item script which fires when the item is activated. (no need to rename these as the scripts make sure they are executed by the items, not executable by the console command.)\n\nSpell Hooking was enabled in the module, see the OnModuleLoad Event script \"onmoduleload\" if you wish to disable, just type // before the SetLocalString function. No Casting has been set up every where in town, and you will want to open the \"myhook\" script to configure and set up spell hooking to your likings. (This is a very nice spell hook system pre-set up for you!)\n\nNOTE: Quite a few imporant scripts, which will fire a lot, have been cached under the module properties (click edit), if this proves too much for your PC to handle on your server, then you can reduce the # of scripts cached, I recommend removing scripts you are only familiar with! If you however are using the \"ever___\"ModuleEventScripts,thenyouwillneedtocachethem!(NEVERCacheanIncludescript!)\n\nIhaveincludedmylegendaryandartifactitemsystems,whichareacompletesetofweaponsforlegen