|
To download the AnchorDeep HAK file, click on the link below.
HAK File is a general term that includes all extra content you need to play anchordeep.
Anchordeep Hak File (self-extracting exe.)

Click the SAVE or OPEN button and the file will install the required HAK. You are now ready to play in the world of AchorDeep.
- Note clicking Open may take some time as the file will need to temporarly download itself first.
ADeep_2da.hak
ADeep_creature.hak
ADeep_tileset1.hak
ADeep_tileset2.hak
ADeep_tileset3.hak
ADeep_placeable.hak
ADeep_item1.hak
ADeep_item2.hak
Location: <NWN Root>\NWN\HAK\
AnchorDeep.tlk
Location: <NWN Root>\NWN\TLK\
FileSize: 62.2 MB (EXE)
New HAKs October 10th 200
Self Installing EXE Full Version
RAR File Version Full Version
RAR Dir
ZIP Dir
You will need to place these files in the proper directories. All the HAK files go in your NWN HAK folder. The TLK file in the ADeep_2da.(RAR/ZIP) this file goes in your NWN TLK folder.
Other downloads (Neverwinter scripts for developers)
NWN
Log parser
This is a Log Parsser designed by 69_Jeremy_69 and coded by MASTER ARES. This Log Parsser is a great tool for loading a large 50MB log file. It can parse through the data in about 5 seconds. After loading a file. Select the events you want to filter out and view the data. There are 16 filters currently. We also have a quick key that will just show the Start time, Shutdown/Crash Time and the Duration it was up. There is also another quick key called 'Show last event' that will show the last event that happened before the server shut down/crashed. We found this tool a great success in tracking down the source of our major crashes.
Anchordeep
Message Board System
This is all very straight forward, drop a Message Board found in Custom => Penants and Signs, in the Placeable Pallette. In to any area you want your players to have access to getting and sending messages. Once the boards are in the code handles the rest. There are a few Options you can edit in the file MB_INC. If you edit this file though you will have to do a full recompile of the scripts.
Features this message board has:
(All found in the file MB_INC under Constants)
- Persistent messages
- Flood Control to stop Spammers
- You can Enable/Disable the showing of names
- Players can delete there own messages
- There is a language filter to catch 'BAD WORDS'
- DM's can delete any post, board or the whole database from in game
- A Player Read Only Board that only DMs can post on
PC
Lycanthropy
PCs are transformed every night, and the player changes to a werewolf so they can watch themselves run amuck. As a werewolf they act like a crazed beast. Unless they make a successfull save then they can control themsleves as a werewolf. If they fail they will wander about, attack creatures (friend or foe) and try to return to the sight of their infection.
Also included are werewolf sounds so they howl and bark and growl as they run amuck. A pseudo Heartbeat is used to control this and all Lycanthrope actions. This way if no PCs are infected no scripts will run. Also the script only runs twice a day once at DUSK once at DAWN. This make for really low over head for PWs. The only action that runs allot is a check that runs ONLY on and IF there is a infected PC in your world. It checks to see if they cancelled the polymorph effect, if so it changes them back. Even if the PC cancels the polymorph they will act like a werewolf and sound like a werewolf.
CURING LYCANTHROPY
There are several ways to cure the Curse.
1. Belladonna: Eating it may cure you. But it may also have adverse effects on you as its a poisonious herb.
2. Remove Disease or Heal: If a Cleric of at least 12th level casts either of these spells on the infected PC then the curse will be lifted.
3. Remove Curse: If a Player casts this spell on the infected PC there is a chance the curse will be lifted.
- Paladin's are immune to the Lycanthropy effects
It is adviseable to remove any armor you are wearing before the transformation! Most Armor will give way to the pressure of the change...shattering before the PC's very eyes! Also included is a check for silver weapons that can be used to bypass the Werewolf's Damage Reduction. Just make sure the silver weapon has the word "Silver" or "Sil" in it's TAG, NOT case specific.
Spells of Extradimensional Travel
MUST HAVE PATCH v1.30 or ABOVE
This Add-on contains 12 new spells all to do with travel and teleportation. Plus 3 items: Helm of Teleportation, Cloak of Blink and Cloak of Levitation.
BONUS two Monk Abilities Abundant Step and Leap of the Clouds.
The spells below follow as close as possible to the AD&D spells in the PHB. Some are creations of my own though. As they are fairly powerfull, all teleportation spells that actually moves the creature require EXP to cast as per the PHB. And all spells require that the caster has a spell of equal level memorized to sacrifice. The Stone of Travel in AnchorDeep is created in a Wizard's lab, the Tome of Travel holds the recipe of this item. You will need to create your own Alchemey Lab though or find another way to introduce the stone to players in your Module. The stone's cost is about 32,000 gold and is marked as plot.
HOW TO
How to Teleport yourself. Just activate the stone pick a spell and speak the area's name. The name does NOT have to be Case Specific but must be exact. You can speak the name in Party Chat or Talk Chat.
i.e. Area Name: The Delta You speak: 'the delta' or 'tHe DelTA' all are OK. 'TheDelta' is NOT
Spells:
(Arcane)
Blink Bard 3, Sor/Wiz 3
Detect Teleport Sor/Wiz 3
Dimension Door Bard 4, Sor/Wiz 4
Dimensional Anchor Clr 4, Sor/Wiz 4
Teleport Trace Sor/Wiz 4
Teleport Sor/Wiz 5
Mass Teleport Sor/Wiz 6
Teleport Block Clr 6, Sor/Wiz 6
Word of Recall Clr 6, Druid 6
Teleport Without Error Sor/Wiz 7
Dimensional Distoration Sor/Wiz 8
Teleportation Circle Sor/Wiz 9
(Divine)
Word of Recall Clr 6, Druid
Garrote (Strangle Cord)
Garrote: Is a rogue/ranger Item, basically a strangle cord.
The caller makes an attack role, if successfull choking starts. Target may make an escape attempt with a reflex save. If the Target fails to break free they are rendered unconscious for 1d3 rounds. The filecontains 2 scripts the main RogueItems file and the code required for OnActivateItem. You will need to create an item called whatever you wish, with the TAG ROGUE_GARROTE. Or use the included erf.
SoU
Ripper
This is a HowTo for all those people that want to use SoU content in there NON SoU Modules.
So here's 69_Jeremy_69's method for ripping content from a SoU ERF into a standard NwN install.
1) Create a Directory in your Module folder = > Temp0
2) Get a program like NwN Packer by Zoligato. Open the SoU ERF that you want to rip
3) Remove the ExportInfo.gff file listing
4) Export All files to the Temp0 folder that you created
5) Take a default blank Module Open it in NwN Packer
6) Export All files to the Temp0 folder
7) Open the Toolset, it will ask you to recover the lost Module click YES
8) Do a complete Re-Build of the Module as a safety check
9) Save the Module as what ever you like And your done.
You now have all the SCRIPTS, CONVERSATIONS, ITEMS, PLACEABLES, NPCs yadda yadda yadda ripped from the SoU ERF that you could NOT open before. *Warning* unsure what will happen if the module contains SoU specific Placeables
|