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Neverwinter Nights For posts concerning BioWare's Neverwinter Nights and its toolset. BioWare and fan-made modules, Shadows of Undrentide and Hordes of the Underdark expansions should also be discussed here.

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Old Thu, 29th Aug '02, 5:40am   #26
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Sounds good. So is this mod designed to be a PnP style of game or online?

If its online, when is it and whose allowed to play?
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Old Thu, 29th Aug '02, 5:43am   #27
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It's a SinglePlayer module, but focused more on roleplaying aspects. There will be melee, but not much.
Anyone who downloads it can play.
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Old Thu, 29th Aug '02, 5:41pm   #28
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Gopher, Make those swords you mentioned a litle bit more expensive

Don't make stonger weapons than +2(and the only +2 weapons should be special(a special history, not like they did it in NWN: this is one of many copies of blabla) or make them cursed(like the Berserking sword in BG1))

Anyways, my babling is done for now.

[ August 29, 2002, 17:42: Message edited by: Fallen Paladin ]
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Old Thu, 29th Aug '02, 11:24pm   #29
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Alright, I'm currently working on a multi-chaptered project starting at level 1 and following the character through his adventuring life. Perhaps I can offer some advice.

Change the experience amounts. It should not be as easy to level up as it was in the original campaign.

The romance and party interaction is good, stick with it. I would have more than two henchmen, however. Three or four of each gender perhaps (maybe including custom targa portraits in the zip download?). Unless perhaps writing all this dialogue is too much work.

Set it wherever you want. I perferred to set mine onto my own world, that way I could have a bit more freedom with town design and such.

I enjoy cross-planar adventures and am into the Planescape-type stuff, so if you would include that, it might be a lot of fun.

Above all, make sure that you enjoy playing your module! If you don't, then nobody else will.
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Old Thu, 29th Aug '02, 11:33pm   #30
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Yeah, I'd like to include at least Four henchmen, but that dialogue is very tedious, especially if you want a progressable romance.
The first and foremost thing in the mod, is that it's single-player, so Henchmen aren't the biggest worry right now.

Cross-planar stuff would be amazing I agree, but that would mean getting several Hak-Paks and new tilesets, and even If I could do it, I'm not sure everyone who will want to play it would! But rest asure, the module is heavily influenced by Ps:T.
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Old Thu, 29th Aug '02, 11:38pm   #31
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the project get's more promising every hour. PS:T has a great story etc... Just keep us a bit informed how it is all going aight?
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Old Fri, 30th Aug '02, 12:50am   #32
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"Waking up after a hangover isn't normally a pleasant experience, but you feel this one has really set the record. With no memory of who you are, or what you have been doing in this room for the past few weeks, you slowly and carfully stand up, ignoring the sharp pain in your head. Brushing the bottles from your blanket, you look around the room before you..."

I'm not going to give away any spoilers in the storyline here (mostly because I don't know all of it myself), but that above is what you see when you choose modules. But the following information is definetely going to make it into the module. I'd like to thank Headbanger, Uytuun, Fallen Paladin, Big B and Gnolyn Lochbreaker for their really good Ideas, and helping me go for this.

Mod Features:
- Unique dialogue only before seen in the game Planescape:Torment, and the theme is influenced heavily as you can see above

- Magic Items are considered extremely rare in this module, and finding a +1 weapon would be extremely rare. The 'Magical' weapons will each have their own unique history and background. So you will not ever find 'Just another Longsword +1'.

- The Examine button will be used heavily, and if you expect to go anywhere in the mod, you will have to study your surrounding using this button. Other than that, Triggers that well...trigger Strings will be used to great effect.

- Focus here is on role-play, and don't expect to see combat until at least half an hour into the game. Most creatures will be unique, so (hopefully) you will never see hordes and hordes of spawning goblins.
Romances are being considered, but making them will take a very long time, eating up yet more man-hours.

- Charisma, Wisdom and Intelligence checks will be made almost constantly in conversations, ensuring that no two goes through the game will be the same. This, and the choices you make in conversation, will influence what others think of you.
People will remember if you have spoken to them, and you can ask them questions depending on the quests you are taking, because they will recognize you are on a quest.

- Quests are being taken very seriously, and there will be different ways of completing tasks, so you do not always have to kill someone to get that item etc. There will also be class and race specific quests, giving you more chance to role-play and develop your character.

A map of the area the module is set, The Sea Of Fallen Stars, in can be found HERE , in the top left (click to enlarge).
Module starts in... heheh, not saying where!

That's about it so far, and I'm going to try to do my best including all of the above. The mod will take a fair bit of time, yes. But hopefull you will think it's worth it when it comes out.

Thanks for the help again!


[ August 30, 2002, 00:54: Message edited by: Gopher ]
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Old Fri, 30th Aug '02, 3:25pm   #33
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ooooooh, I can't wait to play it.

Thanks in advance for putting so much time and effort in the module, Goph
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Old Fri, 30th Aug '02, 5:36pm   #34
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I think the NWN toolset only supports gp, no sp or cp. Are you planning to script in your own currency system?
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Old Sun, 1st Sep '02, 9:12pm   #35
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Hmmm...didn't think of that, and I wouldn't dare attempting that. Maybe I should make the realyl worthless stuff (Low Quality Rusty Dagger?) plot items, ie. can't sell for gold.
Thanks Uytuun, but I have a feeling it'll take a fair while, as I'm working on my own. The beginning is still taking me a fair time, a I'm not too sure of what to do about the main storyline yet, if at all.
More work...
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Old Mon, 2nd Sep '02, 2:23am   #36
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That must have been one heck of a night that our protagonist had Goph.

I like the magic weapon idea, PST didn't have many either and this shouldn't, but you should include two or three exceptional items.

Having the examine button being important is a good idea. I wouldn't mind having to smash up armies of goblins or somesuch. They are pretty common in FR, if that's still where it's set.

All in all, it sounds like it will be a lot of fun and I look forward to playing it when it finally comes out.
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Old Tue, 3rd Sep '02, 11:08am   #37
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The point in the 'Drunk Last Week' start is that I can start the module however I want, with your PC not remembering a single thing He/She did, so you could jump in from another module without too many problems, although it was designed for Single-Player play with a new Character.

The module will also now include a lot of Description Conversation, so the moment you walk near... a pit for example, this will appear in the little Bar where attacks etc are displayed: "AS you walk near the edge of the rocky outcrop, you hear the stones and rocks around you falling endlessly down the pit to your right..." - and such things.

I forgot to add.... and partly Rastor bringing it up; you probably wouldn't make it throught the game if you did not use the Examine button. It's used to find clues, amongst other things.

Hmmm...I hope it sounds good to people.
EDIT: Rastor, that's already been decided You, Fallen Paladin, and Headbanger and Uytuun will get the module to test, at different stages. That's if you want it. I'd be grateful for any help I could get.

[ September 04, 2002, 13:48: Message edited by: Gopher ]
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Old Tue, 3rd Sep '02, 10:09pm   #38
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So far I like how it's turning out Goph. How about adding me to your beta testing list whenever it's finished?
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Old Fri, 6th Sep '02, 3:02am   #39
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im not that experienced atthe tool sebt this souns like alt fhard work! im tring to make something even half that good.... around when i this going o be finished and wherecan i go to play it.? sounds like one of those games i buy at the store for $40... and play and play and play. i think that the enchanted weapon thing is probly really smart as alot of people will find some supreme weapon and go haywire... all in al it sounds like you have put alot of thought into this module and you probly dont need any help at all from me. but illl lend any help i can anyway as it sounds like a very hard and rewarding endever
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Old Fri, 6th Sep '02, 7:29pm   #40
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One thing I'd like to see: A house for the player to live in and stash thier stuff. Maybe even letters delivered at certain times? I'd doubt it'd be possible, but I'd love to see the ability to buy new furniture from a shop and put it in your house. Especially if you play online, then people could live with you I love the way how you're putting so much care into this module. As soon as I can get my savage 4 and NWN working I'll be sure to play this module

----Edit----
You mentioned the start of the module and a lot of people chose the drinking one. I know its a bit too late and its cliched but how about this: You start off drunk and locked in a burning house. The door is boarded up (Is this possible?) and you must find a way out (Broken wall, cracked floorboard ect). When you exit, you find the whole town on fire, Dead people everywhere. Set off on quest blah blah think of a suspect hunt down blah later on find out that the person you were chasing down was innocent, but that YOU had actually destroyed your town in a drunken rage. How bout that? If I ever get NWN to work again I might just make it

Bah... Stupid Typos

The level 1 puzzle... Hmm... Maybe it could be that before the incident the character was super strong, but the beer, as seem as it made you forget what you did to the town, maybe it made you forget what spells you have/how to fight well ect.

[ September 07, 2002, 11:01: Message edited by: The Grim Rippor ]
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Old Sat, 7th Sep '02, 3:00am   #41
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hey tht sounds like a good starting... i would do something like tht if only i was good enough.... but yea that sounds like a good idea. but 1 problem. your suposed to start out at level 1 so how do you destroy an entire village...
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Old Sat, 7th Sep '02, 2:23pm   #42
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The Grim Rippor, I must say that was one damn good Idea, apart from the fact that a lot of people didn't want to be plunged into a scenario like that. Here's results taken from the form itself:
---------------------

- Having the adventure come to you, smack in the face. (town burned down, or NWN) 0% (0)

- A minor plot leading to a much larger one (BG2:SoA) 42% (15)

---------------------

So I don't think that Idea would go down too well, although the 'escaping-the-house' idea was v.good, and although I might not make it on fire, it would certainly be a good way to introduce the player. Thanks for the idea, and as I haven't seen you around... welcome to the Boards!

Deeperdarkness, thanks for the comments, but I'd advise you to improve your spelling/grammar, or the Administrators will be on your back.
I recognise the level 1/destroy town problem, and that is why I won't make it as such. When exiting the house (if that is what it's going to be,) you will find a normal town, as I do not want to launch the player straight into the plot, but make him/her find it gradually.
About your question:
Quote:
.... around when i this going o be finished and wherecan i go to play it.? sounds like one of those games i buy at the store for $40... and play and play and play.
It will be finished when it is finished, that is all I can say. By reading the topic, you would probably have noticed that making this would take a good long time, and although I can't say for sure, as I've jsut finished the starting Town (a week), it would take some time.

Thanks for advice again.
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Old Mon, 9th Sep '02, 5:53pm   #43
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Hey, thanks a lot for the positive comments I'll see if I can change it a bit and make it when I get a new Pc and NWN will run at more than 2 fps . Good luck on the module, I cant wait

By the way, you DO know me (A bit), For I am The Grim Ripper, But I forgot my password and I really can't be bothered to get it back as my e-mail has changed

[ September 09, 2002, 17:55: Message edited by: The Grim Rippor ]
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Old Tue, 10th Sep '02, 1:24am   #44
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thx and yea I know my grammer my keyboard is messed... and I have habits... but no I didnt like the being thrown into the plot thing. but I also didnt like how bg2 did it they revieled too much to start.. a good bg1 beginning sounds like the best by far if you ask me... but that is me... you might think about having somewhere in the story a person that use to know the protaganist approach him and start a converstation... what is said is up to you as is wether to use the idea...

hope i helped.... at least a little
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Old Fri, 13th Sep '02, 11:40pm   #45
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Update 1.0
----------------

First: This is the first update on the module, and so far I have Three different starts to the module, and I'd appreciate it if you would decide which you prefer in your upcoming posts, and include any decent Ideas. Do you like:
  • The Ship - The player wakes up in a ship's cabin, along with several sailors. He find he has been travelling along the sea for a good week or two, leaving to find adventure. The ship stops at the shore (won't reveal where) and the player can explore form thereon, eventually getting introduced to a major quest.
  • The House - The player wakes up in his house, with several of his items in the house (class related). Upon exiting, he finds himself in a village, and can look for jobs or something to do. Variant 2: He finds the village under attack/burning/disease.
  • The Inn - The player wakes up after a horrendous night of drinking the previous night, and finds all he has to wear are some smelly old garments. Not knowing what he did before, he can start and act however he wants.
All three have been implemented, but I would need to know which one you would prefer in a module. And now on the update itself:
After a while, the main Town (you start in) and it's surroundings have been made. Each house has been filled with Placables, Area Transitions and Shops. Therefore you will not find any 'empty' houses.
Apart from the Three starting locations (in particular the Inn), no characters/commoners/people have been inserted into the module, only the few area's so far.
A particular Idea I had, is to have a ship docked into the town (using Rural tileset), and being able to board the ship, sailing away. (This would bring you to the Ship start). This module is in fact going to be a prelude, and so the Ship could be the 'Real' start, whereas you have the option to play before that, and boarding the ship if you so wish.
Most scripts have been written (taken a good long while), and sounds/placables (loads of them) have been inserted to the town, just not people.

Give me feedback if it's good.
Goph

[Edit] Er...maybe some more constructive critisism could be made Fallen Paladin?

[ September 15, 2002, 21:06: Message edited by: Gopher ]
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Old Sun, 15th Sep '02, 4:13pm   #46
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I like the "Drunken" begining
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Old Mon, 16th Sep '02, 1:06am   #47
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Honestly, I don't find the ship start as appealing as the other two, but any would be good. I like your idea of working with Chapters, perhaps you can make each part available for distribution instead of finishing the entire story?

Quote:
A particular Idea I had, is to have a ship docked into the town (using Rural tileset), and being able to board the ship, sailing away. (This would bring you to the Ship start). This module is in fact going to be a prelude, and so the Ship could be the 'Real' start, whereas you have the option to play before that, and boarding the ship if you so wish.
I'm not totally sure I understand what you mean by this. Do you mean if the player boards the ship, he starts again? Or does boarding the ship end the prelude?
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Old Mon, 16th Sep '02, 8:24pm   #48
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Heheh, what I meant was that yes, if the player boards the ship, it ends the prelude and gives a good start (the Ship start) to the Main Chapter 1.
And yes, the chapters will be seperate, a la NWN.
What thinks you of the idea above?
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Old Tue, 17th Sep '02, 11:36pm   #49
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I like the Chapters idea, especially if you can allow us to get each chapter on its own as it's created. So far, the start that you've described seems like a pretty good start to me.
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Old Sun, 6th Oct '02, 9:26pm   #50
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BIG NEWS

Well...not that big really. Firstly, I'm back after a two-week ban from parents, I'm sure you all missed me and longed for me with all your heart and soul.
Secondly, the module is (slowly) coming together. If anyone wants the ceta (?) version of the start town, then e-mail/pm me, but there may be spoilers.
Quests are being made, but I'm having a hard time coming up with a seasonable story, apart from waking with a headache. If anyone could (seriously) help with this, please contact also.

Thirdly, the Rural setting is limited compared to the City tileset, and I was wondering what you would prefer playing in?
Other ideas?
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