Posted February 28, 2017
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Jarmo
- censored -
Registered: Jan 2009
From Finland
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white_lancer
New User
Registered: Feb 2017
From United States
Posted February 28, 2017
Anyone have a list of good mods to try that don't require the CEP? I tried installing Aielund, but the CEP is egregiously large--even though my computer was telling me I had 5 GB free, I couldn't finish unzipping it (I run the game on a partition on a Macbook, so my space is a bit more limited than most). Looks like Swordflight might not require it, although I'm a little leery of starting a module that seems to be in progress. I'm mostly interested in modules that will allow me to take the same character from low levels to high levels (along the lines of SoU-Hordes), which is why the Aielund Saga appealed to me...the premium modules, for instance, felt way too short. So far, I've started Tales of Arterra, which I do expect will keep me busy for a while.
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Jarmo
- censored -
Registered: Jan 2009
From Finland
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fluent2332
New User
Registered: Feb 2013
From United States
Posted March 03, 2017
Hi all.
Can anyone recommend a really challenging, long module? Preferably with a lot of pen-and-paper feel and overall challenge level, having to build your character wisely, etc., and preferably with at least 60-100+ hours of game time?
So far I've found Tortured Hearts 1 & 2 that perhaps fit this description. Any others?
Thanks!
Can anyone recommend a really challenging, long module? Preferably with a lot of pen-and-paper feel and overall challenge level, having to build your character wisely, etc., and preferably with at least 60-100+ hours of game time?
So far I've found Tortured Hearts 1 & 2 that perhaps fit this description. Any others?
Thanks!
Post edited March 03, 2017 by fluent2332
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PeterScott
Fighter / Rogue
Registered: Jun 2013
From Canada
Posted March 03, 2017
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Can anyone recommend a really challenging, long module? Preferably with a lot of pen-and-paper feel and overall challenge level, having to build your character wisely, etc., and preferably with at least 60-100+ hours of game time?
So far I've found Tortured Hearts 1 & 2 that perhaps fit this description. Any others?
Thanks!
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fluent2332
New User
Registered: Feb 2013
From United States
Posted March 03, 2017
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Can anyone recommend a really challenging, long module? Preferably with a lot of pen-and-paper feel and overall challenge level, having to build your character wisely, etc., and preferably with at least 60-100+ hours of game time?
So far I've found Tortured Hearts 1 & 2 that perhaps fit this description. Any others?
Thanks!
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Edit - Looks like you can. Nice.
Would anyone be interested in seeing a Let's Play of either Tortured Hearts or Swordflight? I might start one of them and do a YouTube series for them. I have an older (unfinished) one for Saleron's Gambit as well I could finish.
Post edited March 03, 2017 by fluent2332
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Xanders025
GamingIsLife
Registered: Mar 2017
From Australia
Posted March 05, 2017
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And yeah, everyone should check out Baldecaran's Prophet series and Stefan Gagne's Excrucio Eternum (both already listed), they're ingenious.
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Lilura
Infinity & Aurora Engine Commentator
Registered: Dec 2014
From United States
Posted March 06, 2017
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***
Anyway, here is the latest post from my blog: Baldur's Gate-esque Campaigns for Neverwinter Nights
Post edited March 06, 2017 by Lilura
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white_lancer
New User
Registered: Feb 2017
From United States
Posted March 07, 2017
I've moved on from Tales of Arterra--the game itself was intriguing, but it didn't really fit my style of play. Too many ridiculous magic items from very early on, especially for your henchmen (and the henchmen are so powerful it makes the player character feel redundant). Also, the first part of the first module was very linear...I'm hoping I simply missed something I was able to do after getting the henchmen, because the only path I found led to an area that was too high level even for my ridiculous allies. The city is so large, though, that it's a little tedious running around to try to make sure you're not missing something.
In its place, I've started The Wanderer, which is the opposite of Arterra in many ways (although the sprawling design of the areas remains). As the original post said, it starts out very slowly, but I am enjoying it...mostly. I do wish I hadn't played as a Rogue, however, as (minor spoilers) you don't seem to get a companion or anything, so large groups of enemies or enemies with damage reduction/sneak attack immunity (or enemies that I simply miss with my sneak attack attempt) have been nearly impossible to deal with, especially as you can't really get magic items to make up for your shortcomings. That aside, it feels a lot more realistic than most instances of NWN that I've played, especially after playing the ludicrous item-fest that was HotU, and it gives a nice sense of time/character progression that doesn't feel forced. I wouldn't want to play it with a low-Charisma character, though, or one that struggles without support.
In its place, I've started The Wanderer, which is the opposite of Arterra in many ways (although the sprawling design of the areas remains). As the original post said, it starts out very slowly, but I am enjoying it...mostly. I do wish I hadn't played as a Rogue, however, as (minor spoilers) you don't seem to get a companion or anything, so large groups of enemies or enemies with damage reduction/sneak attack immunity (or enemies that I simply miss with my sneak attack attempt) have been nearly impossible to deal with, especially as you can't really get magic items to make up for your shortcomings. That aside, it feels a lot more realistic than most instances of NWN that I've played, especially after playing the ludicrous item-fest that was HotU, and it gives a nice sense of time/character progression that doesn't feel forced. I wouldn't want to play it with a low-Charisma character, though, or one that struggles without support.
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Lilura
Infinity & Aurora Engine Commentator
Registered: Dec 2014
From United States
Posted March 10, 2017
Darkness Over Daggerford developer, Damian B aka Luspr, has shared the first part of his insights into DoD's development, beginning with this comment. If you have any questions for him, now is the time to ask! You may comment anonymously on my blog if you don't have a Google+ acc.
Post edited March 10, 2017 by Lilura
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Jarmo
- censored -
Registered: Jan 2009
From Finland
Posted March 10, 2017
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In its place, I've started The Wanderer, which is the opposite of Arterra in many ways (although the sprawling design of the areas remains). As the original post said, it starts out very slowly, but I am enjoying it...mostly. I do wish I hadn't played as a Rogue, however, a...
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white_lancer
New User
Registered: Feb 2017
From United States
Posted March 13, 2017
Yeah, I'll have to give Arterra another shot. I don't generally mind playing a ridiculously powerful character...actually, I'm mainly looking for modules that will allow me to start at a low level and eventually progress to high-power, which Arterra certainly fits. I think seeing the crazy equipment the henchmen got seemed a bit ridiculous and redundant so soon after playing through HotU, so perhaps I'll be more interested in it with some distance between those campaigns. :)
The first part of The Wanderer just felt so different from most other campaigns, so I enjoyed it a lot for its uniqueness...even though solo Rogue was pretty difficult. So far, I'm not enjoying the second part as much, though...at least at the start, it reverses a lot of the things that made the first part feel so unique. It's nice actually to have henchmen, but it may have gone a little overboard in that at this point, and the leisurely pace is suddenly replaced by something a lot more urgent. I'm certainly still interested and will continue the game, but it's got a way different feel.
I've also been playing Firestarter's Ravenloft campaigns...honestly, I might recommend just skipping the first installment and starting with the second one. The first module (Return to Ravenloft) had some cool stuff in it and was not awful or anything, but I found it to be glitchy and overall lower quality, and I'm not sure you're really missing too much if you just go straight to Beyond the Gate. That's where the storyline really kicks off, and it's both more interesting and much better done. The first module I played mostly as a change of pace from The Wanderer, while I got legitimately invested in Beyond the Gate.
The first part of The Wanderer just felt so different from most other campaigns, so I enjoyed it a lot for its uniqueness...even though solo Rogue was pretty difficult. So far, I'm not enjoying the second part as much, though...at least at the start, it reverses a lot of the things that made the first part feel so unique. It's nice actually to have henchmen, but it may have gone a little overboard in that at this point, and the leisurely pace is suddenly replaced by something a lot more urgent. I'm certainly still interested and will continue the game, but it's got a way different feel.
I've also been playing Firestarter's Ravenloft campaigns...honestly, I might recommend just skipping the first installment and starting with the second one. The first module (Return to Ravenloft) had some cool stuff in it and was not awful or anything, but I found it to be glitchy and overall lower quality, and I'm not sure you're really missing too much if you just go straight to Beyond the Gate. That's where the storyline really kicks off, and it's both more interesting and much better done. The first module I played mostly as a change of pace from The Wanderer, while I got legitimately invested in Beyond the Gate.
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Lilura
Infinity & Aurora Engine Commentator
Registered: Dec 2014
From United States
Posted March 16, 2017
Ex-Ossian developer Damian B continues his insights into DoD development. It's now question time so feel free to fire away. (I'd rather you post with an identifier but anonymous users may post comments, too).
Post edited March 16, 2017 by Lilura
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danilo.zejak
New User
Registered: Feb 2016
From Poland
Posted April 01, 2017
Can someone explain how to enable ACP for these modules? Jarmo mentioned it at the begining of this thread.
I tried downloading both:
-the main file: put the .hak in hak and override folders, .tlk in the tlk folder;
-and beta files: same process
and both times I ended up having the ACP menu as a part of my crafting menu, but when I select a fighting style nothing happens.
Next I used NWN explorer to extract the hacks (on clean install) and ended up:
-flying when I select the assasin's style
-mounting a horse when I select the others
This is becoming hilarious I know... So please, if anyone can help me...
Detailed instructions would be much appreciated :).
I tried downloading both:
-the main file: put the .hak in hak and override folders, .tlk in the tlk folder;
-and beta files: same process
and both times I ended up having the ACP menu as a part of my crafting menu, but when I select a fighting style nothing happens.
Next I used NWN explorer to extract the hacks (on clean install) and ended up:
-flying when I select the assasin's style
-mounting a horse when I select the others
This is becoming hilarious I know... So please, if anyone can help me...
Detailed instructions would be much appreciated :).
Post edited April 01, 2017 by danilo.zejak
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Jarmo
- censored -
Registered: Jan 2009
From Finland
Posted April 02, 2017
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Detailed instructions would be much appreciated :).
but my guess would be to unintuitively, just put the .hak to the override folder and nothing else anywhere else.
It's confusing because there's stuff for players and there's stuff for module builders and no indication what is what.
Might work for some modules but not for others, might break some incompatible modules. :/