Posted April 17, 2014
Hi everybody, I just joined this forum! :)
I worked, during the past few months, on this mod. It's an idea of mine for an Homebrew D&D universe where traditional Races alignments are being reversed and politics are a little more complicated than "Monarchy=Good". For exemple, in this universe Drows lives in democracy, Wood Elves are raiders and Sun Elves are imperialists. This module in peculiar is a mix of urban adventures, jungle exploring, political intrigues and good ol' dungeon crawling. I'm awaiting for the FTP access to release at the NWN2 Vault, so I thought I'd present it to you guys if you're interested to try it and give me some feedbacks.
Here's the files. Put the the module file in your "Modules" folder, the campaign folder in your "Campaigns" folder and the Hak file in the "Hak" folder. *Files addresses will be posted in another post due to Forum issues*
Thank you in advance for giving it a shot!
Here's the description I wrote for the game:
==========================================================================================
Legends of Verssavis--Athena's Gambit--Chapter One
V.1.00
By Maxime Benoit
Above Darlsum, the city of the Dark Elves on the plane of Verssavis, a terrible crisis looms, prompting Athena, its patron Deity, to make her first move to undo an unknown foe! This is where you, an islander (Or so you say.), make your entrance as you get hired by the self-styled "Spy-Master", madam Bovar, who is attempting to find remedy to the city's precarious situation... Will you be the republic's new hope?
This campaign is designed for a new character of any class, any alignment and any race. Note that the races afflicted with the feat "Daylight Blindness" (Gray Orcs, Gray Dwarves and Dark Elves.) will receive, after this campaign's intro, the feat "Daylight Adaptation" for free. Also, at the beginning of this campaign, you will be given a permanent companion and you will be able to determine wetter she will be a barbarian, a bard, a cleric, a fighter, a ranger, a rogue, a sorceress or a swashbuckler. Consequently, it is recommended that you create your character in a way that complements you companion, both in combat, crafting and social situations. On that matter, the only skill I couldn't find an use for was "Sleight of Hand", my apologies to the pick-pocket enthusiasts. I'll try to come up with uses for that skill in the next chapter, so you don't think that your skill points are being wasted.
This campaign has a semi-linear, story-driven, main quest and multiple optional side quests. The consequences of the outcomes of the main quest and the consequences of the outcomes of many of the side quests will carry to the next chapter of this adventure.
Crafting is *HEAVILY* supported as you will find very little affordable magical equipments in this campaign. It is suggested to start small with self-made iron, leather and wood weaponry and armours as you will be able, later, to craft better gear with the materials you will find during your adventure. Furthermore, the crafting in this campaign makes use of the "Essences" items from MOTB. Consequently, the "Craft Alchemy" skill and having a third level magic user in your party is a must (Consider Multi-Classing.). Also, do not forget that certain enemies are resistant to certain types of damage as well as certain types of material while being vulnerable to certain types of damage or certain types of material.
If, during the main quest, you ever get short on gold and get stumped as a result, go talk to the "Fortune Giver", situated close to the city's entrance. She will provide you with money while taking experience from you in return.
The Companion also have an integrated cheat console, within her dialogue, which allows you to tinker with your party's experience and wealth if you feel that the game is too harsh. The Companion also have a debug feature if you get stumped because of a bug or an oversight of my part (Sorry in advance if it ever happens.).
As a final note: this campaign makes use, in a few places, of Pat Ransom, aka Chimneyfish, aka Ransom's "Always Summer" clothing models (not armour) overrides. If you don't have these already you may want to download them for this campaign, but it will only bring minor cosmetic changes. Most of the game will still look fine without it.
Special thanks to Bob Hall for his fantastic "NWN 2 Toolset Notes", Pat Ransom for his "Always Summer" alternate models and Claudius 33 for his very inspiring campaigns.
(Seriously, go play "Sarmates!". After playing this campaign, I mean ;-) .)
===========================================================================
Erm, I'm very so very sorry, but I can't seem to be able to post links since I'm a newcomer to this forum. Anti-Spam measure I suppose? Anyway, this is going to be very silly, but I wrote the web addresses where you can download the files in the picture I joined with this post.
On this topic, how does one get the permission to post links on this forum?
I worked, during the past few months, on this mod. It's an idea of mine for an Homebrew D&D universe where traditional Races alignments are being reversed and politics are a little more complicated than "Monarchy=Good". For exemple, in this universe Drows lives in democracy, Wood Elves are raiders and Sun Elves are imperialists. This module in peculiar is a mix of urban adventures, jungle exploring, political intrigues and good ol' dungeon crawling. I'm awaiting for the FTP access to release at the NWN2 Vault, so I thought I'd present it to you guys if you're interested to try it and give me some feedbacks.
Here's the files. Put the the module file in your "Modules" folder, the campaign folder in your "Campaigns" folder and the Hak file in the "Hak" folder. *Files addresses will be posted in another post due to Forum issues*
Thank you in advance for giving it a shot!
Here's the description I wrote for the game:
==========================================================================================
Legends of Verssavis--Athena's Gambit--Chapter One
V.1.00
By Maxime Benoit
Above Darlsum, the city of the Dark Elves on the plane of Verssavis, a terrible crisis looms, prompting Athena, its patron Deity, to make her first move to undo an unknown foe! This is where you, an islander (Or so you say.), make your entrance as you get hired by the self-styled "Spy-Master", madam Bovar, who is attempting to find remedy to the city's precarious situation... Will you be the republic's new hope?
This campaign is designed for a new character of any class, any alignment and any race. Note that the races afflicted with the feat "Daylight Blindness" (Gray Orcs, Gray Dwarves and Dark Elves.) will receive, after this campaign's intro, the feat "Daylight Adaptation" for free. Also, at the beginning of this campaign, you will be given a permanent companion and you will be able to determine wetter she will be a barbarian, a bard, a cleric, a fighter, a ranger, a rogue, a sorceress or a swashbuckler. Consequently, it is recommended that you create your character in a way that complements you companion, both in combat, crafting and social situations. On that matter, the only skill I couldn't find an use for was "Sleight of Hand", my apologies to the pick-pocket enthusiasts. I'll try to come up with uses for that skill in the next chapter, so you don't think that your skill points are being wasted.
This campaign has a semi-linear, story-driven, main quest and multiple optional side quests. The consequences of the outcomes of the main quest and the consequences of the outcomes of many of the side quests will carry to the next chapter of this adventure.
Crafting is *HEAVILY* supported as you will find very little affordable magical equipments in this campaign. It is suggested to start small with self-made iron, leather and wood weaponry and armours as you will be able, later, to craft better gear with the materials you will find during your adventure. Furthermore, the crafting in this campaign makes use of the "Essences" items from MOTB. Consequently, the "Craft Alchemy" skill and having a third level magic user in your party is a must (Consider Multi-Classing.). Also, do not forget that certain enemies are resistant to certain types of damage as well as certain types of material while being vulnerable to certain types of damage or certain types of material.
If, during the main quest, you ever get short on gold and get stumped as a result, go talk to the "Fortune Giver", situated close to the city's entrance. She will provide you with money while taking experience from you in return.
The Companion also have an integrated cheat console, within her dialogue, which allows you to tinker with your party's experience and wealth if you feel that the game is too harsh. The Companion also have a debug feature if you get stumped because of a bug or an oversight of my part (Sorry in advance if it ever happens.).
As a final note: this campaign makes use, in a few places, of Pat Ransom, aka Chimneyfish, aka Ransom's "Always Summer" clothing models (not armour) overrides. If you don't have these already you may want to download them for this campaign, but it will only bring minor cosmetic changes. Most of the game will still look fine without it.
Special thanks to Bob Hall for his fantastic "NWN 2 Toolset Notes", Pat Ransom for his "Always Summer" alternate models and Claudius 33 for his very inspiring campaigns.
(Seriously, go play "Sarmates!". After playing this campaign, I mean ;-) .)
===========================================================================
Erm, I'm very so very sorry, but I can't seem to be able to post links since I'm a newcomer to this forum. Anti-Spam measure I suppose? Anyway, this is going to be very silly, but I wrote the web addresses where you can download the files in the picture I joined with this post.
On this topic, how does one get the permission to post links on this forum?
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Post edited April 17, 2014 by Nemo_Studio