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NWN MODULES

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Title  SP3 -- The Sirens of Doom v. 1.0.0
Author  Avorleth
Submitted / Updated  07-27-2003 / 09-01-2008
Category  Forest Adventure
Expansions  NWN-1.29
Setting  Contient of Gatharia
Gameplay Length  4-8
Number Players  Small parties recommended. Take a hench if you go it alone.
Language  English
Races  Half-orcs are out of theme; any otherwise.
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Medium
Classes  Any
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  11
Max # Players  05
Min # Players  01
Min Character Level  07
Content Rating  Teen
Alignments  Any non-evil
Description
Having found the fabled Sword of Potency, you have travelled west to the capital city of Elfhindon to prepare for the next stage of your quest: the search for the Shards of Power. The situation has become more urgent -- war has broken out, and several areas in the northwest have fallen to the might of Bangoleth and his Orb of Mastery. Time is running out, and the Shards of Power must be found. The first clue leads back east, to a valley of tombs, and the crypt of a long-dead madman. Can you unravel the mystery of the Shards of Power before Bangoleth conquers all of Gatharia?

Files

NameTypeSizeDownloads
SP31.0.0.zipSP31.0.0.zip
Submitted: 07-27-2003 / Last Updated: 08-23-2003
zip2.2Mb2332
--
sp3_readme.txtsp3_readme.txt
Submitted: 07-27-2003 / Last Updated:
txt--1586
External Website Beyond Our Control

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
ShrunkhillsVilance D'Asari2003-03-20--This is the CFR grass w/ reduced height for the rural hills/gentlehills cliffs and water matches bet
Shards of Power ModelsAvorleth2003-07-10--This hakpak contains several customized models for the Shards of Power series. It is used for all mo
Shards of Power...ndtrackAvorleth2003-05-04--This hak pak contains all the music (and the .2da file for adding it) for the entire Shards of Power
SCORE OUT OF 10
8.69
6 votes
View Stats
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Comments (30):

1 2 3

Posted by kok at 2003-10-1220:26:00    
Avorleth: Nice mod man, I liked it, the only thing I didn't like it, was the riddles, then again I never like riddles, cheap and dubious way to test intelligence... :) Anyway, i'm gonna vote for it now, oh, by the way, do u know more or less when u gonna release SP4??

Posted by Avorleth at 2003-09-0123:29:00    
Max -- Thanks for the detective work! This is above and beyond the call of playtesting duty. I doff my cap to you. I am upgrading to 1.31 as I write this (grrr) so I will have to wrestle with all 3 modules over the next month or so to get them working again. Thanks for the lead. Geraine -- Well this is where we have to make some story concessions to how D&D is played. I should've DISALLOWED the sorcerer class based on the theme of the world, but I didn't want to force people who liked to play Sorcerers better, from doing so. In the original story, Sorcerer = Evil Wizard. So the word "Sorcerer" had terrible connotations (Bangoleth was "The Sorcerer", not "The Archmage", but it doesn't work in D&D). Also Wizards are born into it (if you aren't born a wizard all the study in the world will not help you), and then they have to study (if you are born into it but don't study you can't cast "light candle"). Spells were also much more "fluid" (rather than always casting magic missile they could modify things on the fly). None of this translates into D&D so I made concessions. That's probably more than you wanted to know, heheh. :) Av

Posted by Geraine at 2003-08-3121:50:00    
Well... I really, really, like this module so far, and it's predecessors were great. Such things like the 'black out' effect whenever the Orb o' Mastery is used are some pretty neat touches. ( If I black out when i'm 200 miles away, It will probably really suck when i'm face-to-face.) A lil background Question, though. Is there actually a distinction made in this world between Wizards and Sorcerors? I prefer Wizzies, myself, But i'm kind of curious. Since Wizards have to spend years of study to do what Sorcerors do naturally, is it the same in Getharia? And if so, how come Sorcies can pull the power naturally, while Wizards have to study to do it? Again I say, though, These are some great modules!

Posted by Avorleth at 2003-08-2617:33:00    
Ur... it was I who left that last comment as you can tell. I was writing it TO max, not BY max. Heheheh. Av

Posted by max at 2003-08-2617:32:00    
Yes there has been a running argument between me and a few other builders and the devs on this issue of non-back-compatibility. They win, of course... it's their program and they ain't gonna change it just for me. But it sucks that the thing isn't backward compatible. You may be falling prey to changed default scripts indeed. I plan to go back and SOU-ize SP1-3 soon but it is going to take a while since I will have to test several times, and they are not short or simple modules as you know. Thanks for keeping up with it on this board and helping me track down these issues. Av

Posted by max at 2003-08-2317:01:00    
I have Shadows of Undrentide installed, so that's probably my problem in that case. I guess I'll have to toss in a copy of the old nw_i0_generic and the nw_c2_default-scripts in the module and re-build it before playing, that should hopefully fix any such things. Didn't know the expansion had such incompatibilities with modules for the original game.

Posted by Avorleth at 2003-08-2315:48:00    
I have fixed everything I could of what Max mentioned, and posted an update, which I am calling 1.0.0 and "final" (i.e. no longer beta). There are no MAJOR bugs left as far as I can tell. Now about the "everything I could." To be honest, Max, I could not replicate some of the bugs you found. In particular, the searcher HAS a post-waypoint and a talk trigger, and it works for me. The sirens HAVE a post-waypoint each, and a talk trigger, and they work for me. I have not seen either random-walking around the module. This unfortunately falls under the "if I can't replicate the bug I can't fix it category." I carefully checked all blueprint tags and post_waypoint tags and they are 100% correct. The encounters work in game for me. I can hazard only 1 guess: are you using SOU, or NWN 1.30 or 1.3?. If so, note that there are multiple issues that cause these versions to NOT be backward-compatible for some modules (they completely break Shadowlords for example -- henchmen start killing each other for no reason). So, if you are using one of those, that might have messed up the waypoints. If you're using 1.29, which is the version I have, then I am just stumped. These things worked correctly for me, and the scripts and waypoints are correct, so I have no idea why they wouldn't work. Argh! I hate it when stuff like this happens. *sigh* Av

Posted by Avorleth at 2003-08-2210:26:00    
Hm... That is odd since I thought they had POST_ waypoints. I will check on it and make sure they stand where they spawn. Thanks again for the comments. Av

Posted by max at 2003-08-2205:48:00    
"The sirens all share the same conversation. Whichever one you talk to, alta should aways start first. It shouldn't matter who you talk to." Turns out this was just a side effect of their random-walking. The Alta siren had wandered downhill and was outside conversation range when I tried to talk to the others, so nothing happened when I clicked on them. And when I found her later and talked to her, the others were still out of range so the conversation died as soon as the others were supposed to say something, but it still started up since she was supposed to speak first.

Posted by Avorleth at 2003-08-2000:09:00    
Yeah the start point and Alissa were for debug purposes, sorry about that. The sirens all share the same conversation. Whichever one you talk to, alta should aways start first. It shouldn't matter who you talk to. As for the hills, this is a hak pak walk mesh issue. It is not my hak and I don't know beans about walkmeshes (other than what they do) so you will need to talk to the hak author about that. Alissa has like 15 convo branches. They only show up at certain times so you have to keep talking to her. I have never had them FAIL to show up so hopefully this isn't a bug. I will check on the other stuff next week. I am swamped this week. Thanks for the comments. Av

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