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NWN MODULES

- Jump to comments -
Title  The Odds and Ends of Adventuring
Author  Vorstead
Submitted / Updated  02-16-2003 / 03-05-2003
Category  Humorous/Parody
Setting  Various settings from Forest to Sewers
Gameplay Length  6 hours
Language  English
Level Range  15-20
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Medium
Classes  any
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  20
Max # Players  Any
Min # Players  01
Min Character Level  15
Content Rating  Teen
Hakpak  The Bioware dance_club_wav.hak is included in the self-extracting file.
Description
This is a series of missions (16 total quests) that range from the normal RPG stuff to the completely silly. The module has been overhauled based on previous comments and playtesting. However, please still.. don't take it too seriously.

Files

NameTypeSizeDownloads
oddsnendsV2.exeoddsnendsV2.exe
Submitted: 02-16-2003 / Last Updated: 03-05-2003
exe2.3Mb767
--
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Comments (8):

Posted by Vorstead at 2004-02-28 20:46:59    Voted 9.00 on 02/28/04
Fun: 9   Layout / Design: 9   Dialogue 7   Originality / Creativity 10   Quality Control 9   

Posted by ThatDutchGuy ( ..xxx.xxx ) at 2003-12-20 13:56:00    
You might also find it interesting to know that your module wrecks the toolset. Though I'm sure it has to do with installing it in the latest patch for NWN, it still isn't very funny... I can't costum outfit my NPC's anymore, and the NPC's now don't allow for changing appearance, or wearing costum clothing.

Allthough this happened after I installed your module and running it, (I found out upon returning to the toolset to work on my own project), I don't think you're aware of this, like I said, I run the 1.6xxx latest update.

Anyway, I'm looking at reïnstalling NWN now. Luckily, I have my project backed up!

Posted by ThatDutchGuy ( ..xxx.xxx ) at 2003-12-20 10:52:00    
I stopped after 5 minutes. Considering I'm not easily pleased, 5 minutes means I was being generous...

Major reasons I stopped playing:

1) I had no clue who to speak to. Even that's the spirit of the module (humorous,parody... I was expecting odd behavior), there must be someone to talk to.

2) The person I did talk to assumed I had a Quest from someone... I go find that someone, and all he does sparkle floating text...

3) Another guy gives me a quest I choose to decline, and he still forces the quest on me.

Now I get irritated. So I check my journal... nothing. People in the street are just there. They don't talk. As for PC answers in the conversations that do happen... if you're giving the player only two choices, just keep them yes/no answers. No need to be eloquent or mindful to the NPC in this module.
Please erase all the NPC's that don't do anything other than just walking around being mutes. Nothing is more off puting than clicking the next mute in the hope of finding out a bit more.
Or else include a quest that involves finding out why most the people are mutes and that involves finding a cure!

But if it makes you feel better, I didn't find a door that leads to nowhere, so that's a plus.

Nice try, but please stop working on this module. Start from scratch. I didn't find humor or parody. It's +blocked+. Maybe a fresh module will do the trick, but this thing needs to sink into oblivion, where it belongs.

Posted by Vorstead ( ..xxx.xxx ) at 2003-03-05 20:20:00    
The latest version has been uploaded (v2) and should fix
all the bugs listed previously and a whole host of others
that I managed to uncover. Enjoy!


Posted by Vorstead ( ..xxx.xxx ) at 2003-02-22 20:17:00    
Thanks for the help, guys... I'll try to get the module
fixed and re-release it, but let me first say...
D'OH!

**SPOILER WARNING**





Sorry about that guys! You were supposed to start in
Yarwood... I was testing something with the high ranger
(excuse my lame character titles, its early in the process)
and forgot to move the starting point back.

A couple of the quests (sewer secret, for example) have
problems because they were written earlier and moved
around... now that I know which ones are acting up, I'll
fix them.


Posted by Clicker ( ..xxx.xxx ) at 2003-02-22 07:33:00    
SPOILERS BELOW








A few things I've noticed you might want to check out...

1. Startup location - Not quite sure why I'm starting in
the High Ranger's tent when there is nothing I can do
there or anywhere's else on the way to the city. A better
start point would be outside the keep perhaps. (Plus it
would give the player some idea which direction to take to
begin the adventure.)

2. Secret door in sewers and half completed quest before
getting the quest... I'm wandering through the sewers
with my elven monk when I spot a stinking secret door. I
go in, find a corpse, and I've got an entry about
returning an item to someone at an inn. Well, not only
can I not find an inn, but, thinking maybe you meant
tavern I went there and nobody wanted anything to do with
me.

3. Another half started quest... I wandered around the
town, entering any building I could (because that's what
adventurers do right?) and ended up in the mages tower
where someone starts saying, so and so sent me to help and
here's what you need to do.... I'm thinking huh?

4. The jewel prisoner. Well of course I completely
forgot where she told me to look. When I checked my quest
log there was no indication of what her last name was or
where she lived. I guess that means I will have to work
my way through all the houses in town until I find the
right one. Not a big deal, but a little annoying. If
there was some indication as to what she had said about
the location in the log it would have been a little nicer.

5. Thraldor's Ear. I get the quest for Thraldor no probs
from the ranger and head into his hideout. After slaying
everyone in sight, looting the joint and finally killing
Thraldor I head off to the ranger camp. When I go to
speak to the ranger he keeps telling me he can't help me
because he's too busy with Thraldor and can I bring him
his ear. I'm almost screaming at him, "I'VE GOT YOUR
F****IN EAR RIGHT HERE YOU MORON!!!" hehe....

Anyhow, that's all I've picked up so far. It's not a bad
module, it's just a little weird at times and seems to
have to do with quest scripts. If you could check out
your scripts a bit so that people don't talk to you until
they are supposed to and then say what they should when
they do talk to you I think you'll be rockin'.

Posted by Elfhawk ( ..xxx.xxx ) at 2003-02-21 20:34:00    
Not anywhere near finished (I play in half hour spurts) and
am wondering if we're supposed to be able to talk to the
Head Ranger in the tent we start the game in. The rangers
outside ask if I've talked to him yet, and all he says is
"hello, stranger."

Got weirded out the first couple times monsters spawned in
town. Can understand creatures coming out of the sewers
(where I was accosted by 5 spiders), but I was talking to
the merchant and suddenly he ran away. Very weird.

Module looks like fun so far. :)

Posted by Vorstead ( ..xxx.xxx ) at 2003-02-18 18:36:00    
Please feel free to post bugs/problems/suggestions...

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