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NWN MODULES

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Title  Vul'tur: the mourning past - 3rd add-on: Insigne of Oblivion
Author  revler
Submitted / Updated  05-27-2003 / 06-09-2003
Category  Roleplay
Setting  Original
Gameplay Length  Unlimited
Number Players  Created for Single Player, Multiplayer and Servers.
Language  English
Level Range  This module will take your character from level 1 to 20, as more add-ons are included.
Races  Meant for all races
Tricks & Traps  Non-existent
Roleplay  Light
Hack & Slash  Dependant on Module
Classes  Meant for all classes
Scope  Epic
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  07
Max # Players  64
Min # Players  01
Min Character Level  01
Content Rating  Mature
Alignments  Meant for all alignments
Description
'The feelings that once made life worth, the true bond we could give to something that had no value to anyone.. all that is now unreachable. Our past was taken away from us, as if everything and everybody we knew had found it�s end.' Julee Le'vey -- Vul'tur is a world where you can freely play, learning about it�s history that unfolds to you as a tale told by someone. This is the 3rd add-on, improving the quality and content of the previous module. Many more add-ons to come.

Files

NameTypeSizeDownloads
Vultur_the_mourning_past.zipVultur_the_mourning_past.zip
Submitted: 05-27-2003 / Last Updated: 06-09-2003
zip1.1Mb547
--
SCORE OUT OF 10
10
1 votes
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Comments (24):

Posted by khaley at 2004-02-28 20:40:50    Voted 10.00 on 02/28/04
Fun: 9   Layout / Design: 10   Dialogue 10   Originality / Creativity 10   Quality Control 10   

Posted by revler ( ..xxx.xxx ) at 2003-10-21 03:59:00    
Sorry, but I quit neverwinter a long time ago :)
I really enjoyed creating Vul'tur and I still have feelings to finish my work, but most likely I will not ever be back to it.
I just couldn´t get along with NWN without becoming seriously frustrated, too bad :)

Posted by Jez ( ..xxx.xxx ) at 2003-10-21 03:19:00    
So are we going to see part 2 or what.. what's going on with that?

Posted by revler ( ..xxx.xxx ) at 2003-06-12 15:41:00    
Thanks for voting khaley!
While I wasn´t expecting such high scores, I thought the Fun Factor would be the one to actually get a 10, because of the Insigne/random drop system.
But since you did not even mention them, I take you are not very fond of action-rpg, which is ok since my module as I said is half action-rpg, half quests and the world :)

Posted by revler ( ..xxx.xxx ) at 2003-06-11 15:07:00    
Glad you liked it :)
About the NPcs, I increase the number of them with every add-on. It´s just hard creating many of them because I have to do everything else as well... and it´s a lot of work.
About being too dark in the ship, I'll try to fix that somehow if is needed.
Anything else, please say so I can improve the module.
And if possible, please vote. I'll have a general idea of how my module is compared to other ones and also more people will notice it.

Posted by khaley ( ..xxx.xxx ) at 2003-06-11 12:17:00    
Fantastic work. Your module has one of the best environments I ever played at. When you said it was similar to Ultima Underworld, I thought the plot would undergo some large cavern or underground temple, but you really created an unique beatifull world.I really liked those wisps ( keseh ), nice touch.
The introduction was very good, and it follows the gameplay of the module where you don´t have someone always telling you were to go and when to go. In this matter, it is similar to UW, and I personally like that. The tutorial was a little too much for me ( lol ). It did get my attention though.
The first quest ( the one with julee ), while has only dialogue was very well done/thought and got me and my character thinking on the end. Julee was an interesting character.
In short, it´s a great module to explore.
The only thing I dislike so far is that the number of NPCs are too limited. More NPCs for yor next add-on would be a good option, and I'm looking forward to see the second quest finished.

*** Spoiler ***

It was too dark on the ship while under the thunderstorm, perhaps you should have some source of light there.

Posted by revler ( ..xxx.xxx ) at 2003-06-09 12:15:00    
I have plenty college exams going on now, so I don´t think I'll be working on the module for a while.

Posted by Angel_Lightbringer ( ..xxx.xxx ) at 2003-06-09 04:42:00    
revler,

FORGET the last post, this was a Mozilla error.. I renamed the file while downloading and now it's the good one.

*sigh* you can still read my last post, some ideas apply ;-) (But the file is ok now!)

-Angel

Posted by Angel)Lightbringer ( ..xxx.xxx ) at 2003-06-09 04:18:00    
revler,

Sorry to bust your fun, but it's notworking! It keep sending the 2nd add-on version... File size/date and the file header says "..version: 2nd add-on".

ign seems a cool place, but I read so many posts like mine (file not good..) it's getting frustrating, don't you think? Not talking about those +censored+ loosers who keep knocking on the designer because the download speed is slow or they can't download the file.. *sigh*!

Have a good day anyway! ;-)

-Angel

Posted by revler ( ..xxx.xxx ) at 2003-06-09 02:49:00    
Not sure what happenned, but it´s working now :)

Posted by Angel_Lightbringer ( ..xxx.xxx ) at 2003-06-08 22:24:00    
revler,

I don't know what happened, but thia the add-on #2, same as yesterday and the other day before...

-Angel

Posted by revler ( ..xxx.xxx ) at 2003-06-08 21:36:00    
I'm Upgrading the module to It´s 3rd add-on today, featuring the Insigne/random drop system.
Couldn´t get some NPCs done in time, but it´s not a problem.

Posted by Anonymous ( ..xxx.xxx ) at 2003-06-07 21:33:00    
"Btw, as for the 1st quest goes, Naryssa was not home and Lerilel don't really mind (no update in journal nor conversation...). I'm kind of lost!"

I forgot to mention. A journal entry says on the end that the quest is not finished, and you have to wait for another add-on.
And speaking of such, I have already made the 100 random items you can get with the insigne/random drop system. I just gotta put a few NPC's and fix some thing and it will be up for download.

Posted by revler ( ..xxx.xxx ) at 2003-06-07 13:31:00    
"Go to the plains of Lisith and such and level up"
I'm sorry, I did mean the High plains of Ey... :)

Thanks a lot for all the feedback Angel, and if you want me to consider any more issues please say so :)
For the next add-on I hope to release a near flawless game. This is the very first time I'm receiving feedback so, I had no idea about the problems people could be coming across.

Posted by Angel_Lightbringer ( ..xxx.xxx ) at 2003-06-07 11:30:00    
revler,

I found the 1st quest (Lerilel) but I never crossed the Plains of Lisith...

I tried starting the game with an exported character. One thing I personnaly don't like, is having to remap all areas. On a server, I understand, but in a local game... There are so much areas, I begun mapping on a paper so I can see quickly which area is where, but it's no longer on the map (in the game). This is the reason why problem with save game vs. journal entries should be fixed (so we can save, just like any SP modules). Also, there are no more quests in my journal, beside the basic one, "The island of the green mist". At this point, i've got 2 "Memories of an ancient island".
I will try finding the plains and a way to level up a bit.
You are trying to change a server-oriented to a single player environment. Some things will need changes in order to be less annoying (Journal entries, knowing what is where, where to go to start correctly).

I think a reason why people won't level up prior to take one the Golem (and end up killed!) is that "the apprentice" tells about the quest, but not about "paying a visit to the Plains of Lisith, you look like you need some training. It is somewhere to the west, you will find it by yourself..." (How he can be annoying, you see?! ;-) )
Does Plains of Lisith means High Plains of Ey? At 14HP it's even hard to kill a Ki'lath with no heal! Maybe foes should be easier in the plains (more wolves, less or no Ki'lath) and some caves could be added (don't know yet if there are any, I ended up killed!) within the area for more experiences characters.

Once we get to know the main areas, quests will be easier to go by. Not necessarily easier to finish, but easier to understand WHERE to go, how the "thinking" works. It's not a straight forward system where all you need is on the next area, as with MANY modules. It's why the player must understand that the pace is slower, you will (must) enjoy walking by the areas to get whatever you need...

I'm not sure about limiting the teleport-like movement to boats.. I would greatly enjoy a teleport between Lisith and Vellet, as a example...

-Angel

Posted by revler ( ..xxx.xxx ) at 2003-06-07 10:37:00    
Thanks for the feedback :)
I'll start fixing the stuff today :p

"Also, upon a reload, I have 2 blank journal entries: tutorialarea and boattolyst. It is a reload, so I have my markers... weird."
I never save my games on Vul'tur, it´s not needed to. You have to only save your character... will check on this tho.
I'll make the quests more clear so it won´t be as hard understanding them :)

"and I got passed the cinematic. Is it supposed to?"
That´s why you need a first level character if you are playing for the first time :), as it says on the module description.

" have a problem with the difficulty level. Is it supposed to be playable by a SINGLE player @ level 1?"

You should be level 3 or 4 before trying to take the golem. Go to the plains of Lisith and such and level up. Perhaps I'll make that Lerilel only gives you the key once you reach level 3.
And there will be "teleports", aka boats :). But only once the module is really huge.


Posted by revler ( ..xxx.xxx ) at 2003-06-06 20:11:00    
I'm also thinking about reducing the number of creatures on the areas... right now there are a lot of them because I only have 50 areas on the module or so... as I add more, there´s no need for creatures to spawn all over the place.
Also, would random drop wands be a good idea? Seens the only thing left that I can make dropabble. So you can find sometimes like a stoneskin 1 charge wand and so on... ( all with limited charges of course. )

Posted by revler ( ..xxx.xxx ) at 2003-06-06 12:34:00    
Yep, the Insigne system is quite good, but I'm working on it and I haven´t released it yet ( coming on the 3rd add-on ).
Try finishing the first quest as well, Vul'tur is half about action-rpg and the other half about quests. I would personally, really like some comments about the quest and other features that make the world as well.
By the way, the Insigne/random drop system is working perfectly, I'll have 100 different drops for levels 1-4 range. Maybe more If needed.

Posted by Angel_Lightbringer ( ..xxx.xxx ) at 2003-06-06 12:04:00    
revler,

With the last post, you convinced me! The insigne system (a-la-Diablo II, aka charmes) look really interesting!

I will download this right away and give some feedbacks soon!

-Angel

Posted by revler ( ..xxx.xxx ) at 2003-06-05 08:46:00    
If anyone is willing to give me some more feedback, I'd appreciate it.

Posted by revler ( ..xxx.xxx ) at 2003-06-04 08:14:00    
Glad you liked Jeremy, but once I release the new add-on the combat will be a LOT better.
I installed Scrotok's lootable corpse script, so you don´t have to use the Horre Skull on all creatures to loot them ( which usually takes a few seconds, gets annoying. )
But the best feature will be my Insigne system. Let me try to sum it here :)
Well, basically, you won´t find anymore any equipment that boost stats. All swords, axes, half plates, boots and so on will not have enhanced properties.
Before you get scared by this, let me continue :).
Instead, there are insignes you can find all over the world that will grant you such properties. For example:

Your ranger is using a Katana and a kukri. He stumbles across Uther's insigne of shock, that adds 1d4 damage to his weapons ( or hand if you are a monk ). Later, you find Danadur's walking Insigne, that adds to your boots 10% to movement speed.

There are a lot more rules to this, and a lot of different insignes, but you can get a general idea. Therefore, you can use ANY armor you like, and ANY weapon you want since what matter are the insignes. This way you won´t be bound to a certain weapon or armor that had the properties you wanted, and you have total freedom to build your character on Vul'tur.
The same thing applies for cloak, glove, helmet, rings, amulets...
Another GREAT feature will be my random drop script. I managed to come up with a roleplaying excuse to make any creture drop anything, which means, insignes as well. It is really really addictive. Yesterday I found myself playing without even bothering about how much experience I was getting, I just wanted to loot the next creature to see if I could get something for my character :)). The 3rd add-on will be something unique.
I just hope I finish soon the second quest, so those who are not very fond of action-RPG can have their fun as well.

Posted by Jeremy ( ..xxx.xxx ) at 2003-06-04 00:05:00    
Great Module!

I really liked the combat, and I think that the add-on system is really cool. Great job, can't wait for more.

Posted by revler ( ..xxx.xxx ) at 2003-05-31 14:40:00    
I would like some criticism please :)
Specially now , since SoU is about to be released and I'll have to figure out wheter keep playing neverwinter or not... I have another game in my mind too.

Posted by revler ( ..xxx.xxx ) at 2003-05-29 10:46:00    
I'm releasing this 2nd add-on a lot earlier than I wanted because I'll have to stay away from neverwinter for a while, but I can use the feedback once I return to orient myself towards the next one.
Look at this module as a long term project that, instead of releasing it only when it´s near completion, you have the chance to see how it starts and give your opinions.
I have deleted many areas from the previous version, as well as the tradeskills ( they do not suit this type of module anymore... 1k script lines thrown away ).
There´s now a tutorial area and I have narrowed the paths you can take ( by blocking area transitions via script )once you start playing for the first time, and also removed all hostile creatures from the first quest... this should make it easier for new characters as well as new players.
I also started building the area where you can buy real items, but it´s not even near finished.

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