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NWN MODULES

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Title  The Legend of Zelda
Author  Damric
Submitted / Updated  02-27-2004 / 04-24-2004
Category  Dungeon Adventure
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Hyrule
Gameplay Length  The monsters never run out.
Language  English
Level Range  Level 1 to start out. You level up pretty fast.
Tricks & Traps  Medium
Hack & Slash  Heavy
Classes  Any class because the henchmen can make up for skills, magic, or fighting power that you may not have.
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  Any
Max # Players  Any
Min # Players  01
Min Character Level  01
Content Rating  Teen
Description
This module is an attempt to re-create the feel of the 1986 classic NES game Zelda. Latest version is 1.14b. NO HAK PAKS REQUIRED. All 4 teleportals are up and running to make travel a little faster, but they are not so easy to find. You cannot rest in the wilderness, but its very easy to find a safe spot on almost every map. There are currently 7 henchmen available for hire, but some are more hidden than others.

Files

NameTypeSizeDownloads
The_Legend_of_Zelda114.modThe_Legend_of_Zelda114.mod
Submitted: 02-27-2004 / Last Updated: 04-18-2004
mod4.1Mb2761
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Comments (30):

1 2 3

Posted by Prator at 2004-05-0804:54:00    
Hey, I've finished dungeons 1-5 (out of order, no thanks to the "quest by numbers" system) and now I don't know where to go next. Where's the next area (34?)?

Posted by Prator at 2004-05-0804:54:00    
Hey, I've finished dungeons 1-5 (out of order, no thanks to the "quest by numbers" system) and now I don't know where to go next. Where's the next area (34?)?

Posted by Damric at 2004-04-1819:57:00    
Version 1.14 uploaded. -Fixed some problems with the orientation through area transitions that Tim pointed out. -Changed some minor other stuff you might not notice.

Posted by ScarletBlade890 at 2004-04-1811:37:00    
I like Zelda, So I like this 2! :) Hey! has anyone found Waldo?

Posted by Damric at 2004-04-1621:46:00    
**spoilers** Tim, Thanks for checking it out. I'm still a newbie at this. Those are all good suggestions. And I don't know much about scripting. I got that Lilac Soul's thing, and I try to make it work. Did you know that there is a flame weapon that does extra damage to my trolls hidden in the grass by that bridge? How do I change waypoint orientation? Do I just rotate the arrow? Also, did you happen to find any of the henchmen? I have like six or seven of them hidden in the game, but I wish I could make their dialogs more useful. As far as death and teleporting, there is a "secret area" that can teleport you to 4 different locations to cut down on walking. A merchant there will even sell you a glove to instantly teleport you back to the "secet area". I might add another teleport system, maybe a warp whistle too. Anyway, thats for looking through it, and I would gladly take any more suggestions or scripting ideas. Thanks, Damric

Posted by Tim at 2004-04-1603:09:00    
Damric, I have tested your module, some. You have made large improvements since last time. You asked for some feedback and here is a list of things that you could change. Respawn at a safe location is nice - but there should be a way to return to the place where you died. I would also like a xp gp penalty to make death worse. Old man in first cave is nice. He has misspelled the word wield. His text could be divided into two paragraphs. Area transitions between area Hyrule004 and 005, 005 and 006 both have their destination Way Point in the wron orientation. You should check that the PC ends up in the direction he/she walks. Add a POST_TAG on the boat for the boatmaster should he run away anf help me fight the green troll. Add a jump script to his dialouge instead of an area transition next to him (but make him plot in case you do that) Add a voice to the Sentry. The Troglodyte could use the Lizardman model instead of the kobolt. The Green Troll at the bridge spawns next to you. Move the trigger and place a spawn point at the bridge. I still think the green trolls are too hard. My forth level cleric couldn't defeat it. Most areas have standard lightning and sounds - change them a little. Perhaps a bit darker or a bluish fog. Also add skyboxes to outdoor areas. Place more sound such as animal cries, snapping branches, running water and such. Some encounters seem to be placed (ex. one War Pig). Make encounters of them if they are not. It seemed really easy to run from area to area without anything stopping you. Create focal points that must be dealt with before allowing players to proceed. I liked the cows and animals at the start. It made it more realistic. These are only sugestions. I haven't played all your module and there are certainly more things to find. If you need help with any scripting say so and I will take a look and see what I can do. Regards,Tim _________________________ Intelligence - The ability to plan ahead. Wisdom - To actually do what you planned.

Posted by Damric at 2004-04-1322:24:00    
Woot! I just broke a thousand downloads. I would like to thank everyone for trying out my first serious module. I think I'm on version 1.13c now, and I think its safe to say that this module is around halfway to final completion.

Posted by _Luke at 2004-04-1111:10:00    
I actually did really well with my ranger. I found quite a few uses of animal empathy. I found that I can use one of the henchmen to crack open the locks and traps.

Posted by _Luke at 2004-04-1111:10:00    
I actually did really well with my ranger. I found quite a few uses of animal empathy. I found that I can use one of the henchmen to crack open the locks and traps.

Posted by Anonymous at 2004-04-1016:10:00    
What class is recommended? So far I evaluate a hiding searching ranger is not recommended, but rather a rogue of high intelligence and skilled in dexterity on his weapons?

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