You are the child of famed adventurers Garic and Illyana Stoutshield. Sadly, they disappeared while hunting down a band of monsters near your village (perhaps they were rusty after a couple years of retirement?). You were subsequently reared by their friends and former adventuring colleagues, Gringus and Lorena Kneecapper. On a farm in the border town of Daelen's grove (on the edge of the Moravian Empire), you were taught how to farm, milk cows, gather eggs, hunt boar, hide in shadows, use all manner of weaponry, handle powerful magics, etc. Y'know, the basic things most farmers need to know if they plan on going out and laying waste to the goblin hordes. Today is your birthday, and not just any birthday. No, today is the day you come of age. It's very exciting. All you have to do is complete a few chores and get your birthday presents, then maybe hear a family secret or two...assuming all hell doesn't break loose first, but that'll NEVER happen.
Paranoia is refreshingly out of the ordinary. The author has an excellent command of the toolset and shows a high level of proficiency. The story is dynamic, with drama, suspense and humor interspersed throughout. Some of the scripting is downright ingenious.
The merits of this module really do outweigh the shortcomings and it is recommended for those who wish to experience an innovative and captivating journey.
Posted by Mirgalen at 2010-04-07 01:38:51 Voted 3.50 on 04/07/10
Avoid.
The module could be rated "8" for the effort. The author gave us an original and interesting story and a number of good scripts. Yet, how can this be playable by a fresh character when the rookie you are is expected to defeat something like a revenant?
3-4: It is clear the author tried to make something interesting, but still fell short. With more work it might be worth the download.
Posted by Fe Haggard ( 211.22.xxx.xxx ) at 2005-10-01 04:46:10
Why is my score is very low.
Posted by Fe Haggard ( 211.22.xxx.xxx ) at 2005-10-01 04:45:52
Why is my score is very low.
Posted by Anonymous ( 80.177.xxx.xxx ) at 2005-03-20 15:28:00
I realise that several people have had this problem and solved it, but I'm unable to! Any pointers on the orc quest in the barbarian village - I can't find them.
Posted by Anonymous ( 80.177.xxx.xxx ) at 2005-03-20 15:28:00
I realise that several people have had this problem and solved it, but I'm unable to! Any pointers on the orc quest in the barbarian village - I can't find them.
Posted by Elorin at 2004-08-23 09:32:46 Voted 6.75 on 08/23/04
Posted by Akkei at 2004-07-16 17:56:01 Voted 8.75 on 07/16/04
Posted by Chatkcha at 2004-05-22 08:35:06 Voted 7.00 on 05/22/04
A good module, a well told story, some good characters and some funny moments but it's BIG. There is a lot of walking around in empty spaces. Most of the areas could be condensed into half the size they are now.
Still, a good module and I can't wait to play the next one :)
I'm not sure why that is, unless Lisa renamed her old (Sou version) Clothes pad hak. Try this, rename the Clothespad hakl that you d/led to the name that the mod is calling for and that should fix the issue. I'll post a new version of the mod associated with the newest versions of Lisa's haks. But tha tmight not happen until this weekend.
But that's just it....I can't even open the module in toolset to add different haks because it errors and says missing req'd hak "lisaclotheshpad.hak" and this was not one of the hak file names, but was a name of one of the erf files (whatever they do, I have no idea).
So how do I find the "lisaclotheshpad.hak" and is the the correct and final lisa file I need to add to get things to work??? _________________________ Does this armor make my butt look big?
Ok, hopefully, the updated hak links will point to the right verisons. This mod uses her olf SoU 1.3 versions of her haks...not the newer HotU versions,
downloadewd every hak file from the module page and still get "req'd hak file missing" . Problem - too many Lisa haks please supply exact hak name req'd. we have both SOU and HOU
tia nela _________________________ Does this armor make my butt look big?
Haven't heard from anyone in awhile, so I'm guessing that Paranoia 1 is runnign pretty smoohtly. Yay! :)
An update on Paranoia 2. I'm working on it everyday. I have most of the base areas put together and several quests finished. Two core quests and a a couple of side quests.
Included in the mod are4 two sentient items (a sword named Soul Reaver, and a magic helm named Redrum). These items will act very much like henchmen due to some increased functionality I've added to the mod (a one-liner and interjection trigger system very similar to HotU henchmen).
I'm currently working on adding a good selection of henchmen to have join the party. I'm looking at having 3 hencmen for a total party size of 4.
Still have a long way to go, but things are moving along. I'll post back with further updates as I get things working.
You chose it as a trisl? You weren't forced into it? Ok, then I'm at a loss...
anyway, I've confirmed on my end that the invulnerability bug does not extend to any fights outside the village area since I updated the mod. But I have no clue as to why it was showing up when it was.
Ah well. Just to reiterate to everyone else...you should not be inuvlnerable when you leave the village due to a new Onexit script. Also, if you do find yourself suddenly invulnerable, rest and that shoudl fix it.
Peace,
Erik
Posted by Schler ( ..xxx.xxx ) at 2004-04-03 04:14:00
The barbarian fight that I meant is one of the trials. The invulnerability started right after the cutscene.
Ok, took another crack at the invulnerbaility bug. I can't recreate it on my end...could someone who has experienced this recently in this mod tell me exactly when it happened? There are several barbarian fights taht can happen,,,I need to know exactly how the fight came about and what occurred before and after the fight. Thanks.
In the meantime, I've added another layer of fix. Now, in addition to having the Plot Flag set to False everytime you rest, the Plot Flag is set to FALSE everytime you leave the barbarian village.
Schler - I've fixed the other bugs you mentioned. Thanks for the info. :)
Peace,
Erik
Posted by Schler ( ..xxx.xxx ) at 2004-03-31 10:31:00
Nice mod, though it had a few bugs:
## POSSIBLE SPOILERS ##
I was invulnerable after the fight with the barbarian, but with some commands I turned me back to normal (I think dm_god 0 helped).
I had killed the hopgoblin chief before I met the barbarians and already sold the shield to the merchant when I got the mission to kill the hopgoblins again. But after buying back the shield it wouldn't be recognized by the barbarian chief.
The orc quest was quite easy since none of them sounded an alarm. I wasn't trying to hide though, but went right in for the killing. From what I read below I'm not sure it's supposed to be like that.
After the dream-sequence I get the same dialog from Doric as before. Only when I decline to go on the mission again and leave his hut an assassin shows up.
When I killed the assassins on the way to the village (just before the end of the module) Doric shows up again to tell me the same stuff he already told me in the barbarian village.
The quest with the crypt is not solved after killing the bad guy at the second level (very tough fight!!!). I don't know if there is something else to do or if it's a bug.
And you can get more than one amulet from the grave: Just drop it and search the grave again.
The henchman AI is worse than normal: The barbarian always switched to his bow (even in melee), although I told him to use his axe.
Posted by polakbob at 2004-03-25 08:14:40 Voted 8.00 on 03/25/04
Posted by DetroitDog at 2004-03-24 15:07:58 Voted 7.00 on 03/24/04
Ah ha! For some reason, the fight isn't triggering with the sneak way option. OK. Fix is on the way :) Meherle...thank you for the help and the details. I really appreciate it.
OK....I this is good info. The bug is really that the groups did not fight. That's suppsoed to happen no matter what. Did you duck out of the convo early the first time? Or did you let the conversation go to conclusion?
For the "proper" tagnar to spawn, the fight has to happen I think. Otherwise you get an old vesion which obviously goofs the ending. I'll be looking at it later this evening.
Ok and I guess that was right at the end of this mod so now I want more! It was a well written story with some bugginess but nothing that made me want to quit. If you start a list of people that want part 2, put me on it!
Ok I finished with the barbarians and my spirit quest and traveled back the Daelan's Grove. After talking with the ghosts I went into the transition area and serperated with Flannagan. Ran into 2 sides of trouble and decided to hightail it back to the city, but when I went into the city area Tagmar was there but said he needed to fix Dad's weapons. Went back to the two factions and then were still standing there so I ran through the convo again and decided to fight them. Did that and Doric showed up. He helped me and then had the same convo as after I came out of the spirit dream. He left again and I went back to Tagmar...and there are 2 of him. I think I may be ok because at least he is talking to me now not just telling me to go back to my party. Just wanted to let you know about these quirks.
I am enjoying the storyline to the mod. I am not using the latest upload but the one before it.
Ok, I ran the mod through another spell checker and I hope I got the worst of it. :shake:
I also fixed soem of the issus DetroitDog mentioned. I'm still trying to trakc down the newest invulnerability bug and why some of the encounters aren't firing. Unfortunately, I've not been able to reproduce these events on my end.
If anyone can give me some specific details as to what isn;t firing correctly (exactly who you were talking/wighting with, in what area, what you did, what happened after that, etc.) I'd appreciate it.
Expect another small update in a day or two if I can track these issues down and get them fixed.
Peace,
Erik
Posted by hbunny at 2004-03-14 14:55:13 Voted 7.00 on 03/14/04
Some clever scripting, decent dialog. Some frustrating bugs (after the Orc quest my character remained flagged as plot for the rest of the module). Some areas were meticulously crafted - with great attention to detail. Others were quite drab.
Good quest design.
If this module went through a thorough rework to a v2.0 it could go up a couple notches in rating. Very good difficulty balance for a low-level module.