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NWN MODULES

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Title  Paranoia: A Grand Adventure of Semi-Epic Proportions, Part the First
Author  bluekey88
Submitted / Updated  12-26-2003 / 05-16-2004
Category  Forest Adventure
Expansions  SOU-1.32
Gameplay Length  3-5 hours
Number Players  This module was not designed or tested for MP
Language  English
Level Range  Mages or Rogues may want to start at level 2
Races  Any
Tricks & Traps  Light
Roleplay  Heavy
Hack & Slash  Medium
Classes  Any
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  01
Max # Players  01
Min # Players  01
Min Character Level  01
Content Rating  Teen
Alignments  Any
Description
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.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2004-03-10DetroitDog6.56Paranoia 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.

Files

NameTypeSizeDownloads
bluekey8827Paranoia.txtbluekey8827Paranoia.txt
Submitted: 12-26-2003 / Last Updated: 12-27-2003
txt4.66Kb1715
--
paranoiav134d.rarparanoiav134d.rar
Submitted: 12-26-2003 / Last Updated: 04-01-2004
rar1.1Mb1797
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
Lisa's Pre 1.61...RSIONS)Lisa2003-10-24-- Do not use these old versions if you have updated to 1.61, see for the latest info on my haks chec
Lisa�s Clothes ...ERSION)Lisa2003-09-14--IMPORTANT UPDATE JANUARY '04 This is officially an old version of my clothes hak. I keep it poste
SCORE OUT OF 10
8.21
14 votes
View Stats
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Comments (28):

1 2 3

Posted by Lomondra at 2004-05-1518:06:00    
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?

Posted by bluekey88 at 2004-05-0819:20:00    
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. Peace, Erik

Posted by bluekey88 at 2004-04-0307:37:00    
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 at 2004-04-0304:14:00    
The barbarian fight that I meant is one of the trials. The invulnerability started right after the cutscene.

Posted by bluekey88 at 2004-04-0116:12:00    
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 at 2004-03-3110:31:00    
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 DetroitDog at on03/24/04
Innovative, immersive and fun as heck!

Posted by bluekey88 at 2004-03-2017:10:00    
Ok...found the bug. It's been fixed, and all should be right in Moravia once again :) At least for now. I've updated the mod. Fixed the end bug when one takes the sneak option. Also tried to fix some of the dialogue loops. Peace, Erik

Posted by bluekey88 at 2004-03-2015:53:00    
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. Peace, Erik

Posted by mherlee at 2004-03-2012:08:00    
I waited until the end of the convo and then I chose the sneak away option. Everyone just stood around so I continued as previously stated.

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