Endless Nights III is designed to create a rogue-like atmosphere within the scope of Neverwinter Nights. While impossible to truely create random dungeons, the module uses the theme of rogue-likes in its creation of randomly-spawned dungeons, randomly spawned adventure zones and random quests. Endless Nights III features a dynamic questing engine which creates random quests based on character level. The engine also includes a random monster system, random (dynamically created) magical items, and a whole host of other dynamic features. Note: The readme file included gives a more thorough explanation of the module and its different features. It is a good idea to at least browse the readme.
Posted by who_is_daniel at 2009-06-23 16:52:56 Voted 10.00 on 06/23/09
The best
Posted by WodahsEht at 2006-06-22 15:36:44 Voted 9.25 on 06/22/06
Solid, if not very difficult at times. If you luck out and find some really uber magical equipment that increases your survivability, expect to be hit hard as the difficulty continuously ramps up to try to finally kill you!
Posted by Drexar_Heulbric at 2006-03-25 06:49:06 Voted 7.00 on 03/25/06
Good for what it is I suppose, get a level here and there if you don't want to cheat; I found the combat very unbalanced (I tried with lvl 15 and was bored to tears it was so easy); respawning right on top of your character is annoying; so are the innevitable reloads with low level.
Posted by havlen at 2005-12-05 08:26:09 Voted 10.00
I'm not planning any more updates to this module, but feel free to modify it as you wish to fit your own playstyle.
As for the PRC, I wouldn't take someone else's advice for not intalling it. The PRC requires you to install it on any module you want to use it on, so it doesn't alter anything about the game until you tell it to -- there's no reason not to download it and then make a copy of a module to install it onto and see it for yourself.
Some of the Classes are definately more powerful than the classes that come with NWN, others not so, but in the end it is your choice so if you feel one class is too powerful you can just choose not to play it.
Personally, I like the diversity it provides, and for the most part everything is implemented by 3.0/3.5 rules (almost all the classes are true ADnD classes implemented with all their various rules).
Posted by Anonymous ( 198.92.xxx.xxx ) at 2005-11-14 16:26:34
One more thing for an easy version. No CEP or PRC, I've heard lots of complaints about the PRC and actually been warned not to install it. I also understand that this is an "obsolete" module, new versions of the PRC and CEP would require updates to the module.
Looking forward to any replies on this idea from the builder or any others.
Sane1147
Posted by Anonymous ( 198.92.xxx.xxx ) at 2005-11-14 16:21:00
Love the module. It beats the original campaign hands down. Is there any hope for an EASY VERSION though? I've tweaked this masterpiece a bit, more like smashed it with a brick. Making an easy version wouldn't be that hard.... I think.
Set XP to 2%, in XP gained from quests erase all the level and difficulty modifiers and put in 150 for the good quests and 250 for the evil quests. Now most quests give 250xp regardless and monster killing won't level you so fast. This gives much more time to acquire quest points and get that damage reduction. I've played with these two tweaks and am really enjoying it. One other adjustment I've played with is to make a new faction for the VITAL characters in the game: Suna, the Wisp, and Trader in the Inn. New faction is neutal toward every faction, and every faction is neutral to them. This fixes the evil character doing quests and getting attacked by the three vital characters. I've made these changes and they are great. An easy version should also break the magical item system, instead of getting a magical item you just don't get anything on a drop, quest complete, or from the merchants. Random initial events should be disabled, and NO SPAWNING, for balance. When you die, you have to load a save game, then the game will notice you not dying and "catch up to bite you in the butt". I play without ever spawning. That would be an awesome easy version for this tremendous module.
Other fixes would be:
Monk gloves enhancement doesn't work, change the script to something like - enhancement = monk gloves attack bonus +2 else enhancement +1 and leave the cost at 5 quest points.
Correct the voice files for monsters and characters so they don't all use that same voice.
You don't need to hack the monk gloves to make them enhance right, if you have damage reduction +10 your character has enhancement bonus +10 on attack for purposes of beating damage reduction on an enemy.
I'm sure all of these fixes have been implemented in EN4, but I'm about the endless killing, not exploration. No other modules have enemies that respawn while you're just standing around. THIS IS ONE GREAT MODULE.
Sane1147
Posted by Anonymous ( 198.92.xxx.xxx ) at 2005-11-10 23:41:27
Is the special item, monk gloves, broken. I have Suna enhance them, the animation plays, she takes the correct number of quest points, and no enhancement.
Posted by VSheep at 2005-04-01 10:16:36 Voted 9.25 on 04/01/05
Started the module as a casual fun encounter. Our group wasn't impressed. Virtually no magic items for sale in the beginning, except for a few ridiculously overpowered items in the inn. Wildly varying encounters (the outside areas were easy, then we walked into the cave and had a dozen+ creatures of challenging+ spawn on us in seconds. No plot, poor directions on the quests we found.
Posted by Daniel Nations ( 4.16.xxx.xxx ) at 2004-12-31 15:58:00
There is a bug in the NWN engine introduced in one of the last patches that causes NPC's to go hostile. It has something to do with the on death shout messing up parent factions or something like that.
Unfortunately, the only cure for it in EN3 is to use saved games. I have a slight-fix to it in EN4 that should make it less likely but with a bug like this its hard to test to make sure the fix is working.
Posted by Anonymous ( 152.163.xxx.xxx ) at 2004-12-19 13:42:00
I love Endless Nights III, though at times the challenges seem to scale up too fast. (No matter how good a sword you have, if you are a level 15 character there is a limit to the number of fire giants you can take on at once!) The game sometimes overdoes the number of adversaries spawned in the same location. In my experience, things are tough until I get to the point at which I have armor that does something like cast destruction on hit.
I do, however, have one question. Every so often, all the merchants turn hostile, which leaves me pretty much dead in the water (no way to buy healing potions, for example, or sell excess gear--and one can't survive in this game without healing potions). I don't see this bug mentioned in other posts. Is there any cure for it?
Posted by Anonymous ( 152.163.xxx.xxx ) at 2004-12-19 13:42:00
I love Endless Nights III, though at times the challenges seem to scale up too fast. (No matter how good a sword you have, if you are a level 15 character there is a limit to the number of fire giants you can take on at once!) The game sometimes overdoes the number of adversaries spawned in the same location. In my experience, things are tough until I get to the point at which I have armor that does something like cast destruction on hit.
I do, however, have one question. Every so often, all the merchants turn hostile, which leaves me pretty much dead in the water (no way to buy healing potions, for example, or sell excess gear--and one can't survive in this game without healing potions). I don't see this bug mentioned in other posts. Is there any cure for it?
Posted by Lauren J ( 66.212.xxx.xxx ) at 2004-11-06 15:40:00
Hello Daniel,
I love your mod, it's quite challenging. I started off with a lvl 1 Sorcerer and she's made it to 9 so far without getting killed even once (but with lots and lots and lots of running from one group of monsters to another to get them to fight each other). It's nice to see a mod that rewards me for getting spells that I would really want in real life (like expeditious retreat).
Anyway I have a problem. I can't talk to the woman who is in charge of quest points. Every time I talk to her it tells me I'm too far away (even if I'm right next to her) and then sometimes it slides my character's animation to the door. Huh? Feel free to email me if you want.
Posted by Levistus at 2004-11-02 13:28:08 Voted 7.75 on 11/02/04
Very good mod idea, but feels unfinished. Way too many aasimar, male voices etc.
Posted by Daniel Nations ( 4.26.xxx.xxx ) at 2004-10-29 16:59:00
I have just finished uploading Endless Nights IV and hopefully it should appear on NWVault sometime this weekend or early next week. (And, hopefully, I included all the needed files!)
With Endless Nights IV, I had a different goal in mind than in Endless Nights III. I wanted to create a more open environment where the character explored more and picked up quests 'as he went' instead of just running endless quests over and over in the same three zones.
To achieve this, I created a much larger world that has areas with set difficulty levels. For example, the first adventure area is the Rolling Plains set for characters around 1-3 with even level 4 characters being a bit challenged. Once a player masters and/or fully explores this area, they can be off to the Western Grasslands... etc.
This should cure the one reoccuring complaint I have recieved about EN3 -- that it is too difficult. Now, the beginning levels might still be a little difficult (not as bad as EN3, but hey, a wimpy kobold can kill a lvl 1 newbie) but because players can choose when to move on to the harder area they have the difficulty in their own hands.
The module is built on the Endless Nights III engine, with various different upgrades and a totally new quest engine.
I'll post a link to it as soon as it is available on the Vault.
Posted by Anonymous ( 68.32.xxx.xxx ) at 2004-10-28 17:48:00
Love the module, so does my girlfriend, but we recently upgraded to NWN 1.64 which appears to have broken three scripts for treasures. Mostly we ended up with no treasure. Just letting you know if you didn't already.
We are going to reload for 1.62 for now.
Posted by Polyphemus the Cyclops ( 129.128.xxx.xxx ) at 2004-10-08 11:59:00
SPOILERS
I LOVE this module, it totally rocks. I thought there was no module that could challenge my fighter/monk, but this one did. He's up to 20fighter/20monk now, and has a bucketload of sweet items. What I'm wondering is, does the game ever end? I've racked up dozens of qps and spent them on stuff for my ring, which is fine. I've rescued the halfling sword like 10 times at least, same goes for the mysterious scroll, potion, etc. For one quest I assembled the Staff of Kings, but it doesn't do anything and no one seems to want it. Xander told me he wanted it (among other items) but I got a quest to kill him so I did. The magic user with the two bodyguards seemed like a good person to give the staff to, but for some reason when I went into his house to talk to him with that idea in mind, they were already hostile so i killed them.
Anyway, GREAT module, love the replayability. Although by now I can slaughter anything without trying, except the Prismatic Dragon (cause his armor means i need a 20 to hit) it is still fun once in a while, and I look forward to playing with other classes. Maybe is there a way for monsters to continue scaling as u gain XP? Like, say, every 100000xp you get past level 40 increases the monster difficulty?
Posted by Bender ( 208.180.xxx.xxx ) at 2004-10-07 07:11:00
I love this module. I finally found a module that I can play with my level 40 character. This module brings very tough challenges to your uber (non-hacked) characters; that's for sure. Drag out your level 40 character, and load him/her up in Endless Nights 3, because this is one tough sucker!
It is always different every time I load it up. The only thing that is consistent in this module is that you can potentially get your +blocked+ kicked.
I love how it scales to the level of your character/party too. So if I want to try my level 13 paladin, I won't be too hardpressed. Or I can load in my lvl 40 Blackguard, and get my +blocked+ severely kicked by demiliches, assassins, dracoliches, prismatic dragons, . .woohoo!!! The battles can be intense at times; bring a high level friend. You'll need him!
Great Job! I look forward to Endless Nights IV (and hopefully it will have the same flexibility as Endless Nights 3).
Posted by Daniel Nations ( 4.26.xxx.xxx ) at 2004-09-29 00:43:00
Actually, its a bug that it even tries to level up the Hirelings. They were just a 'blast from the past' I put in that ENII had. The only 'true' henchmen are the ones you get from the dungeon quest. Unfortunately, the henchman code seems to break in the module leaving the henchman (or hireling) just standing around at times so I never really focused too much on that part.
Posted by Anonymous ( 216.93.xxx.xxx ) at 2004-09-27 14:35:00
Great module with one exception: The hirelings (when you can find them) do not level up. Nor is it possible to ask them to level up. This makes them worthless for high(er) level characters.
If that minor bug were fixed, this would be a truly outstanding module for all character classes, levels, etc.
It would also be useful if the hirelings' inventory could be accessed. Still, if their level would match the player character, that would be enough.
Posted by Daniel Nations ( 4.26.xxx.xxx ) at 2004-09-27 11:43:00
You can get a +1 bow from the shopkeeper in the woodland's cottage in Siva Forest and a +2 bow from the shopkeeper in the Morra Hills Guard Tower. I believe there are +3 bows available at the dwarf's camp in Snowy Peaks too.
There's no way to dynamically add items to a merchant that I know of but that is an interesting idea. I might look into it just to place a couple of random magic items in the shops for fun.
The module does have gypsy camps where, occassionally, gypsies will spawn. Gyspies open a random merchant from all available pre-built merchants that come with the game and will buy items with no price cap. Being out in the wilds, though, they tend to die easily.
Posted by WodahsEht at 2004-09-27 03:08:59 Voted 9.25 on 06/22/06
Very good concept and well-thought-out, though there are some difficulty issues at first and some minor misspellings here and there. Perfect for a mindless hack and slash adventure where nothing is ever the same twice and you can continually progress from level 1 all the way to level 40!
Posted by WodahsEht at 2004-09-27 03:05:00 Voted 9.25 on 06/22/06
Well I lost all my lives but I decided to keep playing. It's actually quite fun once you can get your hands on some decent magical weaponry (just +1 makes a biiiig difference.) I noticed that there are random shopkeepers that pop up now and then, but so far I haven't been able to find a magical bow (which sucks for my archer... heh.) Is there any way to randomly equip shopkeepers and furthermore continually change their supply of random equipment? Think Diablo shopkeeps...
WodahsEht
Posted by Daniel Nations ( 4.26.xxx.xxx ) at 2004-09-12 21:13:00
You can usually pull camps at 2-4 at a time. Also, different monsters are on different factions. For example, the undead will attack just about anything. So if you are having trouble with a big camp of orcs and some undead are nearby you can run a few of the orcs into the undead and let them fight it out.
Posted by WodahsEht at 2004-09-11 20:26:00 Voted 9.25 on 06/22/06
Well, perhaps I was too hard on the module, but said druid ran across tons of skellys which all had class levels (which is not a bad thing in and of itself.) One of the problems is that all of the warriors/priests had full plate which made them really hard to hit, and there were a ton of them.
I eventually won after several deaths by drawing them out as smaller groups, but not without severe difficulty. Essentially one of those fighter skeletons could probably easily go toe to toe with me and I had to face no less than a dozen alltogether. I was using a club to prevent them from absorbing damage, and I was buffing myself, making it a little less frustrating, but it was nasty.
Then, after I finally finished that quest, the next quest was something similar with a bunch of humans that were even more powerful. Facing 15 opponents that are literally a level or two higher than you (at least it seems this way) doesn't sound like it could ever end with success, so I gave up in frustration.
I found a couple of very weak magical items during random encounters, which didn't really provide much aide in the encounters. Perhaps I was just unlucky.
Thing is, I played until I was level 5, which is around the turning point in character effectiveness, but I still found myself in seemingly impossible situations. I might have been able to handle certain situations better is a fighter, but where's the fun in that?
WodahsEht
Posted by Daniel Nations ( 4.26.xxx.xxx ) at 2004-09-10 23:20:00
I don't know what's up with henchmen. I used the same scripts as in XP3 and tested out the original scripts for them and with both the henchmen would stop doing anything for a while then suddenly start up again.
The only issues I've seen with PrC is that some of the beginning events give the character a skin with special abilities. This gets whiped on subsequent loads because the PrC doesn't check for an existing skin on the character. There are only a few starting events that do that, though, and for the most part seems to work fine with the PrC.
As for difficulty level, yeah, its probably a bit more difficult than standard modules. It's meant to be difficult. That's what the top 20 is all for, seeing how far your character can get before they lose their last life. Once you get up in levels and start getting some of the magic items it balances out. The fact that magic items are competely random makes it interesting. Just when you think its difficult you get a +8 sword at lvl 1 and zoom through the levels (at the price of the module noticing you never dying and eventually catching up to bite your butt).
Posted by WodahsEht at 2004-09-10 12:00:00 Voted 9.25 on 06/22/06
Whoops, forgot to log in for the post below.
WodahsEht
Posted by Anonymous ( 64.88.xxx.xxx ) at 2004-09-10 00:39:00
I was intrigued by the concept of this module, but it really seems unbalanced in practice. If you try to solo this module you will die a LOT. I was a druid with several pets (one summoned dire boar, one bear, one "empathied" cougar, and a warrior human named Tim,) and I would constantly run into enemies that could mop the floor with me on easy, even after buffing myself. Yeah, I know there's some strategy involved but it's hard to win against "Challenging" opponents that outnumber you so drastically. Maybe I'm just not good at the game, but I really think this module needs to be rebalanced (at least for soloers).
WodahsEht
Posted by Daniel Nations ( 4.26.xxx.xxx ) at 2004-08-26 15:15:00
Haha, the funny part is that I play with a friend on multiplayer and we always start with level ones and go from there. When one dies and goes to the abyss the other can start the game with their character, but the person who died has to make a new character.
Ultimately we usually max out in the teens. Last night my cleric/blackguard was the first of our characters to break into the 20's and I got a 'maximum level' at level 20. I thought the same thing... wtf is this bug? Had to play around until I found the maximum level.
So I wouldn't feel stupid, it is a little hidden and not communicated very much. Mine was probably still ongoing from the default from when 20 was the max.
Posted by Chairbreaker ( 84.133.xxx.xxx ) at 2004-08-26 10:34:00
Sorry, I just noticed that "maxlevel" on my server was set to 10. That would explain it.