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NWN MODULES

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Title  Endless Nights III
Author  Havlen
Submitted / Updated  04-08-2004 / 09-22-2005
Category  Roleplay
Expansions  HOTU-1.62
Gameplay Length  unlimited
Number Players  It is designed for single player and one-party multiplayer.
Language  English
Level Range  Dynamic engine creates quests and adventures for any level range.
Tricks & Traps  Non-existent
Roleplay  Light
Hack & Slash  Heavy
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  Any
Max # Players  06
Min # Players  01
Min Character Level  Any
Forums  Link
Content Rating  Teen
Gameplay Hours  <1
Description
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.

Files

NameTypeSizeDownloads
Daniel_Nations21readmeEN3.txtDaniel_Nations21readmeEN3.txt
Submitted: 04-08-2004 / Last Updated: 07-21-2004
txt14.99Kb7373
--
EndlessNightsIIIv123.zipEndlessNightsIIIv123.zip
Submitted: 04-08-2004 / Last Updated: 07-23-2004
zip4Mb8592
--
SCORE OUT OF 10
9.09
15 votes
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Comments (29):

1 2 3

Posted by Anonymous at 2004-12-1913:42:00    
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 at 2004-11-0615:40:00    
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 on11/02/04
Very good mod idea, but feels unfinished. Way too many aasimar, male voices etc.

Posted by Daniel at 2004-10-2916:59:00    
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 at 2004-10-2817:48:00    
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 at 2004-10-0811:59:00    
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 at 2004-10-0707:11:00    
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 at 2004-09-2900:43:00    
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 at 2004-09-2714:35:00    
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 at 2004-09-2711:43:00    
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.

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