Requires the Player Resource Consortium's PRC located here: http://nwnprc.netgamers.co.uk/index1.html
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. The CEP/PRC version adds CEP content as well as coming pre-installed with the Player Resource Consortium's PRC.
Posted by Anonymous ( 68.248.xxx.xxx ) at 2006-07-19 13:11:29
Could someone update this to prc 3.0? I would myself, but I'm a linux user and no toolset for me... :(
I love this version, it fills my inner childs need for a graphical roguelike :)
Posted by WodahsEht at 2006-06-22 15:37:06 Voted 9.50 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! With minty PRC and CEP goodness!
Posted by mortavius at 2004-11-01 01:21:33 Voted 9.25 on 11/01/04
Posted by bongoboy at 2004-10-30 21:33:00 Voted 10.00 on 09/30/04
Can't wait to give this a try!
Posted by Daniel Nations ( 4.26.xxx.xxx ) at 2004-10-29 17:00:00
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 ( 66.147.xxx.xxx ) at 2004-10-28 12:10:00
Wow- this sounds great! Downloaded and off to check it out.
Posted by Daniel Nations ( 4.26.xxx.xxx ) at 2004-10-25 08:49:00
I guess I should do less debugging on EN4 and more debugging on the msg board ;) Okay, should be fixed now.
I am leaning towards not making any changes with EN3 as far as the new PRC and CEP are concered. They don't exactly play nice together and I don't have enough time to troubleshoot a new version of 3 right now.
Endless Nights IV should support CEP 1.5 and PRC 2.2 and should come with a clean (non PRC) version and a PRC version in the zip file.
Posted by Keiichi at 2004-10-24 17:44:01 Voted 9.00 on 10/24/04
Boy was it fun!
Posted by Keiichi ( 67.101.xxx.xxx ) at 2004-10-24 17:39:00
Hey - I thought I would take a moment to say how cool Your Mod is - My friends and I played the hell out of EL3 and look forward to EL4.
I'm sorry to see that 3 doesn�t take the new CRP very well (and I'm not smart enough to force it) I would be writing you about getting a version that does work and if you were going to do it at all but if 4 is coming out soon what does it matter?
Also I tried to post all this at your web sight but it only lets moderaters post there - Just to let you know -
So - is there a target date for 4?
...and is there anything I can do to help?
Your mod is really fun and obviously took a lot of time - if by play testing or some thing like that I can help I would love to do so. Other then that I CAN offer encouragement - Boy was the last mod fun - Keep up the good work!
Keiichi -
Posted by Daniel Nations ( 4.26.xxx.xxx ) at 2004-10-22 02:43:00
I'm going out of town for the weekend, but when I get back I will be researching any issues with CEP 1.50 and PRC 2.2. If they mesh together well I will upload a new version.
I am planning to release a clearn and a PRC 2.2 version of Endless Nights IV in the same file. PRC 2.2 has some issues with overriding on death scripts so I will be putting a modified prc hak file in it as well. (Anyone just installing PRC onto it wouldn't get xp since it uses a custom xp routine).
Hopefully no one will be bugged by the file size!
Posted by bongoboy at 2004-10-20 13:28:00 Voted 10.00 on 09/30/04
PRC 2.2a and CEP 1.5 are both out now! Woot! However, the unwashed hordes of tooless Linux/Mac users can only cling to the hope that some benevolent Lord of the Toolset will come forth and feed the masses. I'm willing to kick in $10 bucks if you'll update EN III cep prc, and another 10 if EN IV has a prc/cep version. I'd offer more, but I can only do so much in the name of alternate OS promotion charity.
Posted by Daniel Nations ( 4.26.xxx.xxx ) at 2004-10-13 23:50:00
I'm not sure if I'll be posting any more updates for EN3. I guess it depends on whether or not I see a need for it.
I'm not sure when CEP 1.5 or PRC 2.2 are due out, but Endless Nights IV should be out within the next month or two -- at least a 'baseline' release of it.
I still haven't decided what to do about PRC in Endless Nights IV. I'd like to just include a PRC and non-PRC version in the zip file but that would make it a 10mb download instead of a 5mb download.
If there is still some interest when they are released I'll give it serious consideration depending upon how much work is involved. If its just a matter of re-applying and re-saving I don't see why not, but I hate to do that without decent playtesting and I'll be spending most of my time testing IV.
Posted by bongoboy at 2004-10-10 18:49:00 Voted 10.00 on 09/30/04
Will you be posting an updated version that is compatable with CEP 1.5 and PRC 2.2 when they come out in the near future? We Linux and Mac users can't update such things ourselves (not having a tool set). We'd really appreciate it tremendously. Thanks again for such a great mod, I can't say it enough!
Posted by Daniel Nations ( 4.26.xxx.xxx ) at 2004-10-10 13:21:00
I don't believe I've encountered a bug like that in Endless Nights III, but if you do get a bug that keeps you from completing a quest you can always talk to the wisp in the inn in Nirra Hamlett and clear the quest.
This is in many ways an entertaining mod, but the same thing happens to me everytime I've tried playing (from Endless Nights Mk I to this one): The quests get bugged. I.e. I get a quest, then when I reload the game later, my journal entry tells me I'm on a quest I have already completed (and therefore can't do again). The questgiver then refuses to acknowledge this, and just keeps asking me if I've done the quest he's already rewarded me for. And the dialog-option my player has is of course simply "no"... So I've basically ended up stuck each time. A shame, could've been fun if I could only get past a certain point.
Posted by bongoboy at 2004-09-30 11:11:00 Voted 10.00 on 09/30/04
I really look forward to any additions and improvements you make with the next version of your already outstanding mod. You've proven yourself to be one of the most innovative scripters in the community. I really hope that you continue to use PRC as an included feature. While it may be easy for PC users to add it in, we Mac and Linux, users would be left out in the cold. I look forward to chopping things up with my samurai ninja spy in EN IV. Thanks again for your fantastic work!
Posted by bongoboy at 2004-09-30 10:43:09 Voted 10.00 on 09/30/04
Great place to test PRC characters and a hoot to play in and of itself.
This module would be perfect if you did a little polishing. It has wonderful area design, great creature design, excellent scripting (whow!) and a lot of replay value due to its randomness, especially concerning the items.
Yet, things that should be reworked (I know they are not the focus of the mod, but they would make it all the more immersive):
- Voices. Almost all creatures have the aasimar, male voice. Both the NPCs and the random creature templates have that problem. Plus, most of the elementals (some earth, fire) have the elemental, air soundset.
- Placed sounds. Use placed sounds to highliht your waterfalls etc. and make the areas come to life (Crickets etc.).
- One-liner dialogue. If you give NPCs at least one line to say, they actually use their soundset when you click on them and don't just stare at you. Just give them a soundset and use a oneliner which matches their greeting.
- Perhaps you could enrich indoor areas with a bit more detail. Especially the Nirra Inn needs a tavern music and a few more people.
- The quest dialogues could be a little bit longer than "Do you want to help us - No."
-Adjust portraits to all creatures you use in the game.
Perhaps you want to consider some of these things - I think your mod would become even more enjoyable.
Best wishes
Levistus
Posted by Anonymous ( 24.53.xxx.xxx ) at 2004-09-26 17:58:00
This module is without a doubt my all-time favorite. It is a perfect blend of all of my favorite games. The randomness and additions make for an unbelieveable experience, time and time again. I made a few adjustments to tone down the difficulty and added a bit of eyecandy to the npcs but for the most part this was the mod of my dreams. Keep up the good work and PLEASE continue to update this masterpiece.
Posted by gnomewarrior at 2004-09-26 17:54:56 Voted 9.75 on 09/26/04
This module is without a doubt my all-time favorite. It is a perfect blend of all of my favorite games. The randomness and additions make for an unbelieveable experience, time and time again. I made a few adjustments to tone down the difficulty and added a bit of eyecandy to the npcs but for the most part this was the mod of my dreams. Keep up the good work and PLEASE continue to update this masterpiece.
Posted by Daniel Nations ( 4.26.xxx.xxx ) at 2004-09-23 00:26:00
Well, I did set out to program the most rogue-like in NWN as I could. That's one reason its pretty difficult, I remember in Moria being happy just to make it to tenth level. ;)
If I knew how to make it allow picking the Samari and Archer at startup I'd definately do that. I'm not a PRC expert as far as the coding behind it goes and the installer didn't allow them to be picked at startup.
Posted by bazookaboy ( 64.36.xxx.xxx ) at 2004-09-22 22:48:00
By far this is my favorite single player mod for messing around in. For me all that it is missing are the CODI robes so that you can be a full fleged samurai both in look and feel. If nothign else its a great place to check out all the new prestige classes. I'd add it myself, but I'm using mac OSX and can't do that until NeverEdit gives us the ability to save edited mods through the GUI. The only thing I've noticed that is a bit of a pain is that the new base PRC classes such as Samurai and Archer can't be chosen at character creation. You must pick one of the bioware base classes first and then multiclass to the new base classes. That said, you've added a great new dimension to NWN. This really is the ultimate upgrade of rogue/angband/moria etc. Bravo!
Posted by bazookaboy ( 64.36.xxx.xxx ) at 2004-09-22 22:48:00
By far this is my favorite single player mod for messing around in. For me all that it is missing are the CODI robes so that you can be a full fleged samurai both in look and feel. If nothign else its a great place to check out all the new prestige classes. I'd add it myself, but I'm using mac OSX and can't do that until NeverEdit gives us the ability to save edited mods through the GUI. The only thing I've noticed that is a bit of a pain is that the new base PRC classes such as Samurai and Archer can't be chosen at character creation. You must pick one of the bioware base classes first and then multiclass to the new base classes. That said, you've added a great new dimension to NWN. This really is the ultimate upgrade of rogue/angband/moria etc. Bravo!
Posted by Daniel Nations ( 4.26.xxx.xxx ) at 2004-09-21 22:59:00
Updated to v1.31 which is largly just fixing minor bugs but has one feature update.
v1.31
*Fixed minor bugs
*Fixed bug with item enhancements where a Fey'ri tooth didn't apply the proper enhancment.
*Added small chance of having named boss mobs for some camp mobs and some single spawns. These named
mobs have a slightly higher chance of having a magic item, but it isn't guaranteed.
The named boss mobs will only appear rarely and you might play the game over and over again without seeing one. It's really just for fun to see Lord Arathorn instead of Bandit Leader on occassion, but there is a slightly better chance at a magic item from them.
Posted by Daniel Nations ( 4.26.xxx.xxx ) at 2004-09-16 07:27:00
That depends on how often you want them to drop. The system is designed to drop dynamically created items, which is why most of the items follow a strict naming pattern. The en3_lsword2 could be anything from a +1 sword/+2 vs Giants to a +10 sword, +8 vampiric regeneration, +12 vs Dwarves, +1-8 fire damage.
There is one large case statement in the rd_treasure which covers most pre-created items in the game and is designed to allow those items to occassionally drop via mob loot or quests. If added there any items would be very rare.
Or, you could use the EquipMob function and place a random chance to call a function which would give your created item to the creature. The EquipMob function is run anytime there is a level-up mob that is above level one -- which is about half the mobs in the game. Even if you made it just a 2% chance in the EquipMob code you would occassionally see one drop.
Or, you could modify the GetMagicItem scrip and add a new value to the case statement which determines what type of magic item is to be generated and add the code to award your item there. This would end up giving it via mob drops, quest rewards, and chest loot.
Lastly, if you become really familiar with the code, you could just continue on with the naming convention and allow them to be dynamically generated. After getting the CEP I added two new armor skins (with capes) for each armor type. To do this you would need to both make the armor using the naming convention and find the place in the code where it generates the number. For example, if armor can be en3_chainmail0 - en3_chainmail4 and you wanted to add a 5 to the list you need to find out where it adds Random(5) to the end of the armor name and change it to Random(6). Unfortunately, I never envisioned doing much modification of this type so I didn't make it 'easy' to add a new skin to an item.
I'm not sure because I haven't played it, but based on the size of the module, it may have a hak pack. You will need to put this file in the '...\nwn\hak\' folder. If that file is not included in the zip, then we had better wait for the author or someone else who's had luck with it to show up :-)