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NWN MODULES

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Title  Seviss Isles (R4b)
Author  kadamait
Submitted / Updated  01-23-2004 / 12-15-2004
Category  Capture The Flag
Expansions  HOTU-1.62
Setting  Forgotten Realms
Gameplay Length  Unlimited
Language  English
Level Range  1-40
Races  Supports all races.
Tricks & Traps  Light
Roleplay  Light
Hack & Slash  Heavy
Classes  Supports all classes including prestige classes.
Scope  Epic
DMNeeded  Occasional DM Needed
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  Any
Max # Players  Any
Min # Players  Any
Min Character Level  Any
Content Rating  Teen
Alignments  Supports both good and evil aligned PCs.
Description
This module offers stable 24/7 performance and allows a DM to have complete-dynamic control over the many additional features programmed into the PVW by traveling to the special areas and interacting with placeable objects. Seviss Isles (R4b) offers extensive additional features and 480 detailed areas; includes an expansive surface from the frigid northern mountains into the southern sand-swept deserts; deep below through dungeons that link into the Underdark and across the planes to Baator, Cania. Covering these extensive areas are 5 detailed bird-eye view maps along with a �Player�s Guide� (36 pages) and �Dungeon Master�s Guide� (68 pages). Seviss Isles provides a PVW which players and DMs may campaign within 'as is'; or expand into a customized RPG setting for their particular role-playing style, by either modifying the Seviss Isles module or linking-in adventure modules through area transitions.

Files

NameTypeSizeDownloads
SevissIslesR4b.zipSevissIslesR4b.zip
Submitted: 01-23-2004 / Last Updated: 06-01-2004
zip10.4Mb7139
--
SCORE OUT OF 10
9.35
19 votes
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Comments (28):

1 2 3

Posted by kadamait at 2004-11-1116:45:00    
I updated the CHAINMAIL beta 2 module to the latest build. NWVault is still pending its post of new content, which is every 24-36 hours or so... I am going to be busy on a few other projects but will work on CHAINMAIL when I have time and refresh the beta on occasion. --k

Posted by kadamait at 2004-11-1021:42:00    
Once the CHAINMAIL Beta 2 module is posted, wait to download it until I refresh it with a more-refined build that is suitable for playing on a more-or-less regular basis. The current build that I am working with has a bunch of fixes and adds DMFI support. I will make a quick post here and upon the CHAINMAIL beta page once the beta has been refreshed. thanks, --k P.S. Inari - The random loot script should probably go into the "ka_c_spawn" script; that is the script called upon each NPC/character "_c_" on their spawn event "spawn".

Posted by AMRACH at 16:42:00    Voted9.25
Perfect :) Is nice to know. Yeah I made the rating in my server Mature in anticipation to the nudity in the CEP pack. Anyways I will keep on looking. Take care guys. --ME

Posted by illumin at on11/06/04
As a secondary note, the content rating has been changed to mature (used some of the nude models in the CEP)...so this might extend the time till it's posted...not sure. If it doesn't appear in the next couple of days, we'll try reposting it.

Posted by illumin at on11/06/04
Not sure where it is. After taking a quick look Karl and I verified that it was good enough for a Beta release and posted it. Not sure what the deal is.

Posted by MajHavoc at on11/10/04
Great Module! I'm having a blast with it! Just when I think I've discovered every thing *BAM* I find a new area. Great Job!

Posted by AMRACH at 21:35:00    Voted9.25
Oh where oh where can my CHAINMAIL be, oh where oh where could it be?

Posted by Inari at 2004-11-0817:56:00    
I found a script that was tres similar to what I was offering as an idea earlier. I'm trying to install it, the author said to install it on the spawn script, but after poking through the scripts I see that Seviss has several spawn scripts. I placed the script in the one of them that looked correct to me, but I don't believe it was the right one, as after much wanton slaying of monsters I have yet to see one random pop. If anyone could point me in the right direction it surely would be appreciated!

Posted by Inari at 2004-11-0713:46:00    
First off, I love your world, it is absolutely the best module I've ever downloaded from the vault! That said, I have an idea for you to make it even better, (I apologize for doing it this way but my email is having problems atm). I had a system implemented on the mud that I used to run that dynamically altered items and mobs on load, it made the mud nearly infinitely replayable. Now I don't think there is a way to modify mobiles on the fly with NWN, but items I think would be easy. Here is quick and dirty rundown of the system I had: On load there was a d100 roll to check and see if the item was modified, 01-multiple negative affects, 02-90-no effects, 91-99-effect table roll, 00-multiple effect table rolls. The negative effect and effect tables then checked on another d100 roll with a 1-90 chance of being one effect, and a 10% chance for a 1d4 roll for additional effects. I had every effect in my game rollable, and I think this would be great in NWN also, find a +3 sword, but it has a -3 int or some other stat, or a negative spell effect on the whole time it is wielded, conversely find armor with lower than average ac on it, but it has a nifty spell on wearing it. It really makes mobslaying exciting and interesting, and if you have the mobiles wear/wield the items then it also makes them either easier/harder to defeat. Anyway, sorry for the long long post, but I really enjoy your world, and I think that making it even more dynamic than it already is can only make it even more enjoyable!

Posted by Blackguard at 2004-11-0710:11:00    
I really enjoyed R4. My only request is that there be an include library file that allows server admins to adjust settings in the world, like the amount of gold a player starts with, etc. Thanks and great work!

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