This module is designed to takes partys 1 to 40 over and over and over.
Tricks & Traps
Medium
Roleplay
Light
Hack & Slash
Heavy
Scope
Medium
DMNeeded
No DM Required
Single or Multiplayer
Multiplayer
Max Character Level
40
Max # Players
06
Min # Players
04
Min Character Level
01
Content Rating
Everyone
Description
This is a the 9th version of Elidrin's Random Dungeon Generator. In it I have incorporated everything you loved about RDG8 as well as alot of newer content. You can now enchant your own armor and weapons. The new dreaded pit trap has been added. Numerous item changes and additions. The dungeon can now reshuffle itself to futher confuse the PCs. This is a party based freeform adventure. Soloers will generally not enjoy this module. It was designed with a balanced party fo 4 to 6 characters in mind.
Posted by CaveGnome at 2012-09-24 04:35:17 Voted 9.00 on 09/24/12
Good hack & slash dungeon. I have been using it on SP mode to boost caracters to high level. It's hard but enough working for me. Some little quirks: when you are high level, say 30th level or more, sometimes you don't get any experience for difficult fights (No experience for killing Dracoliches, whot!? ) or relative easy fights: i think it's a little frustrating to get the message "CR to low to give XP..." when you just solo killed 5 drider chieftains or 5 liches. There are some nice ideas: I liked the special chest to sell groups of items on a go, the torch and meal/rest system. I know this is probably a design choice, but i think the game will be better if the access rope was more easy to find (enhanced by some magic sparks indicator?) or if you could buy a sort of direction locator to return to the inn.
Posted by aleaddict at 2011-12-21 16:09:51 Voted 10.00 on 12/21/11
After downloading this and modifying a little, I find it to be elegantly coded and quite a bit of fun to play. I'm upping the score since the norm these days is slam the coders and this is an old gem worth a good score. I'm running it publicly under the "Action" category now and will keep it up if there's any activity (by the time you read this, it will probably be gone though). Due to the reduced activity now, I modified it to scale according to the number of players in the party (vs requiring 4-6 players) and fixed some of the minor typos and tweaked some things.
Posted by MrZork at 2011-11-11 02:14:46 Voted 9.25 on 11/11/11
Very enjoyable module. There are a couple of little bugs, but this module is hours of dungeon-crawling fun.
BTW, I use it for soloing some of my builds, so SP is doable, though tough going at earlier levels. The lack of certain items in the shops really adds to the advantage of party play. But, there are several summons items that one can buy that will help for soloers who find they need a mediocre tank character to soak up a bit of damage. Someone wanting a more manageable solo experience might add a couple common items to the stores, e.g. healing kits, potions of clarity, etc.
For folks running into the non-resetting problem, I think that the simplest fix (requires no scripting) is to 1) open the module in the Toolset. 2) In the Edit menu, open Module Properties. 2a) Make sure the Basic tab is open. 3) Make sure the Name field reads "RDG9f" (no quotes). 4) Click OK to close the Module Properties widget then and Ctrl-S to save the module. That's it. Start the module as new and it will reload as needed. (For those determined to preserve a saved game, the module name can be changed using Leto's Advanced Editor. It's straightforward, but one should be familiar with that tool to attempt it. Always keep a backup saved game...)
Is it possible for me to crack open the code and change it to a solo game?
If so, how? What code do I have to change?
Posted by NC360 at 2010-11-03 12:22:29 Voted 10.00 on 10/31/10
Though I no longer think this is the best mod, it's still a 10. And people should really give it a shot. The only thing I didn't like is when I had so many saved characeter files. Though I was able to fix that by changing export character to "false". I had also removed the script for the familars costing a gem to summon... but that didn't help balance the game, because they seemed a tad overpowered when you can just cast them over and over carelessly.
Anyway, good job on this mod.
Posted by NC360 at 2010-10-31 23:14:59 Voted 10.00 on 10/31/10
I know this mod says 4-6 characters, but I think people should play it with less for an even greater challenge.
This mod offers tons of replayability do to the random nature of the dungeon. It's also quite fun not knowing what's around the next corner; what monster you're going to run into.
Imo, this is the single best mod for the game. It just really fits what I wanted Neverwinter Nights to be.
Sounds like a lot of fun, but the whole .exe thing is fail. Take into consideration that not everyone has the NWN in registry due to reformatting and what not, so it's better to just put a .rar or something.
Posted by Eosine at 2009-07-15 13:10:10 Voted 9.75 on 07/15/09
Hello there.
I just can't manage to make the restart lever effective, the module just doesn't restart, though I've done as told in previous comments.
Essohbe, this module was meant to be run on a server vault and in case of crashes I chose to export the characters every so often. In that type environment it overwrites the original each time instead of creating a new character. This is why your seeing this in the default mode.
To change the mode requires poping open the module in the toolset, I gave instructions how in previous comments below on what to do.
HEY!!!
This exports my character every time I transistion between areas. I had about 60 copies of my character in the local vault when I finally caught it!
Is this the mod or somthing wrong with my cpu? _________________________ !
Posted by cailthlauren at 2007-04-18 00:59:18 Voted 9.50 on 04/18/07
Soloed from 25 to 35th to check it out... what a crazy day
Stickman222 been awhile since I looked at those scripts but yes looks like your looking at the scaler. For too players I would add say a -2 or -3 modifier to the end result.
As for the hungry messages I redid the resting system in 9. Instead of limiting your rests (RDG8). I included a minor food use system. There are magic items available to get around the food requirement.
Posted by Stickman222 at 2006-11-23 11:40:11 Voted 10.00 on 11/18/06
I'm having a problem now with resting. In version 8 i always got the "hungry" or "not safe" message. But with 9 i'm not getting it at all. Anyone else?
Thanks in advance!
Posted by Stickman222 at 2006-11-18 18:39:30 Voted 10.00 on 11/18/06
Elidrin,
First off, great module. The mind boggles with the things i can do with this!
I do have one question though. The mod is mainly for 4-6 players i know, but can it be altered to be playable for just 2? Can i modify the script inc_gen_enc to make it so it only goes say +/-2? I see this bit below, is this the section to change, and if so how? Or can it even be done?
int GetEncounterLevel (int iPartyLevel)// Good
{
int iScaler = iPartyLevel/2;
if (iScaler < 1)
iScaler = 1;
int i = (Random(iScaler*2+1)) - iScaler;
int iEncounterLevel = iPartyLevel + i; // Adds the randomized number to the party level.
if (iEncounterLevel >= 40) iEncounterLevel = 40;
else if (iEncounterLevel
Originally the module was meant to be played in a Server Vault config which is why that happens. In Server Vault it just overwrites the old character file instead of making a new one.
There is a script flag for turning it off, I believe it is in the inc_mod_constant script. Do not forget to do a 'rebuild' of the mdule after changing the flag or it will not work.
For some stange reason it never occured to me to do a options window thru a conversation back in the days when I wrote this.
Posted by Steve_Savicki at 2006-10-28 18:31:32 Voted 9.50
Is it possible to update this so the mod doesn't save your .bic character so many times? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Posted by phr9DAah9G ( 194.165.xxx.xxx ) at 2006-07-21 21:10:25
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Posted by Berbalang1989 ( 206.113.xxx.xxx ) at 2006-07-20 01:16:27
i have played RDG9 and have found some areas quit hard and others quit easy. though i wonder did you make this by yourself? if so how long did it take.
Posted by lgJQ8Z2jYk ( 216.126.xxx.xxx ) at 2006-07-19 06:09:35
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Posted by Longstar71 at 2006-07-18 16:08:44 Voted 8.50
well heres a ? i tried adding the cep to this and it wont load in the stand alone server client any idea as to why?
Posted by Elidrin ( 74.32.xxx.xxx ) at 2006-07-17 04:19:36
To be honest I don't know why this occurs. I did not change any of the shifter resources that I am aware of.
Posted by Miltown ( 80.135.xxx.xxx ) at 2006-07-12 15:49:30
ok, while I'm waiting for the answer I made some further "investigations" ^^
druid animal forms: all work
shifter wyrmling: none works
shifter harpy: works
shifter gargyle: works
shifter minotaur: works
shifter basilisk: works
shifter drider: works
shifter manticore: works
shifter drow warrior: does not work
shifter lizardfolk whipmaster works
shifter kobold commando: works
and I checked with other modules... there the forms work alright...
Posted by Miltown ( 80.135.xxx.xxx ) at 2006-07-12 10:41:08
I got a question;
I am playing a druid/shifter, and everytime I shift into another being (drow warrior e.g.) I imediately shift back into my original human form...
have I overread something, or is this a bug?
(it works alright in other modules)
Posted by jbest ( 64.74.xxx.xxx ) at 2006-07-03 12:05:33
Any way to just extract the mod / hak files, I want to load it on a linux server.