Intended for one party of 1-6 adventurers, but there are no restrictions.
Language
English
Level Range
Best if started from level one.
Tricks & Traps
Light
Roleplay
Light
Hack & Slash
Heavy
Scope
Medium
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
40
Max # Players
Any
Min # Players
Any
Min Character Level
01
Content Rating
Teen
Hakpak
No haks required for normal version. The PRC version requires PRCv2.2c installed.
Gameplay Hours
<1
Description
Endless Nights IV is a dynamic world with random monster spawns, random quests, and random magic item generation to create a very replayable game experience. The game also features monster-races, such as orcs, goblins and bandits, that come in a variety of classes and levels. The module also includes a death and ranking system, a magic item creation system, a magic item modification system, and the ability to play on both the good and evil as well as neutral.
Posted by Taospark at 2009-05-10 23:33:47 Voted 8.75 on 05/10/09
This was definitely a fun module to play after going through some very story driven epic ones.
The random item properties and low merchant sell cap took some getting used to, but the auto-generation is flexible enough for small or large party play. Experience gain is somewhat high if split between 2 people and quests are pretty good although not too hard. If you want an easygoing but very enjoyable NWN experience without having to start from Square One or memorize an entirely new backstory, this is one of the best modules to try out.
The only downside is realizing that the later Endless Nights are even more optimized than this.
Posted by Calirion at 2009-02-09 12:39:07 Voted 9.75
At higher levels, the mod has pretty heavy random magic items, the size and nature of the mobs makes the game more balanced than it at first appears. And typically you have to beat a creature using that kind of equipment--you don't just find it lying around. So if you can beat an adversary equipped with stuff like +17 armor, then you can get it. To me, though, this makes more sense than mods in which practically all the monster's gear just disappears when they are defeated.
Posted by chucknra at 2009-01-15 12:28:02 Voted 9.00 on 01/15/09
Wow, what's up with the random magic drops!!?? I'm a Lvl 24 Weapons Master and I just picked up magical full plate armor (+17 AC modifier and +2 Fort svg throw)!!! I've also found magical full plate with immunity to level 8 and below spells! Is this normal? First time I've played this module.
Posted by Calirion at 2008-11-20 12:49:45 Voted 9.75
Okay, so I have playtested extensively and haven't found any major problem using the older EN4 and PRC 3.2. Since I can't figure out how to get around the problem in the new one with corpses that decay too fast, I'd have to recommend sticking to the old one for now.
Posted by Calirion at 2008-09-20 15:25:37 Voted 9.75
I have gone back to the old version temporarily. Apparently, the loss of attack bonus during rest only happens occasionally, and, as far as I can tell, once the character has rested successfully, the problem does not crop up later in the game. Taking the first rest in the church may be way to avoid the problem, or that might just have been coincidence in my tests. Anyway, I'm willing to work around that occasional nuisance and sacrifice the new CEP 2 monsters rather than have to fuss about bodies decaying too fast during every major battle. I tried checking the new version in the toolset but don't know enough about scripting to diagnose the problem. I couldn't even figure out which script was involved! So for now, the old version is just easier to deal with. Perhaps Havlen or someone else with greater skill than I will fix what is probably just a minor problem, fixable with just a little tweaking.
If you are new to EN IV, don't be turned off by these occasional problems as the module gets adjusted to updated NWN and updated PRC. Even with such glitches, the module is still a masterpiece of its kind, well worth playing. I would, however, recommend the old version as easier to play for the time being. I'll report back if I spot any further issues or potential fixes.
Posted by Calirion at 2008-09-19 23:08:41 Voted 9.75
Interestingly, the bodies behave in very different ways. Sometimes bandits still drop bags. Some bodies seem to decay too fast to possibly loot, while others linger for a much longer period. A few bodies don't appear to decay at all. Everything else works beautifully, but in a game in which loot plays such a sizable role, this issue does create some difficulties.
Posted by Calirion at 2008-09-16 12:43:57 Voted 9.75
Okay, the problem I mentioned in the last post does not occur when I use the latest PRC with the latest update of Endless Nights. Somehow the combination of older module and older CEP with newer NWN and newer PRC must have been the culprit. I do wish, however, that there was a way to slow the body decay rate or just go back to the old system in which bodies dropped treasure after decay. Havlen, if you have the time, an update to the module that addresses the body decay issue would be much appreciated. Everything else seems to work just fine.
Posted by Calirion at 2008-09-15 12:46:22 Voted 9.75
I love Endless Nights IV, but currently I am experiencing a problem. I stuck with the old version because I had read the posts about corpses decaying too fast in the new one--I have never had a problem waiting for the body to decay so I could pick up the loot in the old version. Also, I have heard the current PRC hasn't yet learned to play nice with CEP 2. I did, however, update to NWN 1.69, and I installed the latest PRC beta in the older version of Endless Nights. This combination seemed to work fine at first. Now, however, I have noticed that the player's attack bonus is reduced by four every time he sleeps. The only way to get rid of this effect is to visit the priest in the temple. I don't find a similar problem listed on the PRC forum, so I assume it must be module specific. Maybe the older version of Endless Nights isn't working completely well with either the newest NWN, or the newest PRC, or both. I'm going to try putting the latest PRC in the new version of Endless Nights and see if that alleviates the problem.
Posted by BePower at 2008-08-25 11:45:38 Voted 8.50 on 08/25/08
Great mod, lots of fun inside. A few bugs and some scaling design prevents getting a 10 though. Recommended for all.
Posted by Arazyr at 2008-08-03 06:07:50 Voted 10.00
I'm having the same problem as lucklez. The bodies seem to be decaying extremely fast in some cases. Which makes it tough to loot them, and seems to be interfering with the quest completed updates.
Posted by lucklez at 2008-08-02 15:36:31 Voted 10.00 on 05/14/08
I was SO excited to see you update EN4, Havlen! I have been playing it some more, but I noticed that a number of quests where a monster is supposed to drop a quest item, the corpse vanishes, and nothing but a glowing blue spot shows up (when tab is pressed) and that quest cannot be completed. Everything is just as cool as I remember it :)
Dear Author, this sounds like a highly original and successful concept you have created, to such a point, that perhaps these modules can be used to an extent as actual PW's with alittle tweaking.
I have several miniquests and numerous prefabs and such I wish to add to this Endless Nights, and was hoping I could get an opinion? _________________________ @===============================================@
Vinchenzo made a post here.
Plz check out my entries. I'm currently making a few simple modules, designing 3 special characters, and hope to someday be good this stuff.
This is Vinchenzo, finishing his post with the following advice:
Don't use Latin improperly (Lupis means grey, Rufus is red, Canid is dog, so on.) Furries annoy me with their improper usage of such. And I'm a furry!!! Ugh...
Don't vote for Beta things unless told they are finished, unless posted specifically by the author.
Don't abuse the vote and post function, don't vote for your own/friends stuff just to get a high vote. Don't flame vote either just to be an ass.
There is a voting system for how the points are used, even I forget, but we should follow it (and tattoo it to our forehead, lol)
@===============================================@
Posted by Calirion at 2008-07-11 08:31:06 Voted 9.75
Havlen,
It is great to hear from you again. Endless Nights IV is certainly my favorite module of all time, one I have played more than any other. Thanks for the update! (Personally, I can take or leave CEP, but I know this change will make the module more appealing to CEP fans.)
Posted by havlen at 2008-07-01 17:12:04 Voted 10.00
Hey all.
I just uploaded a new version of Endless Nights IV that should work fine with the current version of NWN and supports the CEP v2.0.
The new upload is the one that says "EN4CEP2.zip"
I did not include a version with the PRC installed but the PRC should work fine with the module.
The only changes to the module are a few of the CEP2 monsters in the monster tables and a change that makes monster bodies lootable. (That way you don't need to wait for them to decay and show a bag.)
Posted by Calirion at 2008-06-08 13:35:41 Voted 9.75
Lucklez,
I am running 1.68, and the module still works for me and has ever since I updated. Perhaps there is another issue that could be resolved. The module's author moved on to NWN2, then, as far as I can tell, left the community altogether, so any kind of update would depend on someone with the requisite skill being willing to do it. As far as I can tell, it is pretty rare for someone who knows what to do being willing to invest that much time in someone else's module.
Posted by lucklez at 2008-05-14 09:14:23 Voted 10.00 on 05/14/08
I think this is a great module! Any chance it will be updated so that it works with 1.68/CEP2? I played it all the time before 1.68 but it does not work anymore.
Posted by Calirion at 2007-12-03 17:52:56 Voted 9.75
Shin Okada,
Two suggestions:
1. It has been a while since I have played EN IV, though I come back to it periodically. If you converse with the wisp-like information giver in town (I forget what it is called, but it is near where you spawn), you can turn off the AI incorporated in the module and just go back to NWN default behaviour. This causes some of the monsters to behave less intelligently, but it puts enormously less stress on your machine. EN IV was unplayable for me in the tougher areas too, but once I turned off the AI, it was fine.
2. When I play, I play a combination of guild quests and regular quests that lead to the main plot line. Typically, I do five guild quests to get the adventurer's ring. (+1 strength and +1 regeneration both handy). Then I play through the first area, do five more guild quests, play through the second area, etc. This method makes me a little more powerful for those ending battles. It is important, however, to play out each area before going back for more guild quests. (Some of the basic area scaling happens when you first set foot in the area, so if you go into an area prematurely, it will be set too low. The very first area seems to be a little low after guild quests anyway, but other areas scale appropriately.)
I think this method gives a player the best of both worlds in this module.
Posted by Delerion at 2007-12-03 14:59:04 Voted 10.00 on 12/03/07
Any way to add some things from ENV to this, for example the dynamic names for magical items, in my opinion this is the best Endless nights version due to the plentiful random loot.
Posted by who_is_daniel at 2007-09-24 13:18:00 Voted 10.00 on 09/24/07
It was great.
Posted by Shin Okada at 2007-09-04 17:03:39 Voted 6.50 on 09/02/07
stubbytroll,
Thanks to your suggestion, But I am plying on Macintosh and Macintosh edtion does not have DM mode nor toolset.
For me, the best items are nearly always dropped by monsters anyways, the shops not being all that useful.
I believe that a reason the author set the gold limit was because if you're using the PRC, spellcasters can some very powerful epic spells which cost gold and XP. The gold limit helps to limit the power of the a spellcaster.
Regarding the fights, different areas, accessed through the different town gates have different levels of difficulty. As you found out, the Northern area is the easiest.
Yeah, some of the encounters at higher levels have huge spawns. If an encounter is slowing down your machine too much, you could try using your the DM chooser to kill some monsters in some areas where you're not in, to try to speed things up. _________________________ My shoes are too tight and I have forgotten how to dance.
Posted by Shin Okada at 2007-09-02 03:20:43 Voted 6.50 on 09/02/07
Now I stop playing this mod without solving the main story line. I will describe you why.
First of all, this is my second "Endless Nights" modules. I played the "VI" first and then played this. So, I think it should be natural that the older one is somewhat inferior to the newer one.
Still, for me, this mod gave me many troubles. And I must state that now it is unplayable for me. Let me explain.
The mod starts from the city. There is a mercenary guild. So, naturally, my PC joined the guild and received the quests, accumulating XP and wealth. I was expecting that the mercenary quests will send my PC to the outer world, then someday the main plotline will be involved. I was wrong.
All the mercenary guild quests are either "kill something within the town" or "teleport to a certain field (not related to the actual outskirts of the city) and kill something". So, I continue to play many guild quests, without going out to the areas around the city (basically, no reason). I tried some trips to the outer areas. But comparing to the width of the fields, there were only few quests. And those quests were no better than mercenary guild quests both regarding fun (good combats) and reward (almost no guild favor points).
I was still expecting that the merc guild will eventually direct me to the main story line. But I finally found that was totally wrong, when my PC reached almost 40th-level. Then, just to see the main story line, I started to explore other areas.
Regarding north & east areas, combats were just trivial at this level. No fun. But at least I got some idea of the main story line. Now I went to the south area. Then troubles start. I guess encounters are scaled to the level of PC. As my PC is (and henchmen are) already a uber character, so many monsters appeared. Say, 60+ Fire/Frost GIants for one fight. This start to punish my poor old macintosh.
Now, I finally traveled to the west plateau. Guess what I have found. Dozens or maybe 100+ demonic monsters on a field. Plus, equally numerous friendly angelic NPCs. Too much! Just too much! My computer just cannot handle it. It takes tens of minutes to solve a single turn. I started the battle, went on shopping for hours, then when I returned, the combat was still ongoing. I tried to save the game at that moment to use my computer for other purpose. Then, while composing the saved data, the NWN application crashed. After re-booting the computer and application, I checked that saved data but it was broken. I have several older saved data. But now I have no will to continue this mod as it will surely something my computer can never handle.
Maybe I should have ignore mercenary guild quests and explore the fields much earlier. But there was not much suggestions or information to motivate my PC to do so. I think, the biggest problem of this mod is that the merc guild continually provides quests which never send PCs to the areas around the city.
Posted by Shin Okada at 2007-08-29 12:12:01 Voted 6.50 on 09/02/07
stubbytroll,
Thank you for giving me a reply. Well, basically shop GP limit itself is OK and many mods are using it (though not my cup of tea). The problem is, that those 3 gypsy merchant (only) did not have GP limits. I could sell items to them in good price and then, they are killed by wondering monsters! And, they are the only "generic" merchants who sell various goods. I can use the enchantment shop but that is very limited. I guess if my PC were a mage, I could use the mage guild shops. Now, All I can buy in the city are weapons and armors. I can't believe that those 3 gypsy did not take shelter (there was a gypsy wagon nearby) when there are a lot of ants and orcs roaming.....
The best items in the mod are dropped by monsters. The gold limit for the merchants helps prevent the mod from being way too easy for epic PRC spellcasters. There is a magic shop where you can trade in quest points for enchantments on your items. _________________________ My shoes are too tight and I have forgotten how to dance.
Posted by Shin Okada at 2007-08-26 15:41:24 Voted 6.50 on 09/02/07
Hello. Now I am plying this mod but meeting a rather frustrating situation. My PC mainly do mercenary guild quests and now reached to 28th level. Now, he picks up a lot of expensive loots each time he goes on quests. But all the merchants in the city have some amount of GP limit (buy at 10,000gp no matter how the item is good, etc.)
Well, there were 3 gypsy merchants standing near the tree just outside the city. But by the time goes, some of them start to disappear. Then, I saw the last one is killed by a giant ant. Now, I have to sell all of my epic-expensive loots at 10,000 gp each. What is worse, I cannot buy items of appropriate level anymore. The shops in the merc guild sell weapons and armors only. But I cannot buy amulets, rings, belts, etc. Are there any other good merchants in the mod? Or have I completely lost the chance to deal with descent merchants? I will stop plying this mod if that is the case.
Why would you want to update to CEP2? The mod works fine with CEP 1.5x & HOTU 1.68. _________________________ My shoes are too tight and I have forgotten how to dance.
Is someone able to help update this for CEP2 and PRC, PRC is less important as they have a module changer already in the download, but CEP 2 i can not change
Is someone able to help update this for CEP2 and PRC, PRC is less important as they have a module changer already in the download, but CEP 2 i can not change
Cancel that last message i figured it out. For the sake of others, the problem was that i had been using version 2 of CEP, this needs version 1.52. I got that, removed CEP 2, installed CEP 1.52 then got the patch which allows backwards compatibility of CEP 1.52 with NWN v 1.68. Installed it and it works now.
I cannot get this to work. I have NWN SOU AND HOTU AND CEP 2.0. When i try to load it up it says missing talk table. The log says the following...
Couldn't load the Hak Pak File "ceptexture.hak"
Couldn't load the Hak Pak File "cepportrait.hak"
Couldn't load the Hak Pak File "cepplace.hak"
Couldn't load the Hak Pak File "cepcreature.hak"
Couldn't load the Hak Pak File "cepbaseitem.hak"
Couldn't load the Hak Pak File "cepanatomy.hak"
Couldn't load the Hak Pak File "cep2da.hak"
Couldn't load the Hak Pak File "cep1patch.hak"
Couldn't load the Hak Pak File "prc_craft2das.hak"
Couldn't load the Hak Pak File "prc_misc.hak"
Couldn't load the Hak Pak File "prc_textures.hak"
Couldn't load the Hak Pak File "prc_scripts.hak"
Couldn't load the Hak Pak File "prc_2das.hak
Admittedly none of them are Haks that i have installed. I am using NWN version 1.68. Any help appreciated, i was looking forward to this mod.