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.
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 :)
Posted by AnthroPlayer at 2008-07-1200:18:37
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 08:31:06 Voted9.75
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 17:12:04 Voted10.00
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 13:35:41 Voted9.75
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 on05/14/08
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 17:52:56 Voted9.75
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 on12/03/07
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 on09/24/07
It was great.
Posted by Shin at on09/02/07
stubbytroll, Thanks to your suggestion, But I am plying on Macintosh and Macintosh edtion does not have DM mode nor toolset.