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NWN MODULES

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Title  Endless Nights IV
Author  Havlen
Submitted / Updated  10-29-2004 / 07-01-2008
Category  None / Freeform
Expansions  Requires All Expansions (SoU & HotU & CEP)
Gameplay Length  Endless
Number Players  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.

Files

NameTypeSizeDownloads
EN4ReadMe.rtfEN4ReadMe.rtf
Submitted: 10-29-2004 / Last Updated: 05-22-2005
rtf18.58Kb9225
--
EN4v126a.zipEN4v126a.zip
Submitted: 10-29-2004 / Last Updated: 07-04-2005
zip19.5Mb13485
--
EN4CEP2.zipEN4CEP2.zip
Submitted: 10-29-2004 / Last Updated: 07-01-2008
zip8.7Mb1352
Endless Nights IV v1.3 -- Supports CEP 2.0
SCORE OUT OF 10
9.47
47 votes
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Comments (30):

1 2 3

Posted by stubbytroll at 2007-09-0404:06:01    
Shin Okada, 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 at on09/02/07
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 at on09/02/07
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.....

Posted by stubbytroll at 2007-08-2901:51:10    
Shin Okada, 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 at on09/02/07
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.

Posted by stubbytroll at 2007-07-2612:01:21    
Blightflesh, 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.

Posted by Blightflesh at 2007-06-2123:23:23    
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

Posted by Blightflesh at 2007-06-2123:23:17    
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

Posted by brian3453 at 2007-02-0421:36:16    
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.

Posted by brian3453 at 2007-02-0420:00:52    
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.

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