Part 2 of 3 Setting: A slightly apocolyptic future America, in which mutated demons and rogue gunslingers clash over a wasted desert landscape. Its D+D meets Mad Max. The Story: You have reached the border of New California, where you hope to start a new life. But old friends, enemies and troubled times are afoot in the small village of Arrino, and once more you must strap on your six shooter and plunge into adventure....... Build Time: 3 Months Play Time: 4-6 hours Word Count: 50000 Multiple companions are allowed
Posted by macabroid at 2008-12-25 11:50:18 Voted 8.50 on 12/25/08
It's a pity this mod is almost forgotten. In fact, it is much better than the first part - no more mindless hack'n'slash here, and as a tribute to classic westerns the first levels are very effective and well-written. The ending is also intriguing and surprisingly memorable, although it doesn't fit well into the overall "post-apoc western" concept. A nice and very original mod with lots of custom content, highly recommended.
And please don't forget the other too haks Forrestwolf mentioned 2 posts earlier.
Posted by DracoBorealis at 2008-10-26 12:51:01 Voted 9.25 on 10/26/08
Short but Sweet, I'm usualy not great fun of H&S but visiting places from Fallouts and Wastland and butchering zombies with AK-47 was sure worth spending a few hours playing this modules. It woud be great to have opurtinity to use all those cool social and rouge skills though and I'm suprised that this modules were rated as adult... Oryginal Fallouts were far more explicit and got only mature. Still I recomend those two.
Posted by wade.wilson at 2006-12-22 11:25:02 Voted 9.50 on 12/22/06
Like the first one, I enjoyed the second part. Especially the Firefly theme of the series.
Posted by mackenzie ( 68.87.xxx.xxx ) at 2006-04-16 08:45:21
Great. Thanks!
Posted by jaythehand at 2006-03-24 01:15:27 Voted 9.50 on 03/24/06
I really enjoyed the original setting and the use of the modern-day weaponry. This had a fun storyline and an intriguing world that was evocative of older apocalyptic games like Fallout and Wasteland. The spell-casting and supernatural forces seemed a bit out of place in such a setting, but I could excuse them as 'mutant' and 'psychic' powers ala the old Gamma World rpg.
Posted by Acrodania at 2005-09-07 21:41:07 Voted 9.50 on 04/21/05
The guns use an "OnHit" script to give the firearm effect. It only works when you actually hit something. Its also the reason that there seems to be a delay when you shoot something a ways away. Forestwolf used this type of system to get away from the fairly ugly animation work he would have had to do to make the full D20 Modern work right. This system is script based and easier to modify/add to.
Forestwolf has corrected that in the later FireFly base system so future modules built on it will still give the gun sound.
Just like the Quick and the dead i have no sound for the guns, is this normal? If its not normal how can i fix it?
Thank you in advance
Posted by rfachini at 2005-08-19 22:24:15 Voted 7.50 on 08/19/05
Well the conversation freeze ups occur with multiple players in multiple situations, one is if you talk to Shackleton and don't have Claire in your party. Some doors lead no where or are unopenable. And with multiplayer only one person can complete the ending, and it ends abrputly. A good, fun, module, but I enjoyed the first one more because it had less loose ends. However, I'm still hungry for more of these mods.
Posted by rfachini at 2005-08-16 22:29:31 Voted 7.50 on 08/19/05
the first one was fantastic. something about the second one made my system hang at the first cutscene dialog, and then NWN would not load on that Windows login anymore... but i can run it in safe mode..
I stopped to start work on a cyberpunky module using the shadowrun base - but until the new version comes out, I'm still working on the last western - its just a really big project, but its coming along. I'll post the final versions of the previous two modules soon to whet your appetite a little - good to see folks still taking an interest :)
Posted by Thirdpres at 2005-07-28 08:00:06 Voted 9.50
How is the third module going? Well I hope. Have fun and good luck with your endeavors.
Posted by I can see you, don't think I can't! ( 63.196.xxx.xxx ) at 2005-07-19 11:17:29
sounds like fun ;D i'll try it out right now. you know, modern mod designers deserve a little more credit, kudos
Posted by I can see you, don't think I can't! ( 63.196.xxx.xxx ) at 2005-07-19 11:16:34
sounds like fun ;D i'll try it out right now. you know, modern mod designers deserve a little more credit, kudos
packages.2da and skills.2da are part of the override - without them it would be just another medevial ages nwn mod with a modern days facelift and with them in the override folder they clearly qualify as a showstopper for all other nwn campaigns ;-)
Posted by biren666 at 2005-06-13 09:31:54 Voted 8.50 on 06/13/05
I enjoyed this module, but I have to agree with a prior poster that I actually enjoyed the first in the series a bit more.. I think (for me) its because this one is less self-contained. You clearly are saving some of the plot development for the third part in the series. Overall, it has better quality, and nicer scripting which I appreciate, but ultimately a shorter play than the first.
*SPOILER*
One minor issue I found: you can break into the barn and spoil the sheriff subplot before it begins. Perhaps make access by special key instead to prevent this?
*END SPOILER*
SO, heres my rating:
Fun: 8 Layout / Design: 8 Dialogue 8 Originality / Creativity 9 Quality Control 9
Glad you enjoyed the modules - but the first more so than the last? (*mumble* and it was only 3 more months bulding time *mumble*)....... hopefully the third won't disappoint, although its as different in tone from the second as this was from the first. Thanks for the comments and votes for the modules.
Posted by Selric at 2005-05-19 18:28:37 Voted 8.50 on 05/19/05
speaking of "A boy and his dog" there was a really good radio parody of it called "Steve the First" which aired sundays on CBC several month's ago. I missed the first and last episodes of it unfortunately.
Posted by Selric at 2005-05-19 18:26:41 Voted 8.50 on 05/19/05
speaking of "A Boy and his Dog" there was a really good radio parody of it several month's ago called "Steve the First" which I unfortunately missed the first and last episodes of.
Posted by Selric at 2005-05-19 17:09:38 Voted 8.50 on 05/19/05
I enjoyed this module and am interested in what the third episode of the series will be like, but I must say I enjoyed the first one a little more. This episode was very well done, moreso then the first but it (ironically enough) feels like you tried to make it bigger and more presentable. Kind of like Way of the samurai 2 compared to the first one I guess..... or a low budget movie getting a high budget later and changing a bit. Not that it's a bad thing, but personally I prefer the first one. Still a great module though and I'm glad you made these.
Posted by Acrodania at 2005-04-21 22:15:33 Voted 9.50 on 04/21/05
Excellent module that ties into the first very well.
Its good to see alternate settings beyond a normal DnD enviroment. Von Django has done an excellent job bringing his module to life with NPC interactions and ambient settings. The second in the series, this one shows a noticeable increase in his module building skills and leaves you waiting for more!
Well done!
Good point Acro, im in definate agreement there (Not just because it saves me alot of work) :)
I know its alot of hak at first, but once you got all the haks you needed for the first mod, you only needed one more for the second - Im sure the third one will only have one or two extra haks..... which Ive made pretty good progess with.... (I got inspired, so I probably wont work on the victorian one now, sorry Acro)
A suggestion for you that would make life a lot easier for yourself and players of your mods. Why not make up a hak specific to your mod with the approapriate content in it and everything else stripped out- this would (a) avoid the problem I noticed on the thread of your other module where one of your linked haks was updated, causing confusion with your set-up (b) make for a significantly smaller download if extranious stuff is taken out.
Also it does have to be said that having nothing but a "new california.hak" file keeps a bit of mystery about what's going to be thrown at you during the module. This was one thing about the otherwise splendid Hythum- Add the airhip hak, the swamp hak, etc.. ok- so in this module we're going to be going to a swamp, flying in airships etc.. Its not quite the same with haks labelled just d20 modern clothing.. but it does spoil the novelty a bit.
Manipulating haks is really easy, a lot easier than writing great mods... like "Quick and the Dead"!
Keep up the great work!
Another thing- if you add your own hak, there's room for cool stuff like manipulating the itemprop 2da to make custom grenades! Oh yes...
Posted by Anonymous ( 81.156.xxx.xxx ) at 2005-04-08 04:38:00
That settles it I guess, seeing as I've already built London for the Victorian module..... good luck with your module Selric, let me know when its finished! It's really just a break from western modules so I'm not bored by the genre when I come back to finish the final module in this series.......
Posted by Selric ( 68.148.xxx.xxx ) at 2005-04-05 18:28:00
i've been working on a Urban zombie module for some time. It kinda fell apart when my brother had to reformat his computer (which I had been developing it on) but I still have all my ideas. I plan to do it again sometime and hopefully finish it this second time around and if you need some hints and pointers I would be happy to give you some.
Posted by Selric ( 68.148.xxx.xxx ) at 2005-04-05 18:28:00
i've been working on a Urban zombie module for some time. It kinda fell apart when my brother had to reformat his computer (which I had been developing it on) but I still have all my ideas. I plan to do it again sometime and hopefully finish it this second time around and if you need some hints and pointers I would be happy to give you some.