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NWN MODULES

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Title  B10 - Night's Dark Terror Update 2 (Correct haks)
Author  Captain Slade
Submitted / Updated  06-18-2005 / 06-30-2005
Category  Classic PnP Conversion
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  The Grand Duchy of Karameikos from the old Basic and Expert D&D sets and GAZ 1 "The Grand Duchy of Karameikos"
Gameplay Length  It will take you a while to finish this. In multiplayer gametesting it took approx. 21+ hours to complete.
Language  English
Level Range  1-15
Races  No Half-Orcs
Tricks & Traps  Light
Roleplay  Dependant on Module
Hack & Slash  Medium
Classes  Any
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  15
Max # Players  06
Min # Players  01
Min Character Level  01
Content Rating  Mature
Alignments  Based on non-evil, but can be done with evil characters
Description
This has been my off and on labor of love. It is basically a conversion of the old D&D pnp module "Night's Dark Terror". It is more than that however, as I have included B3 "Palace of the Silver Princess" , O2 "Blade of Vengance", and a myriad of short adventures from the early days of Dungeon Magazine, especially The Hunt in Great Allindel, Khasma's Folly, A Lost Dog, Vesicant, In the Dread of Night and others. I've even thrown in some "easter eggs" as well, such as the Cthulhu Mythos, the old D&D cartoon, and Conan the Barbarian. And finally, I decided to convert the "Age of Worms" modules as currently being presented in Dungeon magazine to this as well. Diamond Lake seemed too much like what I had in mind for Threshold, so what the hey... :)

This is the beginning third of the nearly decade long campaign I ran while in college. Play is meant to be in parties, but there are quests to be done solo as well. Besides the main plot, there are smaller quests tied to it that are based to both class and race. Best play would be with a party of five: A Human male, Human female, Elf, Dwarf, and Halfling. Class is a secondary concern. Soloing the whole thing is possible as there are henchmen, but it will be difficult.

Other highlights include almost 100% custom equiptment and monsters, realistic but not hindering rest and respawn rules, a main city with a casino, bathhouse, arena, thieves guild, auction house, and more, all of which tied into an attempt to mix a persistent world feel with a plot driven adventure.

As to the NWN scripts, erfs, areas, and haks I have gotten from the NWN community, I will have to go back though my notes to fully credit them. You will probably recognize them. I take little credit for much of this; I simply have put it all togther in a hopefully enjoyable way.
Finally, I will be hosting this module for multiplayer fun on the server "Karameikos" on the PW Story tab. Hope to see you there!

Files

NameTypeSizeDownloads
S_DARK_TERROR_V4__CEP150Hak.rarS_DARK_TERROR_V4__CEP150Hak.rar
Submitted: 06-18-2005 / Last Updated: 06-30-2005
rar4.2Mb1521
--
S_DARK_TERROR.docS_DARK_TERROR.doc
Submitted: 06-18-2005 / Last Updated: 06-19-2005
doc41.5Kb1333
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
ShrunkhillsVilance D'Asari2003-03-20--This is the CFR grass w/ reduced height for the rural hills/gentlehills cliffs and water matches bet
Columns & Things v1.0NewAge2003-01-24--Columns And Things Demo This mod & hak is just to showcase a few placeable. The following placeab
Dungeons2Eldonorian2002-09-10--This is the same re-skin of the Dungeon & Crypt tile set as in my first HAK Dungeons. Only diffrence
Fearguis' Hybor...) MusicFearguis2003-07-13--I've had several requests to repackage my Conan music hak, for use in other modules. Well, here it
Lost ValleyPasilli2004-02-22--This tileset is based on the Bioware's Underdark tileset. I've partially re-textured it and I've a
NanoSky Pack I - Hi ResNanosphere2004-02-09--This HAK contains four new skies : a forest skybox with large trees and day/night transition, a cany
NanoSky Pack II - Hi ResNanosphere2004-02-12--This is Part II of the NanoSky Packs. This HAK contains four new skies : Ash Wastelands with erupti
NanoSky Pack III - Hi ResNanosphere2004-02-27--This is Part III of the NanoSky Packs. This HAK contains four new skies : Ice Cavern, Sea Floor wit
Roman City AddonsGrassMaster2004-09-03--Adds five new roman style tiles to the City Exterior tileset. There are some things that still need
Round Towers PlaceablesPasilli2004-05-03--This hak contains some placeable Towers I've made for my campaigns. I've used as a base some models
Yumi's Forest W...Ver 1.0Yumi-Chan2003-11-07--I have always felt that the forest tileset was incomplete without having a water terrain. So, instea
SCORE OUT OF 10
9.06
4 votes
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Comments (78):

  1  2  3 Next>

Posted by Mirgalen at 2011-02-15 03:39:14    
For once I have to agree with ericdoman. No matter how many hours it took to create this, I got a key npc with no head right from the start and a mage lvl 5 who killed my lvl 1 with a single spell. I think i will go play something else.

Posted by yazig at 2009-11-01 19:24:31    
I would love to try and play this module but I am getting "missing custom talk table" error in my log. Sounds interesting...but the instructions and many haks on multiple pages makes it a chore. Anyone with any advice for me?

Posted by lucklez at 2008-08-16 17:54:09    
Any chance this will get updated to work with CEP2.1? Is it possible to do that without downgrading my own installation?

Posted by hplvecraft at 2007-11-20 09:17:17    
OK - since no-one else picked up on it: "This is the beginning third of the nearly decade long campaign I ran while in college"- I hope you graduated with a couple PhD's!

Posted by ericdoman at 2006-04-24 03:33:36    
Well I took a chance to download this mod and haks. Once again a mod with a huge amount of haks has proven to be disappointing.

I decided to be a solo player but specifying ,im 1st lvl to max 15th lvl. What do you do? 1st lvl would prob be impossible based on the first few combats and 15th way too easy. I decided on a 1/2 rg ftr.

As with many of the big hak mods, there seems to be no plot, quest, very limited dialogue (no roleplay). Journal entries are also not good.

The areas are very large and so it takes some time to reload a saved game or even when moving from one area to another. The maps are too large.

Dungard manor has numerous buildings, trees etc but are just used for visual effect. The cleric, my henchperson has no head.

Journal entries, OK go to temple of libra. All I can do is become LG and receive a holy symbol (you can keep asking for one, 437 gp to sell each)

The city have gone to half of area and the only proper conversation I had was with a noble to retrieve his dog. In that inn were a number of henchmen all either very difficult, overpowering or impossible (What level to start).

Anyway this is another mod that has been put together very quickly with no real storyline, plot, dialoge, role play but looks pretty via the haks.

Prob best to wait for author to finish this but as I have noticed with other mega hak mods they never do.

My advice is do not waste your time to download this game until it has been properly finished. I think the example of multiplay mentioned by author is a game he dmed.

Posted by Alexander ( 69.195.xxx.xxx ) at 2006-04-10 10:20:42    
Hey, I really like all the custom equipment and such so far, I'm just having a problem with the textures... I started as and Elf and lots of tree's outside of the starting home are just white... as is the elven buckler.... and the handle of the longsword..... is there any additional hak pak I may be missing or something?

Posted by Cobweb at 2006-02-21 02:02:43    Voted 9.75 on 01/16/06
Captain Slade

Sorry there is a typo in the penultimate paragraph of my previous post the word cave should read CAGE. This cage is in the south west corner of the room

Posted by Cobweb at 2006-02-21 01:55:54    Voted 9.75 on 01/16/06
Captain Slade

I note that you haven't posted for some time and I hope everything is OK

SayWhatEh

Thanks for the tip re the Forest King. As the he (the FK) does not seem to be part of the main quest, I have decided to give this mod another try and concentrate on the main quest whilst avoiding the Forest King one. Using my old character (now Elven Ranger(8)Rogue(2), I have fallen into another black hole.

POSSIBLE SPOILER AHEAD!!!!




I have got to level 5 of the Tower where STEPHAN is held to find an empty cave which (According to the toolset) should house Stephen. I have busted down the door but Stephan seems to have gone into Invisible Man mode. This would appear to be a full stop now as I cannot complete Chapter One.

Has anyone else had this problem or is it that I have a hardware issue?


Posted by Cobweb at 2006-02-08 07:39:01    Voted 9.75 on 01/16/06
Just a quick note re the key and the headless henchmen I mentioned earlier.

The solution (via the Aurora toolset) to both problems I found fairly straitforward. The crucial killer's key shows up as undroppable whilst the missing heads on the henchmen can be corrected by the selection of a different head quite easily.

Posted by Cobweb at 2006-01-16 03:58:21    Voted 9.75 on 01/16/06
I have solved my little vote registering problem. It had to do woth autologins I think.

I was particulary struck with the design of several of the areas some of which I repeat are a sensory delight. The Wulfhold hills in particular are both scenic and challenging for the explorer. Whilst I have not yet finished this mod I have no hesitation in giving the above rating. Whilst this is still a little buggy and NPC conversations seem to be dislocated somewhat the main quests seem to be OK.

In all the mods I have played this seems to be unique in that the player(s) really needs to carefully explore every area thoroughly or run the risk of missing key issues to the plot. Ther has certainly been an effort to address the attention span issue that some players have (me included)I am still riveted. Well Done

Posted by Cobweb ( 80.193.xxx.xxx ) at 2006-01-16 03:35:13    
I am going to take an unusual step (for me anyway)in posting a second comment.

Firstly I am surprised that this module has attracted a very small number of votes, although currently I am having a little difficulty in registering mine. Anyway I digress.

I am continuing to play this mod and despite the minor bugs am thoroughly enjoying the storyline, plot, graphics, areas design and so on. In short for me it's great!
This is the first mod that I have played where in voting terms I have looked at it from the point of view as why I should not give it a 10 rather than this rates a 8, 9 etc.

As previously mentioned I do not multiplay and have always played mods on a single player basis. Yes this is a tough mod in that mode but the henchmen provided give me the the back up I need and the equipment available helps. The slow award of XP at the later stage does not really affect the game that much as the looted equipment and/or its value allows me to compete effectively against monsters. I find combat challenging and fulfilling with my elven ranger/rogue or fighter/rogue ( I have played both. From a personal standpoint I tend to prefer to play an elven character when I can. In this mod the presence of trap detection and search skills is essential for survival and maximum enjoyment.

Whilst I accept that there may be more to NWN mod playing than single player only, I would like to offer the following comments.

There are a number of dialogue issues that crop up with NPCs consistently across the mod. one example that springs to mind is my visit to the Guardian tower in Riffillian and my conversation with Melukki? the halfling guardian. Melukki expresses her sorrow at the news of the slaver kidnapping of my female cousin at the point where I did not know I had a female cousin. I seemed to know of her abduction as well.

These bolts from the blue are a little disconcerting. Also when I find (from my first quest)the Baron's imprisoned wizard, Xenophon promptly disappears without a thanks for your help, see you at the pub later for a celebratory drink, or whatever.
Having said all that I think the mod rates a fully deserved 9.75 as it stands currently. With the dialogue issues addressed to give storyline and plot continuity and with these minor bugs sorted It is difficult to see how this would not rate a 10.

I still don't understand why there have not been more votes.

Is there going to be another update to this? I do hope so

Many thanks again for all your hard work and ingenuity


Posted by SayWhatEh at 2005-11-16 03:58:09    
Watch out. We got as far as the forest king as well. The kings bed is inaccesible but can be dealt with the DM client, but when we were returning from this quest, there was no exit from the destroyed market and out. So we just left this module, there is just to many bugs to be playable. But it looked real promising. But when will it be finished????

Posted by Cobweb at 2005-10-30 01:15:31    Voted 9.75 on 01/16/06
CONTAINS POSSIBLE SPOILER(S)






Despite the lenghty load times and noticeable jerkiness of my graphics card during viewing large open area scenes- (I probably have what may be considered a low end machine these days) most of which are breathtaking I am enjoying this mod greatly.Assassin vines Goblin bitches Great Stuff! I think I may have committed a tactical blunder by taking on too many quests though I am currently enthusiastically pursuing the cattle drive quest. Having tasted victory in the goblin battle, and tracked down the rustled bovines I am now trying to find my employer so that I can get paid. In following advice from the family I seem to have stumbled?? into the heart of the eldar. In seeking to get access to the undead abomination (a great druid fallen from grace?)I have retrieved the Queen's badge of office from her bed and I rather suspect that it's counterpart lies in an identical place in the Forest King's boudoir, however try as I might I cannot get the bed to yield up it's secrets. Is this a minor bug (similar to the killer's key) that needs fixing? - I manged to get round that one but this, temporarily, has me flummoxed!By the way my henchmen (Yes single player I'm afraid - Brother Claudius has an unnerving habit of using Sharwyn's (female human fighter here!)voice. Is he overdue for a return to surgery or does he have a nasty sniffing habit that I need to be aware of? Whilst on the subject of minor issues which do not generally spoil my enjoyment of the game I noticed that one possible henchmen in the Ogre's boozer seems to have misplaced his head. I am referring to the one with the glowing sword. A similar fate seems to have befallen the pretty lady - cleric in the undead cave at the start of the Human quest. As I am fairly uncomfortanle with headless henchmen ( helmet availability notwithstanding)I tended to distance myself from them at the earliest opportunity.
I went back to the inn to recruit brother Claudius as my current henchman the nice elven wizard had lost the will to fight and said that she was unable to use ranged weapons (equipped with a phantom bow when I hired her) this malady seemed to have infected her ability to cast spells as well. Another minor bug??

Whilst my gameplaying experiences tend to confine themselves to single rather than multi player environments I thought it worthwhile to bring the henchmen issues to light. In terms of rating, subject to bug fixing for me it rather looks as though this mod belongs in the 9s although how far up I think depends on my overall review after having completed it currently as a male elven weaponmaster/rogue (in training.

Thank you for making this a very playable and enjoyable mod to date.




Posted by SayWhatEh at 2005-10-24 09:59:43    
Interesting mod so far, but we ran into problems.

Started with a friend just and hour ago and went early on into the alchemist guild. It was very difficult for us, and then we could not get the doors from Labpart B to labpart C to open. Im not sure if we have broken something, because opening the sidedoors in labpart B was easy, and we pulled all the levers in the four siderooms. But we cannot open the doors to move on to labpart C???

Can anyone advice?
Best Regards / Jocke

Posted by SayWhatEh at 2005-10-24 09:59:08    
Interesting mod so far, but we ran into problems.

Started with a friend just and hour ago and went early on into the alchemist guild. It was very difficult for us, and then we could not get the doors from Labpart B to labpart C to open. Im not sure if we have broken something, because opening the sidedoors in labpart B was easy, and we pulled all the levers in the four siderooms. But we cannot open the doors to move on to labpart C???

Can anyone advice?
Best Regards / Jocke

Posted by el_ax at 2005-09-18 17:24:41    Voted 9.50 on 09/18/05
Wow. This is a beast of a download (due to the many haks) but *absolutely* worth it. It's a little rough for SP, but just about perfect for DMed games. Excellent PNP feel, but busy enough that the hack 'n slahers won't get bored. Don't limit yourself to hall of fame modules -- you'll miss out on gems like this! I hereby recommend that Cap'n Slade be promoted to admiral.

Posted by el_ax at 2005-09-18 17:24:06    Voted 9.50 on 09/18/05
Thanks for sharing your campaign with us! It's really refreshing to see someone *finish* their campaign world rather than releasing a series of jump-thru-the-hoops installments. Much more immersive.
SPOLIERS BELOW! AHHG! DOOMDOOMDOOMDOOM
.
.
.
.
.
.
.
.
...in the 2nd lvl. of the mausoleum (behind the old republican temple ruins) the beastie known as the "killer" has a key that opens the nearby portcullis. When you try to loot it off of the corpse, the message "This item cannot be given away" is returned. I can use the DM client (or toolkit) to pry it off of his cold, dead fingers, but will this eventually *break* anything important? It doesn't seem to, but it seemed wise to check before we sink another 10 hrs into this. I'm guessing that one of the more recent patches might be (indirectly) responsible for this silliness.

Posted by DaNippers at 2005-07-05 08:23:36    Voted 7.50 on 07/05/05
By the way, I am Currently awaiting approval etc to upload the Complete set of haks in one rar. Site wouldn't let me just upload it as it's 112 Megs, lol anyways till then I'm currently trying to add shay's races erfs to this peice, Good work Cap, keep up the job, love haveing builders around that Add LOTS of options and size to things. Options make the WORLD go round, lol

"We came, We Saw, We Kicked.... OH MY GOD! RUN!!!!!"
_________________________
"We came, We saw, we kicked .... OH MY GOD! RUN!!!!!"

Posted by DaNippers at 2005-07-05 08:19:42    Voted 7.50 on 07/05/05
By the way, I am Currently awaiting approval etc to upload the Complete set of haks in one rar. Site wouldn't let me just upload it as it's 112 Megs, lol anyways till then I'm currently trying to add shay's races erfs to this peice, Good work Cap, keep up the job, love haveing builders around that Add LOTS of options and size to things. Options make the WORLD go round, lol

"We came, We Saw, We Kicked.... OH MY GOD! RUN!!!!!"
_________________________
"We came, We saw, we kicked .... OH MY GOD! RUN!!!!!"

Posted by DaNippers at 2005-07-05 08:15:12    Voted 7.50 on 07/05/05
A well done peice, I say Thumbs up Cap.
_________________________
"We came, We saw, we kicked .... OH MY GOD! RUN!!!!!"

Posted by CaptainSlade at 2005-07-03 18:03:06    
Hello! Techno: No problem. I too was a bit harsh in reply. Trust me there will be a combined rar of the haks just as soon as I can get to it. 9523: Just the mod needs redownloading. You should never need to redownload the haks. And Philty: Try redownloading the mod. It seems you got one with the wrong beginning. The current update will solve your problem. Anyone else: New update with more adventures in Threshold to be posted sometime after 7/15/05. Then I will let this ride for a while while I work on higher level adventures for this mod. Keep those comments coming and don't forget to vote!

Posted by 9523 ( 69.69.xxx.xxx ) at 2005-07-03 07:46:25    
Alright, capitan, what am I supposed to re download, the mod and haks or what?

Posted by Technodivinitas at 2005-07-03 01:57:01    
Well, if I was just inclined to flame and/or bash on ya, I'd not be back around to hear your response. *S*
I grumbled about DL'ing the CEP, and I'm on DSL. I'd be willing (if not thrilled) to DL 150 megs of support material, but not if I have to run eleven separate DLs to do so, is mostly what I'm saying. By default, and with no tweaks, my PC DL's only 2 files at a time from the net. I'd have to either sit here waiting for each DL to complete, or leave it running two, then come back whenever, load those files into my hak, DL two more the same way... could take days, and the roomie who shares my comp would be less than pleased with my bogarting of bandwidth. I'm sorry if I sounded harsh or flamey- that wasn't my intent. I have tons of haks too. (Especially now that I got 200 gigs.) It's not so *much* the size as the number of separate files. If there was harshness from my end, it was probably more disappointment that I wouldn't be able to see it any time soon. Again I say, I hope you'll consider compiling it sometime in the near future. I'll keep watching, just in case.

Posted by philty ( 200.179.xxx.xxx ) at 2005-07-01 16:29:07    
I'm confused here... What are you supposed to do in this mod?

as an Elf, I explored the Mine i start in (didnt go down to Drak Cathedral), left Mine, walked thru the woods, went to a city, cannot rest, even after i bought the roll at some merchant, few ppl talk to me... out of nowhere my character "knew" he had to ask a scribe for a magic pass, asks another guy to release his friend (?) @ 20,000 gold...

Journal shows nothing...

Posted by CaptainSlade at 2005-06-30 16:17:33    
Ah... The devil is in the details. It seems that as I updated this the 3rd time, somehow I used an old version, with the rest system back to the same old problem. Now, if all went as I think, the problem is re-solved. I also fixed the female human quest to work, and did a little cleaning up of minor problems through out the mod. Huzzah! The good thing about all this is that you can simply save any character from any old version and use it in this one. The mod is set up to be multi-player after all. Anyway, keep the comments coming!

Posted by CaptainSlade at 2005-06-30 12:02:47    
You are kidding right? Grrrrr! I tested it quite a bit and it wasn't doing it. I will download what I posted and test it again I suppose.

Posted by Quarterling at 2005-06-30 06:52:39    
Sorry to have to tell you this, but the rest script still spams "you are tired" messages even after resting.

Posted by CaptainSlade at 2005-06-29 14:58:14    
Oh.. and as far as bundling all haks into a single rar file, I will definatly consider it, and probably will do it in the end. I simply did things the most expiditiously so I could get it out there for others to check out.

Posted by Technodivinitas at 2005-06-29 10:08:22    
Well, the screenshots look lovely, and the description sounds delish. But I'll never know. Why? Because a hundred and fifty megs of individual haks is too much. Because eleven *separate* haks is too much. If they were bundled, I might consider taking the time to DL the hugeness, but to ask folks to spend that kind of effort and time, just on the basis of your descrip, even adding all the posative testemony... I'll just say, it wouldn't take ten minutes to stuff all of this into a zip or a rar, but it would save everyone else hours. Please consider it. I'd love to be able to run it and give you an *actual* review!

Posted by Alcarin at 2005-06-29 07:14:51    
I've run into a problem, early on. I'm playing a human female and I get the quest from Baron Penhaglion (sp?) and I head off to Kelven.

I made 2nd level before reaching the city, so all the combat dummy would give me is 25 XP when I hit it the first time. When I got to the bank to talk with Falstaff, all I got was a pop-up text saying "I've told you all I know, now head to Threshold." No journal update, no idea what the heck is going on.

Got a quick fix for it via console command, maybe? Thanks. :)

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