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NWN MODULES

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Title  Angel Falls
Author  thegeorge
Submitted / Updated  11-07-2005 / 09-20-2008
Category  Dramatic
Expansions  Requires Both Expansions (SoU & HotU)
Gameplay Length  2-5 hrs.
Number Players  1
Language  English
Level Range  20
Tricks & Traps  Light
Roleplay  Heavy
Hack & Slash  Light
Scope  Small
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  20
Max # Players  01
Min # Players  01
Min Character Level  20
Content Rating  Teen
Alignments  any non-evil
Gameplay Hours  03
Description
"Angel Falls" [version 3.0]

"Evil stalks the town of Angel Falls and your aid has been requested."

A dark surreal, strange, mostly nonlinear mystery for a single character of approx. 20th level.

Although I believe you can play with any class/race/sex, this sort of thing is usually better suited towards brooding male humans (pensive/reflective). The non-combat skills you'll use the most (but are not required) are: Persuade, Intimidate, and Bluff followed by Lore.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2006-06-13Hugie7.61-Very well-crafted atmosphere; great use of sound and lighting.
-Plenty of creepy moments
-A true detective/murder-mystery module that's difficult and extremely rewarding to play and solve.
-The few battles in the mod are somewhat easy if you're at all prepared for them.
-Exploration and detective-work can get irritating if you aren't super-patient and super-diligent about searching the entire city for clues.

Interviews

SubmittedTitleAuthor
2007-02-04Hall of Fame Interview with thegeorge (Angel Falls)Steve Savicki

Files

NameTypeSizeDownloads
angelfalls_v3.zipangelfalls_v3.zip
Submitted: 11-07-2005 / Last Updated: 09-20-2008
zip27.4Mb8162
--
Angel_Falls_readme.txtAngel_Falls_readme.txt
Submitted: 11-07-2005 / Last Updated: 09-20-2008
txt2.61Kb3685
the readme
SCORE OUT OF 10
9.45
52 votes
View Stats
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Comments (30):

1 2 3

Posted by Spanghy at on06/16/08
I give just a 8.75, this mod would be fantastic but infortunately it is to complicated to fight against the lycanthrope (not the fight but the dials before the fight). So I looked here to find how to progress and I read the whole solution then I finished easily included the mirror scene etc etc Funny thing, I managed to keep the bard woman with me near to the end by 'escaping' during the scene at the crime place ! Anyway, this is a very good work compared to all silly hackslash mods. This would be perfect if dials were not so repetitive !

Posted by thegeorge at 2007-12-2808:58:56    
Thanks guys!

Posted by UdoGod at on12/28/07
A little bit monotonous with nagging questions. Otherwise, great story.

Posted by YorgosD at on12/08/07
In my opinion, thegeorge is something like a ?cult? module builder. If the top Neverwinter Nights module makers, say Stefan Gagne or Adam Miller, are the equivalent of Martin Scorsese (extremely skilled, with great popularity and recognition), thegeorge is the equivalent of Luis Bunuel (equally talented, but less recognized with a small but devoted audience). That?s partly because of his style. His dark, twisted, surreal work may be exceptional but isn?t for anyone ? just like Bunuel?s atheist, anarchist, playful, surreal movies are shocking for many.

Posted by YorgosD at on12/08/07
It?s been almost a year since I last played anything on Neverwinter Nights, and I came back recently to play or replay some really good modules, Angel Falls among them. And it?s really worth it. Angel Falls reminded me in what creative way a talented module builder can take advantage of the toolset. Of course a mystery module isn?t the style that everyone will enjoy. But I was preoccupied by it. In spite of the fact that I stuck at a point (which was a little frustrating, I admit), I couldn?t stop trying until I could figure out what was going on. And at last I was proud to discover 77% of the module during my first play. The story is really good and each character has its own, often complicated, character, while each combat is unique and has a meaning. And, as in all thegeorge?s modules, the atmosphere is stunning and provides the ideal setting. All in all, Angel Falls is a must for every player interested in a solid story and mysterious, dark settings. Now it?s time to try the sequel:-)

Posted by thegeorge at 2007-10-2300:04:10    
Hmmm, some of that sounds alot like the 'dreaded inventory bug' caused by CEP items as I recall. Although having stuff in your override directory can also cause weird behavior in modules, I strongly suspect that your character has a CEP-item that the module doesn't like.

Posted by JP2U at on01/01/09
Few last things: 1) Something I didn't mention before is that all of my hotkey functions... for shift, control, and regular hotkeys disappeared. Upon coming into the game the first time my hotkeys were wiped out... blank. The only one that wasn't was the f1 hotkey (improved expertise). 2) If I pick up an item in the game it turns invisible about 90% of the time. I'm not able to see or manipulate it in my inventory but it's there... takes up space and weight. If I save and then load a saved game even stuff I came into the mod with, not just the stuff I acquired in it, starts turning invisible / nonmanipulable. I deleted the temp0 folder with all of the files in it and it didn't appear to adversely affect game play at all... in fact it made it so that I can now see all the items. But the game-crashing when trying to open the first magic bag is still an issue. Not going to bother trying to play what might be a great mod until I can get some sort of answer/fix.

Posted by JP2U at on01/01/09
More information: Looking into things a little more shows 1) that the only bag I can't open is the first bag of my inventory. All the others work fine. Still, that leaves me without any weapon except my staff of curing... course I suppose I could smack people around with that just fine if I had to. 2) that there's a newly created folder named temp0 in my module folder. This was apparently automatically created at precisely the time I first started the mod. It's loaded with ncs, nss, utp, and dlg files which I have no idea what they do or why they're there. I've never seen a folder like this before and have never had this happen before with any module I've tried to play. I mean it's really weird... NO other mods do this... what's going on? Personally, I want to delete the entire folder but will hold off on that for now. Is the reason I'm having problems because these files need to go somewhere else? I moved them out of the mod folder into another folder then reopened the mod and it behaves just the same. I seem to be able to play it but my inventory is messed with. Going to try it and just hope that at the end of it all I've got my stuff back.

Posted by JP2U at on01/01/09
I'm really chomping at the bit to play this mod with my 21 LE cleric of Wee Jas (purely a coincidence, but a nice one). Unfortunately, I'm having something like TroiElend's problem only worse. In the first cutscene I'm not shown carrying any weapon or shield. When the cutscene finishes my weapon and shield are gone. Then the game suddenly crashes when I move something around in my inventory. I saved a version of the character with his weapon and shield unequipped and restarted the mod. This time my weapon was either gone or invisible, but the shield was there on the second inventory page. I think the weapon may have been invisible because I couldn't move any other item onto the space where it had been. My first inventory page was full of magic bags and I went to open one to see what else may have been gone and when I tried to open it the game crashed again. Here's the very last portion of the log file: [Mon Oct 22 21:27:38] JP2U [] () Joined as Server Admin 1 [Mon Oct 22 21:27:38] JP2U () Joined as Player 1 [Mon Oct 22 21:27:38] Loading Module: Angel Falls [Mon Oct 22 21:27:41] Damsel Died [Mon Oct 22 21:27:42] Puppy Died [Mon Oct 22 21:27:42] Cherie Died Unknown Update sub-message Not sure who Damsel, Puppy or Cheri are. So, questions: Has anyone else had a problem like this and how did they fix it? Troi? George, you said it could be a problem with the override directory or CEP inventory... any more specific info? Anyone?

Posted by thegeorge at 2007-09-1111:48:26    
Oh, I fixed the one small thing that Nissa mentioned with the Northfield gate.

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