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NWN MODULES

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Title  Medieval Dead
Author  SMetze
Submitted / Updated  11-08-2005 / 09-09-2006
Category  City Adventure
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  You were just passing through the city, but when you woke up, everyone was dying... Problem is, they didn't stay dead...
Number Players  The more the merrier. I recommend either two completely opposed teams, or a group of people likely to split into at least two competing teams...
Language  English
Level Range  1-4 (but you have to start at 1st)
Races  Human only
Tricks & Traps  Light
Roleplay  Light
Hack & Slash  Heavy
Classes  Any. Most of the "basic" classes have an extra 'special' ability they can do too...
Scope  Dependant on Module
DMNeeded  No DM Required
Single or Multiplayer  Multiplayer
Max Character Level  01
Max # Players  Any
Min # Players  02
Min Character Level  01
Content Rating  Teen
Gameplay Hours  04
Description
Think capture the flag with zombies. After the awesome review I got from QSW, I decided to add some documentation and to call this Multiplayer only. The city changes every time you play, it is designed to encourage two or more teams to compete, there are scripts for all sorts of zombie-specific events (like, PCs getting infected with The Sickness), dead PCs respawn as zombies, and the zombies are relentless and not easy to kill...

I recommend this be advertised as an open game, you let several people in it, and leave it so you can have multiple parties. Also, I recommend everyone start at once. Basically, you start out in a "Limbo" room that requires you be 1st level to get to the rest of the scenario. It splits the party up, and then runs like a 3 act movie. Inspired by many a "Dead" film. If you run up and attack hand-to-hand right away, you will probably fail, but, then you can always go after your buddies... Find someone you can trust (so you think), gather against the growing horde, and once you think you might survive, figure out what to do next... Since you a visitor to the city, you don't know your way around. To simulate this, the whole city is randomly shuffled each time you start the scenario... Requires the CEP hak before 2.0. Put the two .bik files under your movies folder, and obviously the .hak file in your hak folder.

The countdown starts as soon as the first person leaves the "limbo" room so, the later you wait to join in, the worse it gets...

REVISED -- Now the transitions are easier to use (but the building signs are harder to see), the Limbo room is bigger (it was just getting too crowded), and there are far more paint brush opportunities. Sadly, now it requires all three expansions to play, but that shouldn't be that big a deal.

REVISED -- Version 3 adds new NPCs to interact with, including people who may or may not join or help you, a new zombie type, a magic item modified so it now includes a way to test if your buddy is lying about being infected, added some more benefits to being infected, and added "beginner's luck" to help protect players for that first critical 5 minutes of play time...

If you download it, PLEASE VOTE!

REVISED -- Made it so you can't "unform" back to human once you are a zombie, and now, if you die as a zombie, every time you come back you are slightly more rotted, until you are finally nothing but a skeleton... :)

Also, even though it *says* that CEP 1.52 isn't compatible with NWN 1.68, I haven't had any problem running this mod with the old 1.52. It should work with 1.53 though too...

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2006-02-26QSW6.35Excellent theme, wonderful scripts, a real 'team' module with eerie atmosphere.A frustrating module if played in SP, doorway transitions could use some work.

Files

NameTypeSizeDownloads
EndGame.bikEndGame.bik
Submitted: 11-08-2005 / Last Updated: 11-10-2005
bik6.5Mb1204
Movie file for movie folder
Dead.bikDead.bik
Submitted: 11-08-2005 / Last Updated: 11-10-2005
bik6Mb1260
Movie file for movie folder
DeadSounds.hakDeadSounds.hak
Submitted: 11-08-2005 / Last Updated: 11-10-2005
hak911.9Kb1252
Hak pak for a few small special sounds
MedievalDead.modMedievalDead.mod
Submitted: 11-08-2005 / Last Updated: 08-16-2006
mod5.8Mb1350
The Medieval Dead Module v3b
Medieval_Dead_Readme.docMedieval_Dead_Readme.doc
Submitted: 11-08-2005 / Last Updated: 05-20-2006
doc112Kb810
Read me file that includes background, thanks, hints, spoilers, and the updates for version 3.0!

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
CEP v1.52 Full ... (.ZIP)CEP Team2005-07-26--** Please note : This is an outdated version of CEP. It does not work with NWN v1.68. **
SCORE OUT OF 10
9.63
6 votes
View Stats
Cast Your Vote!

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SCREENS

Medieval Dead pic


Screenshot from someone trying to save a little girl...





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Comments (51):

  1  2 Next>

Posted by meekster1965 at 2010-01-16 21:20:28    Voted 10.00 on 01/16/10
Awesome module...total blast. Love wandering around looking for my buds.

Posted by Kelkesh12345 at 2008-03-07 15:32:47    Voted 10.00 on 03/07/08
This is incredible. Pity I can't find anyone still playing.
_________________________
Back in action, been out of the community for a while.

Posted by alfredjr at 2007-07-03 06:24:35    
Hello. I would just like to post in support of a CEP v2 version of this mod. My group was interested in playing this, but we seem to all be up-to-date with our patches! :)
_________________________
whatever....

Posted by 1st Order of Role-Players at 2007-06-09 17:54:34    
Greetings! My guild will be trying your module out this Sunday (so no vote yet). Anyhow, I upgraded it to CEPv2.0 and imported in zep_cre_restdc.uti & zep_cre_restlsh.uti that were oddly missing. However, I could not find a copy of mouth_talk.nss. As that script does not follow the zep_... syntax, it's probably not from CEP (maybe it's from the original Magic-Mouth hak or something you removed from a previous version of the module?)

SMetze, if you want a copy of this CEPv2 version of your module to post here you can contact me via Bioware or CEP's forums and I'll let you know where to download it from.

Be Well,
TheExcimer-500
_________________________
RPG-Multiverse
Link
Try the 2da Combinulator that made CEPv2 a breeze:
Link

Don't forget to vote on everything you use from NWVault. Sometimes all it takes are new votes & some positive comments for an author to regain motivation and continue to contribute. Vote today on something you're using!

Posted by Alabore at 2006-10-19 16:31:04    Voted 9.25 on 06/19/06
Tried manually injecting CEP 2.00 via Toolset.

Reported zep_skelyello001.utc was missing some cep-related resources:
zep_cre_restdc.uti
zep_cre_restlsh.uti

Magicmouth010.utp was missing mouth_talk.nss, as well.


Maybe this can be of help.

Posted by SMetze at 2006-09-09 09:42:16    
Incidentally, even though the CEP 1.52 warning SAYS it isn't compatible with NWN 1.68, it still plays fine...

Posted by Suspender at 2006-08-21 13:52:50    Voted 10.00 on 08/19/06
lol, trying to make a campaign for you mod at bioware!

Posted by SMetze at 2006-08-20 07:30:54    
Sweet. It did take me a bit to figure out how to make movies too, I'd forgotten that... Feel free to pass it on and encourage others... :)

Posted by Suspender at 2006-08-19 19:06:56    Voted 10.00 on 08/19/06
lol, well it is really worth the download. I also like the movies...
(the zombies are REALYY hard to kill solo)

Posted by SMetze at 2006-08-19 08:42:05    
Actually it didn't take too long. The most time came in making the scripts that randomize the city. And playtesting. I did a lot of playtesting because I liked it so much... :)

Posted by Suspender at 2006-08-19 08:23:13    Voted 10.00 on 08/19/06
how long did it take you to make this?

Posted by Suspender at 2006-08-18 16:08:58    Voted 10.00 on 08/19/06
this is REALLY AWSOME!!!

Posted by SMetze at 2006-08-12 08:45:20    
Heh, I'd love to, even without your dragon hat... :)

Posted by QSW at 2006-08-06 14:37:56    Voted 8.75 on 02/25/06
@SMetze - I really do think this module is very overlooked, and certainly deserves more D/Ls and votes than it has so far! If I put my Dragon hat on and growl, would you consider making a promo ad and submitting it to the Vault for their promo ad spot? *grins and takes off her dragon hat, settling back to wait*
_________________________
QSW -NWVault Reviewers Forum

Posted by Alabore at 2006-06-20 13:15:12    Voted 9.25 on 06/19/06
>There is a chance that the Man wasn't there for some reason, but I've never hit that problem so far.

Well, maybe it's one of those undiscovered features. :)
Maybe some games are "doomed": players can't find the Man no matter what.
It would add to the challenge.

Posted by SMetze at 2006-06-19 23:45:53    
There is a chance that the Man wasn't there for some reason, but I've never hit that problem so far.

The best luck we've had from it so far is with a large crowd of people, particular if some of the group doesn't know some of the others. It is interesting to role-play a zombie if you know there are many more living PCs out there. Something about gathering up a horde and then slowly searching for something the players might want and then guarding it. We've also had many PCs play "sentient" zombies, attempting to lure living PCs to their deaths using the "shout" command... This has been successful more than once...

I invented it and I keep rediscovering stuff I'd put in there...

Posted by Alabore at 2006-06-19 15:30:26    Voted 9.25 on 06/19/06
-> SMetze

I tried looking for him using the console, jumping from location to location, but no such luck.

I cannot dismiss the chance he was just *well* hidden, nor I can put the whole blame on my override folder alone.

...

At any rate, managed to beat the game without cheats.
Then used DebugMode to teleport lost party to sewers, and from there to freedom.

...

Probs apart, this is the kind of "gauntlet" module I'm going to keep as a resident dweller in my gaming folder.
It's good to test low level chars, and train them to 3rd-4th level, while having some fun, as opposed to using builders or playing the prelude...

I really liked the short, action-packed, trial-grounds premise.
It's fun solo, it must be great with friends.
Hope we'll see more like this, maybe with different settings, such as woodlands, wilderness, and so on.

As a one-shot "gauntlet-style" module, it was fun.
I'm actually going to play it again.

Posted by SMetze at 2006-06-18 13:29:51    
Nope, the Man Behind the Door is just an object that appears in one of several random locations. I have noticed, even as the game designer, that some of them are very difficult to find if you don't know where to look.

There have been issues with the transitions on this module since the beginning. They go where they are supposed to, but some require repeated attempts. Still haven't figured out why yet...

Glad you liked it though, and feel free to vote!

Posted by Alabore at 2006-06-07 15:37:05    Voted 9.25 on 06/19/06
Great concept. :)
I managed to finish it with a lone char, dodging the zeds, and just looking for the special locations.

Speaking of which: tried tackling the module twice.
First time along got stuck because I couldn't fine the Man Behind the Door anywhere - but stumbled into a couple of "empty" doors.

Could it be an issue with OHS or AI overrides?

Posted by meekster1965 at 2006-05-10 11:43:40    Voted 10.00 on 01/16/10
Die hard game module. Truly addictive, we played about 4 hours more than we had scheduled because we just couldn't stop. Get a group of adventurers and start the "Damned" module. You won't regret it.

Posted by meekster1965 ( 199.46.xxx.xxx ) at 2006-05-10 11:37:26    
Excellent module...addictive in a multiplayer environment. We died fast the first 3 times because we didn't try to cooperate as well as we should have. Once we were able to team, we couldn't stop the action until we found our way out, and the cure. It was outstanding...can't wait to get back on with the group and try it again.

Quote: "What? Yea...I got hurt...How do I feel? Just fine, honest...I feeeeelll just fiiinne. Is it hot in here?"

Posted by Angelthorne at 2006-03-25 20:32:05    Voted 9.25 on 03/25/06
Truly frightening, creepy atmosphere. George Romero meets Gary Gygax.

Posted by QSW at 2006-02-25 01:23:14    Voted 8.75 on 02/25/06
Thanks for making this module and sharing with us. See up coming review for comments.
_________________________
QSW -NWVault Reviewers Forum

Posted by SMetze at 2005-11-16 11:08:36    
It was designed with multiplayer in mind, and preferably at least two different teams. That way, inevitably, someone in the party gets infected and you have to save them or kill them before they turn on you, and when the reinforcement supplies come in, two groups can race/fight over them. And of course, when it comes time to try to escape, you can either work together... or not...

Posted by bincey at 2005-11-16 08:54:49    
This is a fun module. The zombie infestation works good.
The bad thing is that I always get lost.
And after 10 minutes zombie burning it starts to get a bit boring.

Posted by SMetze at 2005-11-15 20:23:11    
You have a percentage chance of getting infected every time you get an open wound. As to how to get out of the city, you'll have to search for that on your own. Caleb, there is one minor story with one NPC, but I could see adding more. Hard to do as short a time as most NPCs last, but I'll try and figure out how to work in some more...

Posted by bincey at 2005-11-15 12:29:32    
how do I get out of the city when they want to blow it up?

Posted by Caleb Marlborough at 2005-11-15 06:22:03    
You could increase the atmosphere with npc's....giving em little stories and stuff...that would be nice..and bincey...avoid getting hit at all costs...the only way to avoid getting sick

Posted by bincey at 2005-11-14 15:11:38    
Could you explain me why I always get sick and become a zombie?

Posted by bincey at 2005-11-14 11:37:11    
I think i'm gonna give this one a try. i've always been a fan of zombie movies so I will probably like this module

  1  2 Next>

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