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NWN MODULES

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Title  Endless Nights VI
Author  Havlen
Submitted / Updated  06-20-2006 / 07-01-2008
Category  Final Version
Expansions  Requires All Expansions (SoU & HotU & CEP)
Number Players  Best played with 1-4.
Language  English
Level Range  All characters start at level one and can progress to lvls 30+
Races  Some PRC races limited to Hack n Slash mode
Tricks & Traps  Light
Roleplay  Non-existent
Hack & Slash  Heavy
Classes  Any.
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  Any
Max # Players  04
Min # Players  01
Min Character Level  Any
Content Rating  Everyone
Gameplay Hours  60+
Description
Endless Nights VI 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 various races such as shades and tieflings that come in a variety of classes and levels. The module also includes a dynamic magic item system to create variety in items.

Files

NameTypeSizeDownloads
en6v120_prc_fx.zipen6v120_prc_fx.zip
Submitted: 06-20-2006 / Last Updated: 08-11-2006
zip6.8Mb3056
Module file with the PRC pre-installed, database files, and read me file.
EN6CEP2.zipEN6CEP2.zip
Submitted: 06-20-2006 / Last Updated: 07-01-2008
zip6.1Mb1743
EN6 - CEP 2.0 version
en6v120.zipen6v120.zip
Submitted: 06-20-2006 / Last Updated: 08-11-2006
zip6Mb4156
Module file, database files, and read me file.
EN6_ReadMe.docEN6_ReadMe.doc
Submitted: 06-20-2006 / Last Updated: 07-04-2006
doc34.5Kb3207
Readme File.
SCORE OUT OF 10
9.31
28 votes
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Comments (30):

1 2 3

Posted by havlen at 2008-07-0117:19:45    
Hey all. I just uploaded a new version of Endless Nights 6 that supports the CEP 2.0 and should work fine with the latest NWN version. The new version is uploaded as "EN6CEP2.zip" The only change to this version is the inclusion of CEP2 monsters in the random generation tables so that you can see some of them pop up from time to time. I did not include a version with the PRC installed, but it should work perfectly fine with the module.

Posted by WeAreAllKosh at on02/24/08
Not a terrible module, but I wasn't in love with it. Starting out, I was reminded heavily of Baldur's Gate I -- lots of big areas with a nice variety of creatures to fight and a few quests to give direction. But as the module progressed (dragged on in the latter stages), it all became way too repetitive. There must have been 2 or 3 dozen quests in the module that went like this: "there's this creature in Area A. I don't know if it's alone. Go kill it", you kill it, you come back, "turns out that creature was just a scout for a larger force in Area B. Go wipe it out." There were many other quest structures that were repeated several times. It would have worked a bit better had the quest offerings been phrased differently each time, but it seemed like the author just used copy paste to replicate the same quest dialogue over and over with the creature and place names replaced. The fact that this is a hack 'n' slash module, not a role-playing module, is no excuse; it really would have been better to leave the quests out and just have the player plow through all the fights on his own. Combat balance was a slight issue. One moment you're fighting a cambion lord who keeps forcing you to flee and recover your strength. The next you're plowing through bugbears without breaking a sweat. Also many of the treasures that were handed out were overpowered ... especially the Narsis weapon. Even when I received it, it looked like I would never need another Dwarven Waraxe. The fact that it scaled as I leveled, granting me haste and just about every important immunity in the game, only compounded the problem. There were little bugs all over the module that a thorough playtest could have taken care of. When I killed Lloth and returned to the General in Nova City, there was an option to ask him if there was anything more to do; this resulted in the dialogue box closing without an answer. There were also a couple of quests that did not give me area names, or gave me improper area names. Luckily, though, nothing game-breaking. The best part about the module is that it took me from Level 1 to Level 39 without being plain, empty, and boring like many other modules of its type. Perfect for bringing new character builds all the way from start to finish, though a series like the Aielund Saga will keep you better entertained over its more limited level range.

Posted by stubbytroll at 2007-12-3002:50:09    
ericdoman, The mod author does specify that role playing is non-existent. There is a main plot. This is a pure Hack n Slash mod with randomly generated quests, encounters, loot. That's the attraction. Not role playing. _________________________ My shoes are too tight and I have forgotten how to dance.

Posted by ericdoman at 2007-09-2603:37:19    
Gave this a go as I have an out of various mods to play. Firstly do not play this mod if you have previously played a good mod. To say it is boring would be an understatement. You basically wander around talikng to people until they give you a quest, then you do quest an dfind somewbody else. The prob here is that when completing first quest you may stumble upon some other critters and so you kill them. You complete original quest go back and pick up some gold and xp. You then may have to wander into another 2 or 3 areas until ou find somebody else who is willing to give you a quest. Some odf which you will already have done and then gain no additional xp from person who gave out this new quest. There is no roleplaying, there is no real storyline, no plot (although starting at lvl 1 I am now lvl 11) unless something happens in future. Quests given are sometimes very confusing. I was given a quest to find out a magical source in a dungeon in Adon Woods. There is a cavern and a mage tower but no dungeon, can not complete that quest. Another quest was to kill some bugbears in ? cavern. Had already been there and killed bugbears. Sometimes you can tell quest giver that you have completed quest and that is a accepted but this time nothing. I then wandered around aimlessly for another 15 - 20 mins but was given no additional quest. I think it is only 1 quest at a time. So if one has been botched or bugged that's it. Advice for anybody playing this mod. Please make sure it is a last resort. Finally if asked to complete a quest for goodness sake do not explore other areas and do not kill any other creatures.

Posted by swordedge at 2007-09-0903:54:27    
another trouble...i ve installed cep1.52 + patch to 1.68, but endless VI do not load again, instead i can play endless V without problem...but the VI version don't run...it always says: lacking of the hak pack...but i ve the hak istalled (only 485 kb...pheraps is it really corrupted?). Need an answer.

Posted by swordedge at 2007-09-0707:24:53    
ok, i ve understood what is the problem...the problem is the tlk file cep...i ve version 2.0 cep and your module do not support this version, infact, i ve installed your mod version 3, without any cep, and it works, but when i ve installed version 4, with a previous cep version, it didn't worked, and asked me tlk file... Now, i suggest to you to release a mod 6 cep 2.0 version compatible, or you will loose a lot of players and a lot of votes :)...it doesn't matter if now NWN2 is running... :P

Posted by swordedge at 2007-09-0705:49:58    
Great problem for me...the hak file in the prc vdrsion is corrupted...it is only 498 kb when extracted, so when i try to run your mod a message appears: impossible to load mod cause the lack of hak pack. Can you hep me?

Posted by Shin at on08/13/07
Ok, I found what was happening. The giver of the quest could not tell east from west. I found it and finished the quest. Now, as I finished the main quest, I will vote. In overall, a good rogue-like adventure. I prefer higher rate of magic item spawning when there is an interesting random treasure generator, but I see the benefit of low-magic setting as it makes combats more challenging and makes spell-caster's own spells more important. It were better if there were more shops or the contents of shops changes when PCs level up. Twice, the quest givers gave me wrong directions (say, north-east instead of north-west). But other than that, I met no significant bugs.

Posted by Shin at on08/13/07
Hello. I am now playing this mod for the first time and I seem to be getting a trouble. After finishing several quests, I reached to a city and got another quest. This time, killing an necromancer in the northwest part of a plain adjacent to the city, among the ridge. Now, I have explored entire said plain. But I cannot see any "ridge" in the northwest part of it. And there was no necromancer, only goblins. Does this happen often? It seems that in this mod new quest does not start until finishing current one. So now I cannot get new quests any more? Or can I eventually get a new one or main quests without solving the current one? I am wondering if I should stop playing it now or continue exploring.

Posted by Blightflesh at 2007-06-2123:23:35    
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

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