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.
I finished my first run through this mod earlier this week. Overall, a quite satisfying outing. Admittedly, the story for EN6 is a bit on the sparse side- but with roleplaying labeled as nonexistent, you wouldn't really expect anything different. What you do get is a consistent chain of quests which are (mostly) easily solvable. While the approach here does render certain skills and spells worthless (the various social skills come to mind), the abilities that are worthwhile here really get a workout. I found that the learning curve for EN6 is a bit more generous, at least compared to EN4. Although I didn't quite manage it myself, it is possible to get through the module without dying once. At the same time, the magic and cash potential in EN6 is far lower than it was in EN4; while problematic in some ways, this probably helps to give the player's own abilities some actual meaning. While EN6 is entertaining enough on its own, it makes an ideal playground for the PRC hackpak. I played using PRC version 3.1b, finishing the game with a psion (4)/wizard (6)/cerebremancer (28). While the low cash, low magic world of EN6 makes it difficult to explore some PRC features (crafting and epic spells come to mind), you are still left with a host of new possibilities to explore (including psionics, truenaming and the leadership feat). I will admit that I did find the ending to be a bit on the... abrupt side. Moreover, on occasion, I found that a journal entry would drop out after I had accepted a quest and had it for some time, but before I had completed the quest. This doesn't prevent you from finishing a quest (though it can be a problem if you forget what your quest was!). Overall, I found this to be a welcome swan song for Havlen's NWN work. I look forward to enjoying his work in NWN2... _________________________ NWN: Shifter Expanded Classes hak, GLWizard Spell Pack NWN2: GLWizard Spellpack with Extra Invocations
Posted by Rondo_GE at 2007-02-1113:17:02
Does anyone know where to put the Endless_Nigh0059.tlk file? There is no directions for it in the install readme and the game is looking for it when it loads.
Posted by havlen at 2006-10-0610:37:11
Ug! I downloaded the presale toolset for NWN2 earlier this week and I have to admit I was a little disappointed. No doubt, it is more powerful, but area creation was already tedius as far as I was concerned and the tedium factor just went up by ten times or more. I was hoping to get something playable out within a few weeks of release, but it seems that everything takes a lot more time in the new toolset. I might have to rethink some of my thoughts for what I had planned. I originally had the idea of adding more 'special areas' that were dynamically connected to the static areas to help the game play differently each time, but if creating content is going to be such a burden I might have to go with more static areas.
Posted by havlen at 2006-10-0610:33:27
Thanks Steve.
Posted by dedhero at on09/27/06
Excellent mod. I've stopped playing the other two I had been working on just to play this one. I like the item generation system although my gnome wizard had no use for the nifty greataxe he received ;) but the henchman did. And by the way I like the henchmen generation used here, great that! Great big fun, thank you.
Posted by havlen at 2006-09-1721:27:15
Yeah, unfortunately the newer versions of the PRC are not very friendly to this type of module (where NPC's are going to be equipped dynamically). I've got script that tries to doublecheck it, but the PRC seems to do some stuff with all mobs in an area and sometimes both the initial attempt and the second attempt fail.
Posted by Uze at on09/17/06
Great module, it's unfortunate that some of the NPCs end up nekkid so i give it an 8.00 =) Will there be an update for CEP v168 ? Updated my copy, hopefully it works ok lol
Posted by Corrugath at 14:08:09 Voted1.00
Yeah I don't know, that one thing is unbelievably bizarre. It doesn't happen every time, just sometimes. Never happens in any other module though. The other statements still stand, though! :P
Posted by havlen at 2006-09-1002:47:56
Thanks wmd. ENVI is based more off of the hardcore pnp mode of IV (balanced in such a way that the game is actually solvable in that mode -- ENIV was pretty unsolvable without taking at least one death on the way). The nice thing about VI is that it has multiple final boss mobs and multiple main quest lines which should add to the replayability. Corrugath, it sounds like you are having problems that happen outside of the codeset of the module. If your characters are teleporting to strange places you might have a corrupt file somewhere or something. Certainly, there's no code in the module that randomly teleports playaers.
Posted by Corrugath at 19:04:09 Voted1.00
Oh and I forgot to mention the boring and recurring "Cultist, Necromancer, Animist" theme that presents itself throughout the module. Almost all NPCs fall into these categories, just at different levels of power.