Neverwinter Vault

Expand AllContract All -Site -My Profile -Features

Neverwinter Nights 2

-NWN2 Files -NWN2 Game Info -NWN2 Resources -NWN2 Community

Neverwinter Nights

-NWN Files -NWN Game Info -NWN Resources -NWN Community

Vault Network
RPG Vault
VN Boards
IGN Vault
Vault Wiki
· Age of Conan
· Anarchy Online
· Asheron's Call
· Dark Age of Camelot
· City of Heroes
· D&D
· EVE Online
· EverQuest
· EverQuest 2
· Final Fantasy
· Guild Wars
· Lineage 2
· Lord of the Rings Online
· Middle Earth
· Neverwinter Nights
· Pirates of the Burning Sea
· Rise of the Argonauts
· Star Wars Galaxies
· Tabula Rasa
· The Matrix Online
· The Witcher
· Titan Quest
· Two Worlds
· Vanguard
· Warhammer
· World of Warcraft

Planet Network
Planet Hub

IGN
Games
Cheats
Entertainment

The Web   The Site  



NWN MODULES

- Jump to comments -
Title  The Sunken Shrine of Ahmenkatja
Author  Jesse Sky
Submitted / Updated  07-19-2007 / 07-26-2007
Category  BioWare World Design Contest
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Aravah (unique game world)
Language  English
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Medium
Scope  Small
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  05
Max # Players  01
Min # Players  01
Min Character Level  01
Content Rating  Everyone
Gameplay Hours  <1
Description
You are the last of the Ahmenkatja, an ancient civilization responsible for building the Antekythra Device. Powered by its namesake, the legendary Antekythra Diamond, the device was intended to stabilize the orbit of the moon. But now, hidden deep within the Shrine of Ahmenkatja, the device requires recalibration, and those originally entrusted with this duty have failed� The world faces a second cataclysm unless you can unravel this mystery and recalibrate the device yourself. But will you make it in time to save the world?

NOTICE (7/26/07):

Version 1.0 (CONTEST VERSION)
---------------------------------
This version should be used by the judges.

Known Bugs v1.0
------------------------------------
1) The cutscene following the main hall will break under certain conditions.

SOLUTION: Leave at least one "Assassin" or "Mercenary Mage" unlooted (so his corpse lingers).

2) Possessing your familiar will cause certain cutscenes and area transitions to break.

SOLUTION: Do not possess your familiar!

----------------------------------------
The bugs listed above have been fixed in v1.1 (Non-Contest Version) - please download it here: Link
----------------------------------------

Files

NameTypeSizeDownloads
Sunken_Shrine_of_Ahmenkatja.rarSunken_Shrine_of_Ahmenkatja.rar
Submitted: 07-19-2007 / Last Updated: 07-20-2007
rar435.73Kb390
"The Sunken Shrine of Ahmenkatja"
Complete module, final version

Requires NWN 1.68 + SoU/HotU

Contains design notes & screenshots, but only the .mod file is necessary.
SCORE OUT OF 10
9.67
8 votes
View Stats
Cast Your Vote!

PORTFOLIO
Add this entry to your portfolio so you can track it
Manage your existing portfolios or create a new one.
SCREENS

Introduction Cutscene (1/2)


Introduction Cutscene (2/2)


Shrine of Ahmenkatja interior





You Must Be Logged In to Participate.
Comments (16):

Posted by Skellimancer at 2011-06-15 07:54:52    Voted 10.00 on 06/15/11
Wonderful short module!

I did grin when my 80 year old dwarf had an alive human father though.

More short modules please!

Posted by jettoki at 2009-06-17 19:14:55    
perthm82005:

1) These 2 doors are dummy objects that allowed me to use the 'corridor' tile for the small rooms with the left & right levers that open the main gate. They don't lead anywhere new - you've already been in both of those rooms.

2) The two doors on either side of the final area are cosmetic - the spectral guardians you can summon will spawn from those two doors. They don't lead anywhere, either.

Thanks for the comments. :)

Posted by perthm82005 at 2009-05-15 03:14:01    Voted 9.25 on 05/15/09
I have a question...there are 4 doors I could not open, but this did not prevent me from completing the quest.

Can the author or someone else tell me how to open them...if so I will replay the module with a thief just for the fun of exploration. If they're just dummy doors then there's no point!

1) IIRC 2 doors on opposite sides of the corridor with runes leading to the room where one meets the Big Boss and his mercenaries. I was told unlocking these was impossible (I had a ranger, no lockpicks etc.) I think none of my weapons was able to do damage by "bashing" these doors.

2) 1 door either side of the 2 entrances to the final chamber containing the actual Crystal. Again no chance unlocking or bashing them. A message popped up saying specific keys were needed to open these ones, but I found nothing resembling a key in my searches.

Cheers and thanks for a nice tight module. With a bit of beefing this'd play well as a one-nighter adventure for a low-level AD&D 2E party, I reckon...

Posted by olivier_leroux at 2008-04-05 17:24:15    Voted 9.50 on 04/05/08
Very engaging and entertaining mod, great short story with a high level of immersion!

Posted by Relkin at 2007-10-07 13:30:31    
How do I shut down the flux regulator?

Posted by Berra at 2007-10-07 08:57:53    Voted 10.00 on 10/07/07
This module surely deserved winning the Bioware World Design Contest! :) Extremely well done and kept me interested all the way through.
_________________________
/Berra - NWN1 modules:
Berra's Module Collection (All of Berra's NWN1 works)
Interviews: NWN-PODCAST INTERVIEW & GOLDEN DRAGON AWARD INTERVIEW.
Reviews: Calm before the Storm, A New Journey Begins, Surviving Horror 1, Surviving Horror 2.
Other Downloads: NWN1 - Berra's Modules Favorites, NWN2 - Berra's Module Playlist & Favorites.
Homepages: Berra's NWN Blog & Berra's YouTube Channel (Features original horror movies).

Everyone: your VOTES are highly appriciated. A vote is like gold for an author. No kiddin'. ;)

Posted by BillyTheCid at 2007-08-05 21:22:33    Voted 9.00 on 08/05/07
This is a great entry. So much to like:
-- Nice, tight focus. Linear, but without feeling restrictive. Great job of finding the right scope for a contest entry.
-- Clear objective supported by well-written dialog and just enough backstory elements to give a sense of context.
-- Absolutely loved the set design of the temple, including the terrific Antekythra Device. What a creative use of the standard resources to come up with something that looks & feels totally new. Kudos!
-- Good little touches throughout the module that kept it from feeling too much like a dungeon crawl, e.g. the spirits that appear and populate a room once the "bad guys" are wiped from that area. Great attention to detail.

Posted by nereng at 2007-08-02 05:05:26    Voted 9.75 on 08/02/07
Extremely good module! This ought to be one of the top contestants in the Bioware World Design Contest!

Cheers!

Posted by coreyh2 at 2007-08-01 17:09:09    Voted 9.50 on 08/01/07
Its really good. Antekythra Device area is especially impressive. Cutscenes were really good. The mana crystals are a interesting gameplay element.

Posted by Vuldrick at 2007-07-25 12:46:56    
Glad you found the bug, the module is far too high quality to let something like that stop the game play.

A quick and dirty solution to the problem is to make an invisible placeable with the faction you want to compare to. Then you can reference the placeable and not worry about the status of the npcs. I use a similar trick in my faction code for my PW basemod.
_________________________
Vuldrick Garrison

Posted by jettoki at 2007-07-25 11:11:32    
/// SPOILERS ///

Vuldrick - I was able to replicate the bug, but it had nothing to do with Animal Companions. There was a typo in the cutscene execution code, where the faction change is applied. Basically, it looks for the nearest enemy with tag "Mercenary" and adjusts your faction using that as a reference. Unfortunately, it was supposed to read "MercenaryCS10" - the problem is that if the player kills every Mercenary in the shrine and loots all the corpses, the AdjustReputation call does not have a reference object, thereby leaving the rival faction hostile to the PC. I'm not sure how my testers missed this one... I suppose I should release the fixed module separately, in any case.

Posted by Vuldrick at 2007-07-25 09:27:34    
Odd, I will try to do it again :)

I assumed it was due to my animal companion when I looked at your code. I can not replicate the bug when I do not have an animal companion, but I could be wrong.

The baddies kept beating me down even after the main guy told his thugs to put their weapons away. This ended the rest of the module and I never escaped from cutscene mode.

Regardless, a very nice module. I really wanted to see the ending and was motivated enough to go in and make sure I could do so . . . so that is a compliment :)
_________________________
Vuldrick Garrison

Posted by jettoki at 2007-07-24 22:49:47    
Vuldrick - I wasn't able to replicate the bug you mentioned with animal companions (since they shouldn't be able to open the door, I'm not sure how that happened). The door that triggers that cutscene does indeed make sure the entering object is a PC (as do all of the cutscenes), however, the better route would be to simply use GetFirstPC() - I just thought that would be cutting some corners. :P

Unfortunately, by possessing a wizard familiar, I was able to break a couple of cutscenes. I wasn't aware that wizards could possess their familiars. :)

So as a note: Players should NOT possess their familiars in this module. Possessing your familiar may cause some serious issues with cutscenes.

Posted by jettoki at 2007-07-24 21:42:00    
Thanks for the comments. :) When I was building this module, I totally neglected to think of Familiars/Animal Companions, because, to be honest, I've spent more time in the NWN toolset than in the game. I'll make a note of that for future fixes.

Posted by Vuldrick at 2007-07-24 21:26:49    
Very nicely done. I am not voting for any modules since I am in the contest, but I wanted to give you congrats on your entry.

I found one bug that you might want to check out. I first played through this with a druid. I had an animal companion at my employ . . . this yielded a game stopping/crashing bug. I will avoid too many details about the plot so I don't give spoilers :)

When you go into the chamber where the "bad guy" is, you open a door to enter. You have a script in the onused event of the door that starts a cutscene. The cutscene failed and the bad guy and his thugs just kept beating on me and I was stuck in cutscene mode . . . could not move, exit, or anything. I think this is because my animal companion was set as the object oPC for your cutscene commands in the other codes that pull the cutscene off.

I went into the toolset and changed the factions of the bad guy and his thugs to commoner and played it again. This time, I used a fighter and no animal companion (of course). All went well on this play.

I am not sure the faction tweak was needed after looking at your other code, but it didn't hurt :) I am certain that you need to double check what object is set as oPC for your cutscenes . . . animal companions are fouling it up. Perhaps a simple thing like making sure the oPC is a real PC and if not use GetMaster() instead? This covers any "henchman-like" things the PC may be using.

Area design is great as is NPC activity, general mood, etc. Storyline was really neat too.

So far, aside from the bug, this is one of my favorites :)
_________________________
Vuldrick Garrison

Posted by Menelcar at 2007-07-23 05:04:26    Voted 10.00 on 07/23/07
One of the best module ever seen.
Professional work.

You must be Logged In to post comments in this section.

 
Most recent posts on the MMO General Boards
Analyst: Star Wars: The Old Republic Could...Analyst: Star Wars: The Old Republic Could Sell 3M: more numbers
- last reply by Acao on Aug 15, 2011 06:15 PM
which class will your first character be
- last reply by Blisteringballs on Aug 15, 2011 05:50 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 05:00 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 04:00 PM
NWN Idea Database Update
- posted by Vault_News on Aug 15, 2011 03:46 PM
Missing Votes for NWN2 Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:40 PM
Missing Votes for NWN Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:39 PM
Random Questions and game altering suggest...Random Questions and game altering suggestions!!!
- last reply by ArkadyTepes on Aug 15, 2011 03:22 PM
State of the game?
- last reply by LyricOpera on Aug 15, 2011 01:37 PM
Yesterday streaming, now demanding downloa...Yesterday streaming, now demanding download :(
- last reply by Sinane-tk on Aug 15, 2011 10:23 AM
 

   


IGN Entertainment
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2011, IGN Entertainment, Inc. | Support | Privacy Policy | User Agreement | RSS Feeds
IGN’s enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.


NWN2 Hall of Fame

HOF NWN2 Prefab Areas


View all Hall of Fame entries


Neverwinter Nights 2

TOP NWN2 Modules

NEW Modules

NEW Reviews

NEW INTL. Modules

TOP Hakpaks

TOP Gameworlds

TOP Tutorials

TOP Prefab:Areas

TOP Blueprints

TOP Plugins

TOP UI

TOP Other

TOP Visual Effects

TOP Scripts

TOP Tools

TOP Movies

TOP Models

TOP Characters





Hall of Fame

HOF NWN Modules


View all Hall of Fame entries


TOP NWN Modules

NEW NWN Modules

NEW Reviews

TOP Intl. Modules

TOP NWN Hakpaks

TOP NWN Gameworlds

TOP NWN Models

TOP NWN Portraits

TOP NWN Scripts

TOP NWN Prefabs

TOP NWN Other

TOP NWN Movies

TOP Sounds

TOP NWN Textures

TOP NWN Creatures

TOP NWN Characters