Looking for a new challenge in your career, you decided to reply to a job offer of the dark and notoriously evil company "sinister inc." The company is looking for a sturdy adventurer to carry out assignments in the field directly delegated from the top management. Not much is known in public about that organization, rumor has it that it is run by an old ferocious black dragon who employs the skills of a number of agents to further the company's interests. At least the payments seem to be handsome. With anticipation you eagerly await the job interview...
Little do you know about the adventure awaiting you....
Sinister inc. - episode 1 - Dilating dimensions is a huge story-driven single player module that might appeal to everyone with a taste for black humor and an interesting storyline with many unexpected turns, difficult battles, unusual items and charismatic characters.
The module should be playable with any male character, melee classes might have a considerable advantage in the battles. The alignment should not matter at all, you have the choice to play with a good character as well as with an evil one. There are some items in the game that might help you to fight with a refined strategy instead of using brute force.
Have fun!
(Please note: Try to avoid dying after you went through the portal at the nexus point. You will end up as a prisoner upon respawning and you will have to load a saved game. However, at one point of the game you WILL die on purpose, respawning then will allow you to continue the module.)
Posted by werelynx2 at 2012-04-08 14:49:08 Voted 7.50 on 04/08/12
Not the most funny module out there, but it has some clever ideas.
Encountered issues:
- you should state that if you are below 12th lvl you'll get it automatically at the begining. First started 1lvl, then restarted with 14th, but he was too strong for the first part of the game, where you fight lame monsters. There was too much of the same encounter (beetles everywhere). Then I was thrown against mithral golem, that really kicked my ass. Had to resort to traps. Then I learned I could outrun him and push one button to liquidate him. My point: precise PC level and place monsters accordingly to it.
- in the module the monsters in encounters are referred to 2 times: ogres and fire beetles, but with my level I killed but one ogre(2 if you would include ogre magi) and in the beetle encounters there rarely were beetles giving me their bellies.
- typos, typos everywhere: big/small letters; uthrux guy should be uethrux, not uthreux, the umlaut is placed wrongly; "since now" should be "till now" - before entering theta convo
- evane in her lab uses AoE spell and makes Cordy hostile towards her
- no portrait for lord leonson, noirceuil and few others. Sometimes only those conversations ones(but this might be on my side, just don't know why they are not displaying:/)
- some areas were unnecessarly big
- one bookcase container placeable in another orc cave and one in clockmaker den are inaccessible(flying in the air)
- no shop since the invasion began and lots of loot
- no eq back after returning from hell(as others mentioned) - just dropped everything on the ground(had to reload:()
- Cordy can't wear "vengeance", she has no such armour proficiency
- parrot is not eager to fight(maybe it has herbivore scripts attached?) _________________________ Thanks Rolo:)
Posted by shuurai at 2009-01-31 23:53:29 Voted 8.75 on 01/31/09
Cool story. Combat was a bit unbalanced at times. Would have been nice to have some healing potions dropped or available for sale after the real fighting started - especially since rest was restricted.
Posted by carlsfrog at 2009-01-13 20:51:26 Voted 9.25 on 01/07/09
Thank you, I will try that script! I started 2 and it appears there is still a bit of story after the party returns!
_________________________ Myth: we have to save the earth. Frankly, the earth doesn't need to be saved. Nature doesn't give a hoot if human beings are here or not. The planet has survived cataclysmic and catastrophic changes for millions upon millions of years. Over that time, it is widely believed, 99 percent of all species have come and gone while the planet has remained. Saving the environment is really about saving our environment - making it safe for ourselves, our children, and the world as we know it. If more people saw the issue as one of saving themselves, we would probably see increased motivation and commitment to actually do so.
- Robert M. Lilienfeld, management consultant and William L. Rathje, archaeologist.
Since other players had the same problem escaping from the tower, it should already be discussed somewhere. Version 1.2. has a fix for it, so that Cordy doesn't try to start the conversation anymore but notices the player she wants to be talked to.
If you just want to finish the game and don't want to miss the final revelations, fire up the console, enter DebugMode and type dm_runscript backtotemple, which should teleport you out immediately.
Have fun!
Posted by carlsfrog at 2009-01-09 20:48:11 Voted 9.25 on 01/07/09
Thank you. I am playing this on a Mac, so it maay contribute to glitching. I plan to transfer to a PC and replay, but I did get around the gear issue by dropping most of my stuff on the floor before I entered the trap and died.
With all my "stuff" I saved Cordy and we got the correct transporter, but it doesn't seem to do anything but turn when we touch it. No transportation. Am I missing much at the ending or can I save the character and move on to the next episode?
I imagine it will all work on my PC just fine. I just have it running fast with many fans and it is too noisy to play upstairs (it interferes with my wife's TV) and since it is winter, the basement is COLD!! I will just wear a good sweater, I guess!
Carl _________________________ Myth: we have to save the earth. Frankly, the earth doesn't need to be saved. Nature doesn't give a hoot if human beings are here or not. The planet has survived cataclysmic and catastrophic changes for millions upon millions of years. Over that time, it is widely believed, 99 percent of all species have come and gone while the planet has remained. Saving the environment is really about saving our environment - making it safe for ourselves, our children, and the world as we know it. If more people saw the issue as one of saving themselves, we would probably see increased motivation and commitment to actually do so.
- Robert M. Lilienfeld, management consultant and William L. Rathje, archaeologist.
*minor spoilers*
Thanx for voting. You don't get anything from your inventory back? That's really strange. But even without the tokens, you should be able to finish the game. If you come back from hell, talk with the projection and follow the corridor, then take the access token for the roof in Menthena's room. After the final showdown on the roof you can take the prison key and a token for level 5 (if you're playing v1.2) from her body, allowing you to teleport back and rescue Cordy.
Posted by carlsfrog at 2009-01-07 22:44:39 Voted 9.25 on 01/07/09
I like this, but I am near the end, and also at my wits end! Played through to the end three times; each time I get out of hell, I do not get my gear or transporter tokens back. Without the tokens, I can't take the key and rescue Cordy and finsh the quest. Without here, I can't seem to get the transporter to work. Parrot is no real help... _________________________ Myth: we have to save the earth. Frankly, the earth doesn't need to be saved. Nature doesn't give a hoot if human beings are here or not. The planet has survived cataclysmic and catastrophic changes for millions upon millions of years. Over that time, it is widely believed, 99 percent of all species have come and gone while the planet has remained. Saving the environment is really about saving our environment - making it safe for ourselves, our children, and the world as we know it. If more people saw the issue as one of saving themselves, we would probably see increased motivation and commitment to actually do so.
- Robert M. Lilienfeld, management consultant and William L. Rathje, archaeologist.
Posted by Dalethfc at 2008-12-09 12:20:46 Voted 9.00 on 12/09/08
Excellent fun,, some good banter and puzzles.
tnx ;) _________________________ Dalethfc
Posted by szyvis at 2008-12-07 02:54:35 Voted 9.75 on 12/07/08
Great fun, I really enjoyed playing this mod. The dialogs are hilarious, the NPCs are fun and well developed, good story and atmosphere. The fights were sometimes challenging, but the overall level of difficulty was fine. The only weak point of this mod is the linearity (eg Menthena will send you to hell no matter what you say, the tournament can't be skipped either), but that's no reason to give it a lower score.
Posted by Guildmasterron at 2008-11-28 13:50:50 Voted 9.00 on 11/28/08
I really enjoyed this module. Was challenging and humorous at the same time. Would gladly recommend it to anyone who has a sense of humor. Great story line, great character development.
Here's an update to v1.2. It should solve the problems discussed in the previous posts, a detailed list of changes is included.
Posted by Blue Sun at 2008-11-04 08:32:59 Voted 9.25 on 11/04/08
Hello,I usually dont give high ratings to modules that are broken somewhat,but in this case I thought the storyline was unique,creative and refreshing. The problems of the mod were covered for the most part in previous posts,by far the most important is the ability to escape Menthena's tower after you take care of business on the roof. There is more game to be played. Thanks
Posted by ralebeau at 2008-10-28 07:38:48 Voted 9.00 on 10/28/08
Good fun, really can't be marked down just because I myself stumble over some of the parody looking for the next quest. I was surprised when the dwarf Glognus awarded 400 EXP for my agreeing to steal the sphere I had already given to Shnekkal, since I couldn't pickpocket it back. Learned to take a few steps before getting busy in a new area so as not to mess up the conversation triggers didn't want to lose any of Cordys dialog. Must have gotten busy too fast after returning from hell however, as my equipment didtn't come back. Won the fight but no rescue or transporter since I only had the roof token. Worked fine the second time back, enough of this time to get back to part 2 and thanks for making them both.
Posted by Blue Sun at 2008-10-03 00:36:57 Voted 9.25 on 11/04/08
Hi there,that script is not firing,waited for quite a while and checked it a few times. The string works, just not the conversation, perhaps you should get rid of the string, and have the conversation fire immediately with Cordy in the party.I like my fix though, it's consistent. Maybe its my computer, it's slow by today's standard. I will vote on this mod soon, after playing it some more. It doesn't seem to be balanced for spellcasters and my monk had poor support in the tourney. Other than that,seems to be a great mod. Thanks
An interesting problem. I went through the script once again and I think I can offer an explanation. If you enter the attic area you will be placed right upon the trigger, Cordelia will speak a single string (that the chests are not all transporters etc). After a timeout of 5 seconds she should engage in conversation with the player (the file's name is "cord_attic") ,
Here comes the catch: If something interrupts Cordy in these 5 seconds, she'll refuse to talk. (which is very likely since the trigger doesn't have a 'once' condition)
So the best thing if you head to the attic is waiting those 5 seconds on the threshold without moving. At the end of the conv the backtotemple script will bring the player back to the temple. This is not an optimal solution and I'll remove the 5-seconds delay in the next update.
I'm sorry for the trouble!
And please consider voting if you like my mod.
Posted by Blue Sun at 2008-10-01 15:52:09 Voted 9.25 on 11/04/08
#SPOILERS# I just downloaded a copy of this mod, sept 20,2008 when you enter the attic with Cordy and the parrot she talks to the PC that not all of the chests are transporters etc.At the end of the conversation,there is no teleportation and you can check all of the chests(talk to) and there is no response,you are left in a crumbling tower to die,as there is no escape. Frustrated with this problem, because this story's not over yet, I went into the toolset (not knowing about your trigger setup),found our little transporter and on conversation assigned the backtotemple script that you created, playtested it and whammo! it worked like a charm. Now when you enter the attic after the conversation,you can look for the right chest,click on it and in a flash of light be transported back in front of a angry blanch in the temple.For those who got stuck like I did, the only way out is to run dm_script=backtotemple since any changes you make to the toolset,wont be seen unless you start a new game.
If you enter the attic with Cordy in your party she should automatically start a conversation with your player character. The trigger is very close to the entrance, if she doesn't talk, try walking a few steps in the entrance area. At the end of the conversation you'll be teleported back to the temple.
Posted by Blue Sun at 2008-09-30 15:17:34 Voted 9.25 on 11/04/08
Hi there,after you kill Menthena and rescue Cordelia,head to the attic where all the chests are,I cannot get the portable transporter to work. So you end up being stuck in the top of Menthena's tower.Which area are you supposed to teleport to next?
Posted by jroed at 2008-09-18 06:21:24 Voted 10.00 on 09/18/08
Hi.
This was a great game,good dialog and fine humor.It was a fine atmosphere in the game.It was a perfects battle.I liked the dilog with Evil Wizard when he remember hi is evil:).Great game,now over to ch2.Jonny
Hoping to 'revive' this mod again I'm releasing an updated version together with the second part of the series. The update should correct the particularly unbalanced aspects, including items and encounters (which, I agree, were partly 'beyond good and evil'). Additionally some unnecessarily large areas were resized.
Posted by xorbalus at 2008-03-31 13:41:51 Voted 9.50 on 03/31/08
An interesting module, great humor and an excellent dramatic atmosphere!
I didn't intend to vote at first, but then this mod really surprised me and I think it doesn't deserve being overlooked.
I had lots of fun playing it, some of the dialogs were really hilarious.
-The story is quite good, its only weak point is its linearity after some point, otherwise the plot is captivating until the end.
-Dialogs: Intelligent, most NPCs are well-developed, the clockmaker and Cordelia's reactions really blew me away. I've also noticed some entertaining allusions to the world of literature and such, like Siggy Freud (he saved my day in the dungeons!). The final showdown in the dark tower couldn't have been better, Menthena's french added much to the comic situation.
-The visuals were ok so far, good area design (some might be a little too big), and I really liked the appearances of the NPCs, most of them obviously designed with a great love for detail.
-The battles were ok so far and quite balanced, and if the enemies seem too strong you can always count on the cow for help :-)
I'd really love to see a sequel.
Posted by Ploedminka at 2008-01-30 13:23:55 Voted 7.00 on 01/30/08
Just finished the module. But since you're claiming to be from Austria (or at least studying in Austria), i'll write the rest of my comment in german ;)
Ok, wo fang ich an. Also zuerst einmal hat mich das Modul in angenehmer Weise an die Arbeit von Stefan Gagne erinnert. Ich hab mich über weite Teile wirklich köstlich amüsiert, der Humor ist erstklassig und wirkt zu keiner Zeit billig oder deplaziert. Das gilt insbesondere für die extrem spassigen Dialoge (und natürlich die sprechenden NPCs), vorallem die Kommentare von Cordelia sind göttlich.
Allein schon wegen ihr würde ich eine Fortsetzung unbedingt spielen wollen ! Die ganzen Anspielungen (Betriebssysteme, Freud, die Bücher, etc.) sind mir natürlich nicht entgangen :)
Aber es gibt da natürlich auch ein paar Schattenseiten, beziehungsweise Dinge die mir weniger gefallen haben. Ich werde mal etwas ausführlicher:
Da wäre zum einen das Leveldesign, was etwas verbesserungswürdig ist. Einige Level sind meiner Meinung nach viel zu groß geraten für das was sie bieten, insbesondere die Aussenlevel der Stadt würde ich hier erwähnen. Hier und da gab es ein paar leere, unnötige Räume sowie ein paar fehlende Marker für die Karte. Optisch war es jedoch recht solide.
Ein weiterer Punkt, der mir nicht gefallen hat ist das Gameplay, die "Action" oder wie man es auch nennen mag. Die Kämpfe ausserhalb der Stadt (Orks, Riesen) sind absolut nicht fordernd, sondern oftmals nur lästig. Etwas weniger Monster die dafür etwas härter austeilen (und das Ganze auf einer kleineren Karte, siehe oben) wären mir lieber gewesen.
Und die Kämpfe gegen die Höllenkreaturen, nunja. Es wurde mit der Zeit richtig lästig. Gerade im Herz der Dunkelheit artet es zu reinem Massen-Hack&Slay aus, dazu noch gegen immer die selben Gegnergruppen.
Und nicht nur die Masse und Eintönigkeit der Kämpfe empfand ich als störend, sonder auch das ganze Balancing ebenjener. Die Kämpfe wurden entschieden durch a) meine Unverletzbarkeit (abartige Rüstungswerte, Schadensreduktionsitems) und b) diese Killerkuh. Ok, und Cordelia mit ihren Level 30 und dem Monsterbogen war auch noch da. Es ist schwer in Worte zu fassen, aber das Moschen hat einfach keinen großen Spaß gemacht. Die Itemisierung war jenseits von Gut und Böse (sogar für eine Parodie) und die Kämpfe waren arm an Abwechslung und Herausforderung.
Hier und da gabs noch ein paar Kleinigkeiten. Beispielsweise hätte ich an mancher Stelle gerne ein Kommentar mehr von Cordelia gehört (Beispielsweise bei den Gesrpächen mit der Drowpriesterin, oder über den Papagei den man ja mit zu ihre ins Gefängnis bringt). Auch der Papagei hätte durchaus am Ende mal etwas plappern dürfen.
Die Quests am Anfang, ich meine diese Alliertenquests, die können auch etwas...hmm...spürbarer sein. Ich hätte zum Beispiel erwartet, dass die Orks zur Stadt marschieren und die Höllentruppen bekämpfen (ich hatte zu diesem Zeitpunkt die Kuh nicht, ergo keine Chance in den Kämpfen). Der Umstand, dass es sich bei den Allierten nur um Allierte im Endkampf handelt, ist etwas merkwürdig.
So, mehr fällt mir gerade nicht ein dazu. Von der Anzahl der geschriebenen Worte her muss das jetzt so aussehn, als hätte ich es als grauenhaft empfunden hehe. Das Gegenteil ist der Fall, aber Kritisieren gelingt mir immer leichter und auch ausführlicher als Loben ;)
Ich würde mich auf jeden Fall über eine Fortsetzung freuen ! Wieviel Punkte geb ich hmmmhmmm. Eine schwere Entscheidung für mich. Auf der einen Seite gibts einige Punkte, die mir misfallen haben, auf der anderen Seite war die ganze "Schreiberei" aber genial. Ich vote mal eine 7, aber mit eindeutiger Tendenz nach oben. Sollte es irgendwann einmal ein Update geben, welches das Modul etwas abrundet, dann werde ich es erneut spielen und auch mein Voting dementsprechend verbessern. _________________________ "Duty is everything - the greatest of joys, the deepest of sorrows..."
- Aribeth de Tylmarande
Posted by Ploedminka at 2008-01-29 10:42:01 Voted 7.00 on 01/30/08
NWN 1 still lives, hurray ! I will play it ! _________________________ "Duty is everything - the greatest of joys, the deepest of sorrows..."
- Aribeth de Tylmarande
Note: You don't need to download both versions, 1.0 is the old version, what you are probably looking for is 1.0.5 which is not only an update but a complete package with all necessary files.
SPOILERS...
Thanks for pointing out the bug in the wizard-quest. One of the scripts in his conversation should check for noir_date to be 3 and not 2.
(Sadly this will not allow you to complete your quest and collect your reward) Originally I wanted bill to disappear after you recruit him as escort, however it turned out somewhat difficult to kill bill (no pun intended), he just refused to disappear after a DestroyObject or a JumpToLocation so I decided to leave him in the party. He should leave when you go through the teleporter at the nexus point, even there I'm not sure if he disappears correctly, I don't know what causes this strange behavior.
There seem to be some issues related to the factions. Yes, it is intended that all drow go hostile (how could they forgive you for killing their queen ;-)) and the inhabitants battle the soldiers. However, C attacking the befriended orcs looks like another bug. Viriatus mentioned that C's father appeared hostile, this leaves me puzzled as I have no idea what went wrong. How can this bug be reproduced?
I also can't offer an explanation why the parrot attacks enemies only so reluctantly. (he has the same scripts as all other henchmen)
END OF SPOILERS....
I will try to fix the major bugs and glitches, add some of the simpler features requested here and upload an update in a few days.
Posted by andgalf at 2008-01-05 03:14:24 Voted 8.75 on 01/05/08
A suprisingly good mod! Thanks for making this! Had a great time playing and enjoyed it very much!
Great, and quite complex, story with excellent characters! It was a pretty long module and that's a huge plus! It was also quite linear and I really liked that!
*SPOILERS*
Somehow I managed to do some of the quests in the wrong order so quite a few of them was never completed for me.
I agree with several others here that when you die it would be better to not have to respawn. I loaded a new game two times before I realized it had to be that you were suppose to respawn.
The characters were really good but because I did the optional quests in the wrong order (I completed the main quest with the bank before taking care of for example the orcs and the evil mage date quest, so they got unresolved), I only had Cordelia as henchman most of the time accept in the end where I also had the parrot. But I still had a lot of fun!
There seemed to be something going on between Cordelia and my PC, in terms of romance, that never got anywhere, which truly was a shame since she was a really good and fun character. Maybe there will be more of continuing that relationship in episode 2? Her reactions in certain situations were hilarious! It also would have been nice to be able to discuss her past with her after you meet her mother and her father, or talk to her in general about other things than what you were supposed to do next.
The mathematics thing with the teleporter I didn't understand at all untill I discussed it with a friend. He knew what the formula was all about and told me and then it was pretty easy. Maybe you should have explained it a bit more on the scroll. Or maybe I'm just a little dumb.
A few of the fights (maybe two of them) were a bit hard but otherwise they were very well balanced. But I cheated a little since I brought an old character, which was level 14, into the game, and he had quite a lot of healing potions and a bag of holding, so the problem some other players encountered with not being able to carry stuff around, didn't bother me. I still think it would have helped if you knew that you should buy potions before the attack came though.
Posted by Viriatus at 2008-01-04 14:09:11 Voted 8.50 on 01/04/08
Just finished.
Very good mod, surprisingly for a first one. I hope the second be at least of such level.
Antway, some comments:
*SPOILER WARNING*
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I too have observed the points which Lord_Frederic_DQ mentions:
Evil WIzard Quest: some mess here. Bill goes not to escort (I think he is inteneded to dissapear) but continues in your party. You can fire him, but he remains (and gives no option to rejoining). If you choose the actress, she dissapears, but if you chose the wizardess, she also remains there (thoug in both cases the jounal advances). The evil wizard does not say anything if you go to talk with him (I think is a varint issue). I think the scripsts here should be carefully revised so all can go correctly. I could kick Bill from my party and adjust the variable manually (dm commands - noir_date=2, if I remeber well) to get the correct result and procceed as I though it was intended.
Respawns: at two points (the trap, and if you die in the arena), the option to respawn (on death) are not clear. Possibly, it would be better not to show the options, but directly jumping the character to the appropiate area when he dies in those cases, so the action continues without the player being confused if he thinks he can obtain another result by reloading.
Faction issues: the factions should be checked a bit. Upon fighting the drow Queen (and his retainers), the drows outside went hostile (I don't know if this is intended).
Also, near the clockmaker house, one of the orcs archer (having befriended them) started to fire arrows vs my PC (being blue, not red-hostile). The first time Cordy responded (putting the rest hostile), but upon reloading and sneaking to talk with him he stopped.
Also, Cordy's father appeared demon-hostile (he is in the commoneer faction!), surely due to faction issues. I figured something was wrong (as he was immortal) and can avoided it reloading an assigning to the defender faction (dm commands), but this should not be.
Also, in Theta's dimension, the "inhabitants" (some king of gelatinous cubes) appeared hostile with the hellis minions, so I saw they fought in the distance amongst them before my PC arrived where they where (I do not know if this is intended).
Dryad: very confusing. There should be some to do with her, or somewhere to take her to. I tried to take her to the Hospital, or with the Evil WIzard, without success (she refused crossing the area transitions). Also she was dead if you faced some dangerous enemy. I succeed in saving her by attacking and killing a frost giant (as she entered in the attack mode, it seems the followPC routine was cleared), but it is a pity to have her dead if not.
Hospital: I was given the option of paying 1000gp for the gloves, and 5000 to the doctor, while I had not such amount (I bought the gloves by 500).
Theta's crossbows: these machines are quite odd. As they have unlimited +5 amm0 AND acid ammo, each time I equipped it I got 99 'real' acid bolts, which I think they were displaced by the 'virtual' +5 bolts.
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*END OF SPOILERS*
Now, my personal considerations:
Linearity: most of times, any option in the conversations gives the same (and only) effect. Though not bad (anyway the module should be laveled as 'story driven' or similar), one wonders why so many options to choose if there is no difference. Maybe it can be funny, but not practical (and a bit boring after a while).
Rating: the 'Adult' classification is somewhat gratuitous. 'Teen' would be more appropiate, as the only occasions something 'happens' (if something would happen) are indeed mildier than most American dumb high-school movies. In the end, the 'Adult' rating seems more a bait to get more people playing the mod than any other thing.
Ending: too closed, and fast! That is not funny at all. A real epilogue, in which the character cold influence a bit the ending. A possible relationship which is -the player thinks- developing with the story, ends as nonexistant as the ending is static. Not good :(
Hechmen: though not prioritary, maybe a little more interaction with the secondary ones would be welcome. Btw, does the parrot ever attack something?
Loot: immense amounts of magic armor and weapons. I think there is no need of lootable corpses *if there is no option to sell it!*. After the attack, the only "shop" is Sigmund, and he buys very few things (herlmets, necklaces, and I do not remember if something more -fortunately he sells some useful potions-). At least, the player SHOULD BE warned to equip himself (and perhaps Cordelia) the best possible before going to rest to the Inn before travelling, as he would not need to worry for loot and money after that -he can get perhaps some useful item, but he will not need to take other thing that evil helmets to sell to Sigmund for money for potions-.
More lack of information: due to the characteristics of "some-weapon-that-without-it-you-are-dead", the player SHOULD BE informed to make sure his character has the Proficiency with Exotic Weapon feat, or he will feel as an idiot at some part of the story (you can use Leto, or removing and re-giving XP -dm commands- to take the feat, but that is not the way of doing things).
Well, some minor flaws and annoyances, but I think that do not spoil much the fun (of course, only if you know how to overcome them). In the overall, I think it as a quite good and entertaining mod, and if these 'little' annoyances were fixed (so the player had not to encounter them by surprise), it would be better indeed.
I was about to go off-tap wondering where the heck things are when I realised/discovered that there is a big difference between description and direction - conversations and journal entries say I have to go EAST to find things (like orcs, giants, wizards, etc...), where I in fact have to NORTH...
It's kinda important to know which way I'm supposed to go. It helps me get to my destination. :) _________________________ All I ask is a chance to PROVE money can't make me happy.
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