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NWN MODULES

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Title  Sinister inc. - episode 1 - Dilating Dimensions
Author  seinsvergessen
Submitted / Updated  12-30-2007 / 11-26-2008
Category  Humorous/Parody
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Theta dimension
Gameplay Length  approximately between 5 and 8 hours.
Language  English
Races  any
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Heavy
Classes  any
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  Any
Max # Players  01
Min # Players  01
Min Character Level  01
Content Rating  Mature
Alignments  Any
Gameplay Hours  07
Description
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.)

Files

NameTypeSizeDownloads
View.php?view=Modules.Detail&id=5837View.php?view=Modules.Detail&id=5837
Submitted: 12-30-2007 / Last Updated:
Deta--610
The second part of the series
sinister1.2.zipsinister1.2.zip
Submitted: 12-30-2007 / Last Updated: 11-26-2008
zip7.5Mb821
Sinister inc. - Episode 1 - Dilating Dimensions v.1.2
For a detailed list of bugfixes see Changelog-1.2.txt
SCORE OUT OF 10
8.92
14 votes
View Stats
Cast Your Vote!

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Comments (30):

1 2 3

Posted by seinsvergessen at 2008-11-2512:15:58    
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 at on11/04/08
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 on10/28/08
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 at on11/04/08
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

Posted by seinsvergessen at 2008-10-0200:42:24    
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 at on11/04/08
#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.

Posted by seinsvergessen at 2008-10-0104:08:46    
##SPOILERS## 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 at on11/04/08
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 on09/18/08
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

Posted by seinsvergessen at 2008-09-1409:55:52    
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.

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