1. Description
2. Requirements
3. Installation/Uninstallation
4. Playing The Module
5. Known Issues
6. Credits
7. Contact The Author
8. Legal Stuff/Disclaimer
9. Version History
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1. DESCRIPTION
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--Introduction--
In 'Eternal Devotion', your character is a soldier on leave from the war ravaging the country, who decides to follow up the rumours surrounding a particular hunter living far out in the wilderness. This hunter is apparently offering a reward to anyone who helps him - something about a missing wife.
The circumstances surrounding the hunter and his wife are soon revealed to be more complicated - and dangerous - than first thought.
--Details--
'Eternal Devotion' is a short module I made as part of my application for a job as a Writer at BioWare - and as such has a focus on dialogue rather than combat, puzzles, exploration, etc. It should still provide an entertaining, interactive story, however.
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2. REQUIREMENTS
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- Requires Neverwinter Nights, patched to at least version 1.69
- Does not require either NWN expansion pack
- Extract the Eternal Devotion.mod file from the Eternal Devotion.7z archive file to your NWN\modules\ directory.
--Uninstallation--
- Delete the Eternal Devotion.mod file from your NWN\modules\ directory.
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4. PLAYING THE MODULE
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- From the NWN main menu, click on 'New'.
- On the following screen, click on 'Other Modules...'.
- Select 'Eternal Devotion from the menu on the left, and click on 'Load'.
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5. KNOWN ISSUES
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This module was created largely as a vehicle to demonstrate my writing abilities, in accordance with the requirements stated in the advertisement for a Writer position at BioWare. It is fully playable, but some aspects of the module were not as heavily tested as others:
- Many conversations in the module incorporate scripted events. It is not recommended to cancel in-progress conversations by pressing Escape or walking away, as this may break module progression.
- Lilac Soul's NWN Script Generator v. 2.3 was used to create some of the scripts in this module - Link - The website Link was used as a reference while working on a number of the scripts in this module.
- Information on the BioWare NWN forums was also used as a reference while creating this module - Link
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7. CONTACT AND INFORMATION
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By downloading and using this module, you agree that the author of the module cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned module. Use at your own risk, basically.
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9. VERSION HISTORY
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Version 1.0 (20-11-08)
- Initial implementation of features.
Posted by werelynx2 at 2011-02-06 11:22:27 Voted 8.00 on 02/06/11
nice _________________________ Thanks Rolo:)
Posted by olivier_leroux at 2010-12-05 14:11:52 Voted 9.50 on 12/05/10
I really enjoyed this module. The ending was a bit anticlimactic but the story was gripping and well-told. The author did a good job to build suspense and atmosphere and there were several moments in the game that actually sent a chill down my spine. We need more mods like this!
(Sorry for the double post, I decided to further increase my vote!)
Posted by olivier_leroux at 2010-12-05 14:09:15 Voted 9.50 on 12/05/10
I really enjoyed this module. The ending was a bit anticlimactic but the story was gripping and well-told. The author did a good job to build suspense and atmosphere and there were several moments in the game that actually sent a chill down my spine. We need more mods like this!
Posted by Also Copy at 2010-07-30 18:49:17 Voted 9.00 on 07/30/10
This module is short, but the writing is excellent. If it had been representative of an 8-10 hour module, that module would, I have no doubt, be widely recognized as a must play. The score I give it is partially in recognition for what might have been.
If only Antistar had remained to write more for NWN!
Posted by edosan at 2009-10-03 19:10:54 Voted 8.00 on 10/03/09
An interesting story based short mod.
Posted by udasu at 2009-07-19 14:55:09 Voted 9.75 on 07/19/09
Great little mod. I really enjoyed reading the different dialog options. _________________________ Well, y'know... Sometimes you eat the bar, and..
Posted by RyanC08 at 2009-07-18 13:08:34 Voted 9.50 on 07/18/09
Quite an enjoyable bit of fun, and very overlooked. The atmosphere was very creepy, and I did even get a few shivers! I'm really sorry you didn't get the job, because you deserved it. You have some real talent!
Posted by krickerd at 2009-06-21 20:31:39 Voted 9.00 on 06/21/09
Oh I see it "Haunted Interior 3". I guess these don't get used much. Mostly small or medium crypt is used usually. Your sound selection worked much better to add 'creep' to the mood. _________________________ Defeat the Black Knights! Play Phantasie
Posted by krickerd at 2009-06-21 20:09:16 Voted 9.00 on 06/21/09
VERY interesting storyline and use of effects. Great plot development and mood. You are a good storyteller. I'm curious as to where you got the sound effects for the crypt. I don't remember there being that ambient soundset in the original. _________________________ Defeat the Black Knights! Play Phantasie
Posted by Bardil at 2009-03-18 10:49:39 Voted 8.50 on 03/18/09
I enjoyed this. The limited dialogue responses would be my only real criticism here. Overall a nice short module that is very well done.
Posted by Kilvain at 2009-03-16 03:59:22 Voted 9.00 on 03/16/09
A very enjoyable quick module. I think it would have made for a great full module if it had been longer, but was still fun as is.
Posted by LeslieMS at 2009-02-11 12:29:55 Voted 10.00 on 02/11/09
I really loved that! Great Ghost story for sure!
If it didn't get you that job it darn well should have!
But I wonder... Job aside... If you ever have time to contribute other mods, or even expand this story or whatever... I want to play it!
Excellent work!
Hope to see more of you on the Vault!
I mean that with all sencerity! _________________________ Stupidity kills people.
Nothing Good comes from ignorance.
Knowledge is power that is useless with out the wisdom to use it properly.
Be Well and Be Safe,
Leslie
Posted by hmdai at 2009-02-07 09:01:09 Voted 8.50 on 02/07/09
Thanks for the feedback and constructive criticism, everyone: it's very useful.
Many parts of the module are the way they are because the module was made as a required part of an application for a Writer job at BioWare: I was making it according to the requirements they listed for the module. Trust me: 'Eternal Devotion' would have been very different had I made it under different circumstances. :-) The main point was that this was made to demonstrate my writing ability for a job application: other considerations were secondary, and in addition I wanted to complete the module quickly, since I didn't know how long the position would remain open.
To address some specific points:
- I had originally intended to have complete darkness at a couple of points (those who have played the module will probably know where I mean), but the game seems to resist that; adding a faint light around the PC (even PCs without some kind of night-vision) in low-light conditions - for gameplay reasons I'm sure.
- Needing more variety in PC dialogue responses: this would be my main criticism too. Again it's partially a result of the particular requirements for this module: it was asked that the module be 'completeable'in 15-30 minutes and contain at least 3000 words. The finished module has around 6000 words - and that's with the relatively linear path the story takes. If I had allowed the dialogue/story to spread out 'sideways' more - in a more multi-path or non-linear approach - I believe the module probably would be better, but I'd likely still be plugging away at it. ;-) With an unknown time-limit on getting the application in, I chose to focus more on allowing the player to (hopefully) role-play their character through the story, in terms of taking a particular attitude to the events that unfold. Some of the themes in the story (which I won't name as they'd be spoilers) sort of support this approach in some ways, I think. ;-)
- Some NPCs have relevant conversations attached, and some don't. The ones that don't are set that way because (without giving anything away) they leave partway through the conversation, and I found that if I didn't do it this way, the conversation would self-abort at the point where the NPC left. I've been thinking of ways to make this sort of thing more robust since I released the module... the whole project has been a definite learning experience, as this is my first NWN module - and I'm still experimenting with the scripting, especially.
- On there being only one choice (in terms of majorly influencing the outcome of the story), again this is mainly because of the goals of the module I described above. Ideally I would include more 'choices', but this is a small module with a narrow focus - a demo module, in some ways - so it was rail-roaded more than if it was part of a larger game; say, as a side-quest; or if I had had more time to devote to it. :-)
Anyway, thanks again for the feedback, everyone.
Posted by Andreas Fairlight at 2008-11-24 05:18:05 Voted 7.75 on 11/24/08
You should attack the conversations to the NPCs, if a player doesn't trigger or breaks the conversation, the mod is to be reloaded. (no problem for the length, but breaks atmosphere.)
Leaving out the absence of particular scripts, effects, or areas detailing, I can rate good the plot, rather immersive. Just would have liked some more choices, there is only one of them in the whole mod. _________________________ Modules created
[Tales of the Heart: Valyrian's Blood]
[The Fall of the Eagle]
[Armageddon Clock]
Posted by Berra at 2008-11-24 02:55:49 Voted 9.25 on 11/24/08
This was a very terrifying and creepy story that fit me very well. :D I actually ended up playing this late at night and it did give me shivers. :)
The only things that could've made it better though was:
*If the author had made all areas concealed by complete darkness. That would've created an even more terrifying experience.
*If the author would've made the PC:s answer a little more different compared to each others. They basically most of the time meant the same thing.