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NWN MODULES

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Title  Pool of Radiance v1.19b1
Author  Chris Fowler (v1.17a), Darth Shiv (v1.18+)
Submitted / Updated  07-15-2009 / 03-22-2011
Category  Classic PnP Conversion
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Forgotten Realms
Number Players  6
Language  English
Level Range  1-10
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 or Multiplayer
Max Character Level  10
Max # Players  06
Min # Players  01
Min Character Level  01
Content Rating  Teen
Gameplay Hours  20
Description
As per Chris Fowler's original work:

"Pool of Radiance a neverwinter nights module based on the SSI computer game 'Pool of Radiance'. Which is based on the 1st Edition AD&D adventure module 'Ruins of Adventure'. NOTE: There are two version in the mod file one for SOU and HOTU users and one for original game owners. Both are similar with a little more content in the SOU version. The Pool of Radiance mod being created using Bioware's Aurora Toolkit for NeverWinter Nights is an adaption of 1st Edition AD&D rules to 3rd Edition AD&D rules, so certain modifications are nessesary during development. Readme Converted to PDF format by: Rob McConachie"

See Link

The modifications done to Chris Fowler's work are to support multiplayer better. Will also be doing bugfixes on request and some gameplay tuning.

Note: I have attempted to contact the original author for permission for this work but so far have not received any correspondence. If it is a problem, I will happily remove this module.

Note2: To restart the module you must delete the database files for this module in the nwn/database directory. Be careful doing so!

Features planned:
-Resting in unsettled areas with random encounters (encounters removed when area cleared). Slums done as "proof of concept".
-Possibly add in-game map of the area (from the manual).
-Add henchmen quest completion for finishing game.
-Update models to CEPv2.2/CCPv2.2 (TODO: quicklings, thri-keens. Leave a msg for others.)
-Make town more lively.
-Make henchmen more interesting.
-Add guards to areas recovered that don't have them already.

CCP = Community Creature Pack

Please leave feedback for other improvements.

Changelog included in zip.

Enjoy!

Files

NameTypeSizeDownloads
PoRv119beta1_20091023.zipPoRv119beta1_20091023.zip
Submitted: 07-15-2009 / Last Updated: 10-23-2009
zip3.2Mb737
REQUIRES CEP2.2/CCP2.2.
CEP - http://nwvault.ign.com/cep/
PoRv118beta3.zipPoRv118beta3.zip
Submitted: 07-15-2009 / Last Updated: 07-17-2009
zip3Mb893
Pool of Radiance v1.18b3 module
PoRv120alpha1_20110322.zipPoRv120alpha1_20110322.zip
Submitted: 07-15-2009 / Last Updated: 03-22-2011
zip3.2Mb269
REQUIRES CEP2.4 - http://nwvault.ign.com/cep/
Chris_Fowler08poolradreadme.zipChris_Fowler08poolradreadme.zip
Submitted: 07-15-2009 / Last Updated: 07-15-2009
zip3.4Mb617
Chris Fowler's readme for the module.
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Comments (30):

1 2 3

Posted by ericdoman at 2009-07-3018:15:08    
Tried to play the alpha version but could not due to missing haks. Had downloaded and installed cep 2.2 a couple of weeks ago. What is ccp v2.2? Do you have a link? Anyway donloaded and started playing beta version. Having played through toriginal just wondering what changes have been made, as it looked identical. The big problem at the beginning is that you can not view/change/help companions inventory.

Posted by DarthShiv at 2009-07-2903:56:38    
Hopefully most if not all of the quest bugs will be squashed now. Playtesting takes time so I can't guarantee it all yet. Once this phase of testing is done, I'll move onto gameplay balancing (for the betas).

Posted by DarthShiv at 2009-07-2817:17:04    
In the next few days I'll try to iron out all the quest bugs and release a new stable version. Aiming for the end of the weekend.

Posted by DarthShiv at 2009-07-2801:42:47    
"Damn - Porphyris is not in her room when the clerk tell me to meet her after I cleared Sokol keep" I don't know why he wouldn't be in the adjacent room. If you can't see him, you could spawn him. I know how to do that with a DM but otherwise you might have to ask around how to do it.

Posted by Goglutin at 2009-07-2703:34:03    
Damn - Porphyris is not in her room when the clerk tell me to meet her after I cleared Sokol keep ! I Can't continue the mdule... sad... Any one knows a workaround or something ?

Posted by DarthShiv at 2009-07-2620:18:32    
I have had a look at the CEP v2.2. I couldn't see displacer beast models in it but they are in the CCP. I am setting up v1.19 to use the CEP/CCP. This will also give good thri-keen models.

Posted by DarthShiv at 2009-07-2217:13:21    
darth_borehd - sent you some PMs

Posted by darth_borehd at 2009-07-2109:32:18    
Need any help?

Posted by DarthShiv at 2009-07-2015:46:52    
"Major improvements and major updates are greatly required for this Pool of Radiance adventure module today please amigo." The changes I am making to the journal states are quite big changes so it may take a few days before I post a new version. Regards, DarthShiv

Posted by DarthShiv at 2009-07-2015:44:20    
"What made me give up on this version of Pool of Radiance? previously mentioned flaws aside, I had lots of trouble with the henchmen AI. I have said it time and again: There is a reason why the original NWN uses at most two henchmen. The game's mechanics don't work properly when this is overriden or pushed." Yes this is annoying but I found that telling one or two of them to stand their ground works well for stopping blocking. Sometime I may look into henchman AI. It is something I haven't done anything with yet. But having said that, I do not believe poor AI is an excuse to scrap multi-henchmen. The scripts just have to be a little smarter.

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