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NWN MODULES

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Title  Ultima IV Reborn 1.1.0
Author  Devi, fixes by Glanestel Dragon
Submitted / Updated  09-26-2009 / 02-19-2010
Category  Dungeon Adventure
Expansions  HOTU-1.69
Setting  Britannia
Language  English
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Heavy
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  20
Max # Players  Any
Min # Players  01
Min Character Level  01
Content Rating  Everyone
Gameplay Hours  30
Description
Updated version of the original Ultima IV Reborn by Devi. Original description by Devi: "This is as faithful a reproduction of one of my all-time favorite games, Ultima IV, as I was able to make."

This update fixes several bugs, and makes several gameplay improvements, most based on users' feedback.

The original version can be found here.

An improved version, v 1.2.0, can be found here.

Files

NameTypeSizeDownloads
Ultima_IV_Reborn_1.1.0.rarUltima_IV_Reborn_1.1.0.rar
Submitted: 09-26-2009 / Last Updated: 09-26-2009
rar1.7Mb627
Includes the .mod file, a .jpg with the areas, and the readme file.
readme.txtreadme.txt
Submitted: 09-26-2009 / Last Updated: 09-26-2009
txt6.84Kb435
--
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Comments (17):

Posted by Glanestel Dragon at 2009-11-30 17:20:07    
I may do one. The difficulty is mostly due to the fact that the original game was hard in some aspects, too. In any event, I think that a walkthough of the original Ultima IV game should help you a lot in this version, too.

Posted by Steve_Savicki at 2009-11-29 08:45:15    
If you have the time, it would be nice if you did a walkthrough.

I gave up.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Glanestel Dragon at 2009-10-08 17:37:23    
You're supposed to interact with the Altar in that level, in order to get to the final area. In any case, the final area is TheChamberoftheCodex.

Posted by Steve_Savicki at 2009-10-07 21:14:03    
What's the name of the last area after the level 8 Abyss? I can't get to it.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Glanestel Dragon at 2009-10-06 17:17:44    
Yes, that happened to me to... I'm going to improve that area so that it becomes clear. Actually, there is a way out right next to where you appeared, it's just that it's not highlighted when you move the mouse over it. Just walk around the borders of the area, trying to go to the part where you first appeared, and you'll find the way out and be transported back.

Posted by Steve_Savicki at 2009-10-04 20:31:48    
Help, I'm in a shrine area on an astral ledge that I can't get out of... what do I do?
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Glanestel Dragon at 2009-09-28 16:12:08    
Thanks for all the info and good ideas, I'll see what I can do about it with the time I have :).

Posted by Saduj at 2009-09-28 13:15:18    Voted 10.00 on 09/27/09
Typo : In the 3-d halls between rooms, monsters did respawn, so really its your call :)
_________________________
Carcerian/Saduj's Submissions: (169 Portrait/Soundset Unlocker) (12 NWN Fonts) (30 NWN Fonts) (Auto-Emotes) (Custom Dragon Disciples) (Dynamic Wildshape) (Keyring) (NPC Schedules) (Sacred Shields) (Spawning Undead) (Shayans Subrace Engine for 169)

Posted by Saduj at 2009-09-28 13:14:26    Voted 10.00 on 09/27/09
in the 3-d halls between rooms, monsters did respawn, do really its your call :)

There's really no reason you couldn't even use BESIE, NESS, The U4 spawn system, and standard NWN encounters, as well as static monsters, all in different situations, if you think they all apply, lol...

IE BWSIE for outdoors and dungeon halls, NESS for the Rooms, etc.

Earlier ultimas had a travel map, then dungeon halls, were you could make missle attacks, but when you entered melee, you would enter a more details map of the combat area, ie a mountain pass, a forest combat zone, or a specific dungeon room...

Really how you would interpret it all into NWN is your call, and depends on how much work you want to do :)
_________________________
Carcerian/Saduj's Submissions: (169 Portrait/Soundset Unlocker) (12 NWN Fonts) (30 NWN Fonts) (Auto-Emotes) (Custom Dragon Disciples) (Dynamic Wildshape) (Keyring) (NPC Schedules) (Sacred Shields) (Spawning Undead) (Shayans Subrace Engine for 169)

Posted by Saduj at 2009-09-28 12:00:20    Voted 10.00 on 09/27/09
NESS is also a good system, have a look at both for sure :)

Its been a while since i have played ultima IV admittiedly, as i remember, yes, once you clear out a room it stayed cleared, so single spawns in a dungeon on second thought seem fine, i was more referring to outdoors, etc...
_________________________
Carcerian/Saduj's Submissions: (169 Portrait/Soundset Unlocker) (12 NWN Fonts) (30 NWN Fonts) (Auto-Emotes) (Custom Dragon Disciples) (Dynamic Wildshape) (Keyring) (NPC Schedules) (Sacred Shields) (Spawning Undead) (Shayans Subrace Engine for 169)

Posted by Glanestel Dragon at 2009-09-28 08:42:31    
I'll check out both BESIE and NESS. They could be used to replace the current simple spawn system this mod has, used both in outdoor areas and while resting.

However, I'm not sure if there was monster respawning inside dungeons? In this mod, the monsters inside dungeons are fixed; monsters in wild areas respawn from time to time. In the original Ultima IV, did monsters respawn inside dungeons too?

Glanestel

Posted by Jaysyn at 2009-09-28 06:23:29    
I prefer NESS myself. It can spawn anything (placeables, items, merchants, groups, creatures, etc) just about any way you can imagine & it's still being updated.
_________________________
-=Jaysyn=-

Posted by Saduj at 2009-09-27 23:13:30    Voted 10.00 on 09/27/09
Since ultima 4 was released as freeware, and you can get character editors for it, as well as the information from Walkthroughs, FAQ's, and websites like RPG shrines, making a list of all the ultima 4 critters and were they appear should not be too hard...

just placing monsters for a one time battle isn't really like the original game, id suggest either making encounters using the new ultima nwn critters, or better yet, BESIE, it's MMORPG mode would emulate ultima's encounter style well...
_________________________
Carcerian/Saduj's Submissions: (169 Portrait/Soundset Unlocker) (12 NWN Fonts) (30 NWN Fonts) (Auto-Emotes) (Custom Dragon Disciples) (Dynamic Wildshape) (Keyring) (NPC Schedules) (Sacred Shields) (Spawning Undead) (Shayans Subrace Engine for 169)

Posted by Glanestel Dragon at 2009-09-27 21:44:06    
Hey there,

Thanks. So far, most of the fixes and improvements I have done on this mod weren't really deep, and didn't require much knowledge of NWN modding (though they did require some scripting knowledge). In fact, I learned about the Toolset and everything just so I could fix the major problems I found in this mod.

If I have the time to delve more into the Toolset, I might do more improvements, such as the ones you mentioned. The Hounds of Xvim did strike me as quite out of place too...

Glanestel

Posted by Saduj at 2009-09-27 20:59:05    Voted 10.00 on 09/27/09
I agree with Jay, add cep if you like yourself, but part of this mod's appeal is that it doesn't need CEP.

As a suggestion, while i really liked most parts of this module back in the day when it first came out, the use of Slaad, Hounds of Xvim, and other standard monsters, however , just didn't fit the "Ultima" feel, to actually use nwn versions of monsters that appeared in Ultima IV would greatly improve this module IMO.

Fancy hack packs wouldn't be needed for most parts, just a bit of creativity, i.e. scale a Beholder for a Gazer, etc.

Nice work, all in all...
_________________________
Carcerian/Saduj's Submissions: (169 Portrait/Soundset Unlocker) (12 NWN Fonts) (30 NWN Fonts) (Auto-Emotes) (Custom Dragon Disciples) (Dynamic Wildshape) (Keyring) (NPC Schedules) (Sacred Shields) (Spawning Undead) (Shayans Subrace Engine for 169)

Posted by Jaysyn at 2009-09-27 19:04:52    
How rude. Why don't you add it since you seem to think it's so easy to integrate. Maybe this dev didn't want the CEP in his module? Ever consider that?
_________________________
-=Jaysyn=-

Posted by Korrgarr at 2009-09-27 18:14:48    
Please add the latest version of the "CEP2.2" (Community Expansion Pack version 2.2)into this module today please, please reply on here.
_________________________
Mike Sharp.

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