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NWN MODULES

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Title  Challenge of the Overfiend
Author  Darren Strickland
Submitted / Updated  03-31-2010 / 02-06-2013
Category  Dramatic
Expansions  Requires Both Expansions (SoU & HotU)
Setting  You have been summoned to battle a great evil.
Gameplay Length  It's largely going to depend on how you play it. If you do the side quests, you'll add around 2-3 hours to it.
Number Players  Single player with 1-2 henchmen.
Language  English
Level Range  22 - 25
Races  Any
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Heavy
Classes  Any, but a fighter class is probably the best choice.
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  25
Max # Players  01
Min # Players  01
Min Character Level  22
Content Rating  Teen
Alignments  Any, but paladins get a few more conversation options.
Gameplay Hours  10
Description
"Random attacks by hordes of orcs and giants. Travelers killed by marauding undead, rumblings from the Underdark, and a city thrown into chaos. Everything seems to be directed from some higher power, but why? A call has been made for heroes, for you, to put a stop to this evil, but that just might be exactly what this evil power wants you to try to do...can you survive The Challenge of the Overfiend?"

This module is designed for 1 character of 20th level or better with 1 - 2 henchmen.

You will need SoU and HoTU both installed to play this as well as patch 1.68.


I don't use any HakPaks in this, just code that I modified from the original campaign and the expansions packs and scripts that I have composed myself. I have cutscenes that I put in it and quite a few AI scripts to make enemies a little smarter. There are henchmen in the game you can get to join you, as well as 2 additional characters that will join you at the end if
certain conditions are met. There are also a few suprises here and there.

I have made a multitude of updates to this that you can find in the readme file.

*Note* I'm finding that it is a good idea to save the game immediately after you begin the module and then reload. The game should then work pretty smoothly afterwards. I'm not sure why this is, but the scripts seem to fire properly after an initial reload.


(As of 1/10/2011: 649 downloads, thanks guys!)


Files

NameTypeSizeDownloads
Challenge_of_the_Overfiend_v2.5.zipChallenge_of_the_Overfiend_v2.5.zip
Submitted: 03-31-2010 / Last Updated: 06-19-2011
zip5.7Mb750
I did a lot of tweaking to this. Deleted a lot of dialogue, changed dialogue, scaled down enemies, and added some spell-casting command options to 2 of the henchmen.
SCORE OUT OF 10
9.07
15 votes
View Stats
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Comments (30):

1 2 3

Posted by invisible at on05/16/11
sorry it is a broken zip file

Posted by dkstrick at 2011-03-1102:54:19    
I was able to upload my newest update, so this should take care of a few things and clean it up a little. oliver_leroux, thanks for bringing the corrupted script to my attention. I'll look to correct that in my next update. TimG, I appreciate your ideas. I'll work on the module today a little and see if I can incorporate some of what you have mentioned. Thanks again.

Posted by olivier_leroux at 2011-03-0810:45:41    
Hey Darren, in the Edenbrook Inn I ran into the same "transition not working" glitch that was already described by other players here, so it isn't fixed yet. And it's more than a transition not working - I also wasn't able to speak to NPCs and henchmen afterwards and giving commands to my henchmen and familiar didn't work either. Even more curious, when I loaded savegames of different modules the glitch persisted. Only a complete restart of NWN made it go away. I had the glitch checked by another community member, Lightfoot8, on the Bioware Social Network forums and he found out it's probably due to some corrupted scripts. I sent you his report using the e-mail function of the Vault - let me know if you got it, since this function isn't always reliable. :)

Posted by TimG at 07:23:08    Voted8.75
great, thanks! The module has been fun enough for me to redownload the new version when it gets up and run through it all again so it's all good. I think for quests like the King/Paladin thing adding a book in the room with a little backstory in it would clarify this issue and keep it "in character" at the same time. A "tattered note" would work as well. Little touches like that will flesh it out nicely. It's a good module already and it's getting better. You could also plug in some descriptions/backstory on some of the characters via the journal or some books/notes/diaries that give the player a little more direction to follow. Thanks much for your willingness to do updates

Posted by dkstrick at 2011-03-0305:19:43    
This is still the last version. I'm not having any luck uploading, so #25 - 30 aren't in effect yet.

Posted by dkstrick at 2011-03-0204:21:57    
I"m having trouble uploading right now, so I'll have to try again in a day or two.

Posted by dkstrick at 2011-03-0203:59:05    
TimG, Sorry about that whole faction thing. I hope this update corrects the faction issues. Best thing to do to reset it for the time being is to swallow your pride, let someone kill you, respawn, give yourself back the gold and XP (it shouldn't take much from you) and start again. The factions should be reset from that point on. If you are already on the ghostly battlefield, you'll need to find the stump which is on the left side of the map. There is a barrel in there with a key that you will need to open the door to exit the area. Factions shouldn't matter to much after that. jml, Thanks for your comments. I admit, dialogue isn't one of my strong points, but I'm looking to improve on it for my next module. I appreciate you playing it, and any thing else you notice, let me know...and you're right...maybe the lady should only heal 4 times instead of 5...:D I'll tone it down in my next update. olivier_leroux, I was wondering if you would ever comment here, I've seen your name a lot on module reviews :D. I didn't put the plot flag on the statues because I figured if someone WANTED to destroy them they could, but now I'm wondering if its causing a faction problem, so I'll have to change that. The King only talks to paladins, and Ebersoll is just a crazy old man so take what he says with a grain of salt. There is no right or wrong here, its just what you want to to. If you want his stuff, you can attack him, if not, its all good. Its just a side thing and not important to the module. There is no test, he just lets you look around in his tomb if you are of a "decent" alignment (good or neutral, but not chaotic neutral). He is not really *snicker* asking anyone to come into his tomb...the crazy dude is. I know, its confusing. Basically his tomb just happens to be there. He was a paladin and allows people to look around his tomb if they are good, but he won't allow you to take anything unless you're a paladin. The crazy dude just happens to know about it, so he tells everyone to go down there....anyway, its just a side thing...:D. The Emerikol thing is just my inexperience, I'll fix that on my next update. The caltrops are thrown by the orcs, and so is the fire. Soldiers are not allowed to carry them, and if they do I'll punish them severely..:D Thanks for your comments. If there is anything else, let me know.

Posted by olivier_leroux at 2011-03-0110:28:36    
I only just started but I've got to say very nice area design. Seems like it's going to be fun to explore. A few points I noticed during the short time I played so far: *SPOILERS* 1. What's with the caltrops in front of the inn? Did you make it so that the soldiers throw them on themselves every time the player enters the area, so they don't ever go away? 2. In Jezzika's cave, casting Area of Effect spells will cause the statues to go hostile, too. They still don't move but their hostility provoked my henchman, familiar and summoned creature to attack them. That felt a little weird and immersion breaking and caused the wizard henchman to waste spells when the fight was already over. I even got xp for my companions killing statues. I believe it shouldn't be too hard to make these statues invincible and ignorant of all attacks, letting them keep their neutrality. 3. I was a bit at a loss about what to do in King Vaykanon's tomb. First he invites me to come in, the old man saying the king wanted to give me something, then I pass the test, the king says a few words to me and then goes back to playing dead man (which admittedly he is). From your comments above I gather he only gives the key to his chest to paladins? Then why does he let others pass the test? It felt like there was a piece of the puzzle missing, he could at least have said something like "Oh, that's YOU? I'm sorry, I took you for someone else. I've got nothing for the likes of you" or whatever. Something to explain why he changed his mind and doesn't give me the thing he invited me for. Something to give me a good reason to be angry at him and justify his destruction from my PC's point of view ... ;) 4. I got a journal entry about meeting Emerikol even before I met him. Keep in mind that some players read journal entries as soon as they get them, better to move the trigger to the spot where the encounter is actually taking place. Apart from these few issues, this seems to be a very well-made module with attention to detail. I'm looking forward to continue and hope you appreciate the feedback! :)

Posted by TimG at 08:52:26    Voted8.75
I tried using the dm commands to reset my relations with Commander Higgins to no avail. One thing that did work was to reset his faction to defender and that got me through the gate but I couldn't make any sense of the battle. I'm guessing I broke the module. The commoners in town do not attack my character, just Clyde Higgens. Any suggestions would be great

Posted by TimG at 14:22:12    Voted8.75
Okay, I am stuck after killing the succubus that I chased through the Bordello of Blood. When I go through the portal the commander at the gate attacks me. Is there any way I can reset my faction?

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