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NWN MODULES

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Title  Deep In The Sea Revised Part One
Author  Grathius22
Submitted / Updated  04-24-2010 / 04-27-2010
Category  Horror/Survival Horror
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  A nearly modern society, no guns, no magic, but robots and other amazing things.
Gameplay Length  Depends if you poke around or not.
Number Players  ???
Language  English
Level Range  Doesn't matter.
Races  Humans only.
Tricks & Traps  Non-existent
Roleplay  Heavy
Hack & Slash  Heavy
Classes  Fighter or Barbarian only. NO MAGIC IN THIS WORLD.
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  03
Max # Players  01
Min # Players  01
Min Character Level  01
Content Rating  Mature
Alignments  Doesn't matter.
Gameplay Hours  02
Description
The world is slowly rotting, and the world's greatest minds have left and not yet returned. These great and smart people are in Keldar, a under water city in a nearly modern world. Keldar went wrong though. Gross Mutations and horrible civl war has thrived and taken hold of the citizens... And you found this city. You, and average person, out sailing, found the city. Uncover Keldar's dark history, it's betrayals, it's rough paths, and find out some thing about your self which you didn't know.

Files

NameTypeSizeDownloads
Deep_In_The_Sea_REVISED.modDeep_In_The_Sea_REVISED.mod
Submitted: 04-24-2010 / Last Updated: 04-24-2010
mod6.2Mb150
The module.
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Comments (14):

Posted by jml at 2011-03-18 09:11:04    
Module is bugged. No way to open the first door.

_________________________
@ +
jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M�not shr this ishych u g�dea.", from "Prophet" series


Posted by olivier_leroux at 2010-05-02 08:39:23    
I hope the script works as intended, it did for me. If you need any more advice or help, just ask.

Posted by Grathius22 at 2010-05-02 08:09:19    
Oliver: Perhaps I should work on this module again... I think I will. Thanks for the script,that will really help.
_________________________
I don't need a signature, I'm that cool.

Posted by olivier_leroux at 2010-05-01 03:48:17    
In case you're interested, here's a simple solution for teleporting PCs by conversation options:

Make the placeable in question (e.g. the statue or the rope coil) "usable". Go to the placeable's scripts tab and choose the standard script "nw_g0_convplac" for OnUsed. Then go to the Advanced tab and create a conversation for the placeable. In the conversation editor choose "Actions Taken" for the option that is meant to trigger the transition (e.g. "1. Climb down."), then choose to "Edit" a script. Clear the script and paste the following into it, then save the script under a name of your choice (e.g. "act_convport":


void main()
{

object oPC = GetPCSpeaker();
// defines oPC as the PC involved in the conversation

if (!GetIsPC(oPC)) return;
// checks if oPC is a valid PC, ends the script procedure if not

object oDestination = GetWaypointByTag("WP_DESTINATION01");
// defines the object oDestination as the waypoint with the name WP_DESTINATION01
location lDestination = GetLocation(oDestination);
// defines lDestination as the location of the object oDestination (the waypoint)

if (GetAreaFromLocation(lDestination)==OBJECT_INVALID) return;
// checks if lTarget is a valid location, ends the script procedure if not

object oTarget=GetFirstFactionMember(oPC, FALSE);
// defines oTarget as the first member of the PC's faction

while (GetIsObjectValid(oTarget))
// repeats the following for all party members until there's noone left
{
AssignCommand(oTarget, ClearAllActions());
// cancels all of the party members previous actions
AssignCommand(oTarget, ActionJumpToLocation(lDestination));
// teleports the party member to the destination of the waypoint
oTarget=GetNextFactionMember(oPC, FALSE);
// sets oTraget as the next party member
}

}

Now all you need to do is create a waypoint with the tag "WP_DESTINATION01" and place it where you want the PC teleported. Of course, you could choose your own name for the waypoint, as long as you also insert the name in the script above (instead of WP_DESTINATION01). Hope that helps!

Posted by olivier_leroux at 2010-04-30 12:00:08    
I'm glad you've found some of my advice inspiring. :)

But if you don't mind my asking, why do you want to try better next time and not now? Why have you given up this mod already? All popular mods are successful only because the builders took the time to polish and update them. As far as I know noone has ever created the perfect mod all by themselves, even in those cases where it might seem to look like that the builders actually had their mod playtested and then improved it BEFORE the release. If you give up Part One now, I doubt anyone will take an interest in Part Two.

Of course it's your choice, I'm just saying it would be a pity because I think your ideas have potential and it would be easy to get some help by community members and correct the issues I mentioned.

Posted by Grathius22 at 2010-04-30 03:44:54    
Oliver_leroux:

I'll take in your information for part two, I'm honestly not a scripter and I was just being lazy about scripting when I made the module. I'll start doing the things you suggested, some of it sounds pretty good. In fact, I didn't even know you could do some of that!

Also, if you are interested in part two, you'll have to bore through the fist one, as there is a cliffhanger at the end. Sorry, I'll try better next time.
_________________________
I don't need a signature, I'm that cool.

Posted by Grathius22 at 2010-04-29 14:03:06    
To the people who had those problems, for some reason, the area transistion does not show up, but it IS there... just walk around the statue sorrounded by bodies, I have no clue why it does not show up. A bug I guess...
_________________________
I don't need a signature, I'm that cool.

Posted by olivier_leroux at 2010-04-28 13:10:53    
Same here. I started the mod and it doesn't look bad but...

*POSSIBLE SPOILERS*

The people in starting area "???" just speak one-liners and the only other thing to interact with seems to be a door without a working transition... I didn't know what to do, so I quit. Did I miss something or is this a bug?

Posted by jroed at 2010-04-28 12:30:08    
Hi

Whats area should i start in when i start this game?
When i start a new game istart in a area called ???,but there is no way to go to other area.I use your last modules.
Hope you can help me.
Jonny

Posted by Hagaar at 2010-04-27 11:47:23    
Give the Admins a shout and ask them to correct the double upload. Just be certain to tell them which page you want to have deleted. This does look interesting though!
_________________________
We are all born ignorant, but one must work to remain ignorant.

Benjamin Franklin

Posted by Grathius22 at 2010-04-26 11:48:45    
Also, this version and "Deep in the sea REVISED" are the same module, no difference... I just accidentally uploaded it twice. Just so every body knows.
_________________________
I don't need a signature, I'm that cool.

Posted by Grathius22 at 2010-04-26 11:43:49    
I got huge inspiration from Bioshock, though I came up with my own, original ideas.
_________________________
I don't need a signature, I'm that cool.

Posted by Saduj at 2010-04-26 02:03:59    Voted 10.00 on 04/26/10
Aww, and I was thinking it was d20 Modern Call of Cthullu, Shadow over Innsmouth/Dagon?

Looks intresting for sure :)
_________________________
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 Jedijax at 2010-04-25 22:36:53    
I'm sorry, is this Bioshock?

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