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NWN MODULES

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Title  Madness and Magic
Author  Sphynxette
Submitted / Updated  10-08-2012 / 03-16-2013
Category  Roleplay
Expansions  Requires Both Expansions (SoU & HotU)
Setting  You get to explore various dimensions.
Gameplay Length  10 hours if you take your time, 2 if you rush through everything.
Language  English
Races  Any. Elves get more dialog options on one of the worlds.
Tricks & Traps  Light
Roleplay  Heavy
Hack & Slash  Light
Classes  Any, though there is some additional content for rogues and Red dragon disciples.
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  20
Max # Players  01
Min # Players  01
Min Character Level  15
Forums  Link
Content Rating  Mature
Alignments  Any alignment works.
Gameplay Hours  10
Description
*Madness and Magic*

An adventure with heavy roleplay elements for 15th level characters.

-------------

"You were minding your own business, taking a little time off between two world-saving adventures, when suddenly you found yourself snatched away to a wizard's lab. The wizard's name is Melvin, and sure enough, he needs your help. He lost something - a sphere - and wants you to get it back for him.

Sounds like a regular fetch quest, right? There's just one problem: the sphere is sentient and is tearing holes in the fabric of time and space, jumping from one dimension to another. You'll have to follow in its wake, world after world, and hope reality simply doesn't cease to exist before you can reach the sphere."

-------------

*Features*

- Explore different dimensions as you search for the mysterious sphere.

- One very unusual henchman provided.

- Social skills such as Persuade, Bluff and Intimidate are featured heavily during conversations.

- Some class-specific content for rogue and Red dragon disciple characters.

- Over 150 000 words of dialog.

- Your actions have consequences and will often shape the fate of the worlds you visit.

- Light combat; xp is gained by doing quests and using skills.

-------------

*Updated to spellchecked version*

*Walkthrough added*

Files

NameTypeSizeDownloads
MM_Read_me.pdfMM_Read_me.pdf
Submitted: 10-08-2012 / Last Updated: 03-16-2013
pdf123.51Kb53
The read me file in pdf format
Madness_and_Magic_mod.rarMadness_and_Magic_mod.rar
Submitted: 10-08-2012 / Last Updated: 02-20-2013
rar1.8Mb597
The module file
MadnessMagic_Hak.rarMadnessMagic_Hak.rar
Submitted: 10-08-2012 / Last Updated: 10-08-2012
rar19.5Mb530
The required hakpak
MM_music.rarMM_music.rar
Submitted: 10-08-2012 / Last Updated: 10-08-2012
rar14.5Mb439
Optional music files
MM_Read_me.txtMM_Read_me.txt
Submitted: 10-08-2012 / Last Updated: 03-16-2013
txt31.56Kb590
The read me file in txt format
SCORE OUT OF 10
9.64
15 votes
View Stats
Cast Your Vote!

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Comments (30):

1 2 3

Posted by CaveGnome at on11/16/12
For what is worth. No crash, no VFX problem, game fluid here (WinXP, P4 3.0Ghz, FX5700).

Posted by Sphynxette at 2012-12-1615:00:39    
I'm sorry to hear that, Jedijax. I didn't think adding VFX effects would cause crashes. My own computer is pretty crappy and I've gotten lots of lag in certain areas, but never any crash. (And I've played Le Bâtard de Kosigan, too.) Like you said, I hope you'll be the only one with this problem. :/ _________________________ MadnessMagic, a roleplay module for NWN 1.

Posted by Jedijax at 2012-12-1611:12:54    
Makes my game crash regularly. I think it is because of all the fancy VFX packed in every area! And no, my rig is not so old as to suffer from this in every module. Only this one, and the Bastard of Kosigan series, which is also known to crash on many a gamer. Made it up to the underwater cave. That was my fourth crash and I was fed up. Just setting a precedent in case it happens to someone else. Best case scenario, it will only be me.

Posted by Sphynxette at 2012-12-0607:36:41    
Thanks for your vote and your comments, Khaos1987. I'm working on the walkthrough right now and I plan to release version 1.2 of the module in a month or two. :) _________________________ MadnessMagic, a roleplay module for NWN 1.

Posted by Khaos1987 at on12/03/12
I took off a quarter of a point for a few spelling errors that are sprinkled throughout the module, and that's really the only bad thing I can say about it. The companion is unique and memorable, the plot is vastly different than most other modules, there's multiple endings and paths, and the story was interesting and engaging. In fact, I hope a walkthrough is still in the works so I can see what all I missed and aim for different endings and achievements. There's only a few modules I'd play multiple times, and this one is one of them.

Posted by Sphynxette at 2012-11-1703:49:29    
Thank you for the vote CaveGnome! I'm glad you liked my little module. :) Truth be told, it's lacking in combats because I don't like those. (But I've been thinking about adding more fights in the middle to balance the module out...) What achievement did you get ? If you're curious about the others, you can always crack open the toolset and take a look. ^^ SPOILER To see what's beyond the doors of the Red god Temple you indeed need to tell the demon you've decided to pay a visit to his summoner. It's a path that potentially yields greater rewards compared to Melvin's, but it's also more difficult. END SPOILER _________________________ MadnessMagic, a roleplay module for NWN 1.

Posted by CaveGnome at on11/16/12
Finished! That was great! This module made me remember some epic gaming moments in Half-Life and Zork. I liked myriads of things in it (shroom soup, cats, trees, ships...) The story is good and all the different places are very well done. There are some minor quirks and bugs but nothing of importance. Even if it lacks some combats at times (for my taste), it is one of the best module i played in a long time. Thanks for all the time and sweat you invested in this little gem. At the end, i just got 1 achievement on 10, wonder what i missed :) Spoiler! Speaking of the Red God Temple, i solved the orphanage the Melvin way. I suppose this choice negates access throu the temple doors because i was unable to open them?

Posted by Sphynxette at 2012-11-1604:58:28    
Hello CaveGnome. :) SPOILERS Actually there are two ways you can get an invitation to the ball. One is to get involved with the Thief Guild (their HQ is the Broken Arrow shop) and the other depends on a number of factors (the man one being if enough people have noticed SunChaser at your side). Also getting into the castle is not necessary, you can find another way to advance. The doors at the temple of the Red god will only open if you've triggered a certain quest and chose to solve it a certain way. Have you been to the orphanage ? :) END SPOILERS _________________________ MadnessMagic, a roleplay module for NWN 1.

Posted by CaveGnome at on11/16/12
Ok! found it... after walking the area for ages. Perhaps the trigger needs to be a bit larger. Could you hint me at how to use the locked doors in the red god temple? Thanks.

Posted by CaveGnome at on11/16/12
Hello, just currently playing MM (MightMagic fan here) and having fun. I'm stuck in Winterscale. How do i find the permit needed to enter the castle? Could i have some hint pleaase?

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