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NWN PREFABS

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Title  Remir's Lost Isle
Author  Remir Arnom
Submitted / Updated  07-23-2008 / 08-01-2008
Category  Areas
Type  Rocky/Tropical Island
Description
Out of the fog loom craggy spires of ugly stone, marching rank upon rank up into the clouds. Yawning black mouths of caves pock the sea-beaten cliff faces and white gulls wheel overhead, screeching incessantly. Welcome to the lost isle.

***

Four coastal/tropical areas perfect for any adventure that takes your characters across the waves and into unknown regions. Who knows what they'll find as they make their way inland?

~Uses NWN 1.69 & CEP 2.1~

Files

NameTypeSizeDownloads
Remirs_Lost_Isle.modRemirs_Lost_Isle.mod
Submitted: 07-23-2008 / Last Updated: 08-01-2008
mod3.1Mb245
Remir's Lost Isle
SCORE OUT OF 10
9.25
6 votes
View Stats
Cast Your Vote!

PORTFOLIO
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SCREENS

Landing on the isle's coast.


A pleasant cave near the sea.


Piles of human skulls are never a good sign.





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Comments (9):

Posted by red teflon at 2009-08-15 04:10:47    Voted 10.00 on 08/15/09
Great

Posted by Ondaderthad at 2009-04-24 22:04:24    Voted 10.00 on 04/24/09
Excellent.
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Posted by SweeneyTodd at 2008-08-03 00:58:54    Voted 9.00 on 08/03/08
Really nice to see some prefabs up that use the new content. I was procrastinating on making up some new areas to test something with a module -- this'll help a lot.
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Posted by Remir Arnom at 2008-08-01 12:05:05    
Thanks for the votes, everyone!

@ chaos_theocrat: Double thankees to you! I thought I had set all the outside areas to "above ground", so I must've missed Necropolis. Also, I didn't know about the fading TNO cliffs. I thought they just did that. Shows you how much I know :D. Fixing both issues right now!
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Posted by chaos_theocrat at 2008-07-31 01:32:29    Voted 9.00 on 07/31/08
Now, about those Issues I mentioned in my vote, there are only two of them...

The first: at the Necropolis, you have it as an Underground area in the area properties, which can cause sections of it to appear black in the distance due to how Nwn handles undergorund as opposed to above-ground areas. It was easy enough to set it to above-ground and remedy this, though. Since the Underdark tileset defaults as being an Underground area, it's an easy thing to overlook, though. I used to do that all the time, so don't worry! ;)

The second issue, was that all the TNO cliffs were not set to static, so they tended to vanish from sight when seen from a distance. This made it appear that a tree in the Necropolis was up in the air at one point. Again, it is an easy mistake to make since the TNO cliffs are not set default-wise to static. Other than that, and the other issue I mentioned, this was one of the best prefabs I've seen released lately.

Keep up the good work, and let's see some more excellent prefabs like this!

Posted by chaos_theocrat at 2008-07-31 01:22:26    Voted 9.00 on 07/31/08
I liked this area a lot! It had great ambience and made quality use of the new placeables from 1.69 and the CEP. Only a couple of minor issues kept it from being completely perfect. All in all... very good work, Remir, and it's great to see you're still with Nwn! :D

Posted by BoomWav at 2008-07-25 13:09:24    
I won't use CEP2.1 in my first module. I'll try to make a small one with no new HAK or anything. But it's awesome to see great prefabs still being made!

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Posted by Dorrian at 2008-07-24 23:41:45    Voted 6.00 on 07/24/08
A nice submission.
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Posted by Dissentient at 2008-07-24 12:12:56    Voted 9.00 on 07/24/08
This is a pretty nicely designed group of areas. the starting area seemed like it was missing something, but it was probably just me. The "Necropolis" was definitely my favorite area out of the bunch. Nice use of CEP and 1.69 content.

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