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NWN2 ENGLISH MODULES

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Name  Happily Never After
Author  Allyndn_The_Beggar
Submitted / Updated  04-29-2007 / 04-30-2007
Category  Obsidian Mod Contest
Module Types  
Scope  Small
Content  Everyone
TricksTraps  Light
Roleplay  Light
HackSlash  Medium
LevelMin  01
LevelMax  06
Gameplay Hours  01
Patch  1.00
Description
Fairy stories and myths gain their power from the trans-generational influence they have upon people, providing symbols and realities which are collectively drawn in the Reality Beyond. For this reason, an entity from Beyond may make use of these stories to weaken the Veil, the barrier between reality and dream.

How you have come to be browsing the dusty shelves of the sprawling library�or why� is up to you. But you will be drawn into the influence of an entity from Beyond trying to gain access to Loam through a certain book, and you can stand with the characters in the book to get the story back on track and bring a happy ending.

This module is a somewhat silly adventure designed for characters of third level which references several of Grimm's Fairy Tales (including "Snow White," "Sleeping Beauty," "Cinderella," and "The Bremen Musicians") as well as alluding to other folk and fairy stories in a similar vein.


Files

NameTypeSizeDownloads
HNA_ReadMe.pdfHNA_ReadMe.pdf
Submitted: 04-29-2007 / Last Updated: 04-30-2007
pdf410.64Kb542
--
HappilyNeverAfter.rarHappilyNeverAfter.rar
Submitted: 04-29-2007 / Last Updated: 04-30-2007
rar20.2Mb1035
--
SCORE OUT OF 10
6.96
9 votes
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Comments (20):

Posted by MikeLM9215 at 2009-08-30 10:16:02    Voted 7.00 on 08/30/09
Interesting story idea, but ending leaves monk in the book.
_________________________
The road to Ravenloft is paved with good intentions.

Posted by Allyndn_The_Beggar at 2007-07-11 12:15:26    
Now that the contest is over, I'm working on an updated version which will fix a lot of the issues that I didn't have time to fix before the initial posting. Hopefully this will make it a lot more fun to play.

Posted by shaughn at 2007-06-19 07:36:12    Voted 7.25 on 06/19/07
Fun story with a well developed back story. Liked being within the book and having to correct the ending.
Several issues were found. The dwarves never recognized that their mine was cleared and both the prince and monk stood by and watch the final battle. Overall

Posted by Allyndn_The_Beggar at 2007-06-08 13:11:45    
"the prince and monk had script freezes and just sat there for the entire climactic battle!"

That happened once during one of my tests. It's not a scripting bug on my end, so I'm not sure how to fix it. The prince and monk have standard spawn scripts and have the faction of Defender. So, when you're attacked, they should jump in to help you. There's some squirrly IA stuff on a level deeper than I undertand.

Thanks for your comments. Once the contest winner is announced (and it will no doubt not be me), I'll be able to make some revisions which will make this mod significantly more fun.

Posted by Allyndn_The_Beggar at 2007-06-08 13:08:16    
"By the way, the cutscenes didn't have top and bottom borders on the screen... was this intentional?"

I was experimenting with the various settings available for conversations. I liked the one with the conversation in the full screen with the text floating over it. It's not the "normal" way, so I don't know if anyone else likes it.

Posted by flem at 2007-06-05 19:13:47    Voted 4.75 on 06/05/07
By the way, the cutscenes didn't have top and bottom borders on the screen... was this intentional?

Posted by flem at 2007-06-05 15:46:34    Voted 4.75 on 06/05/07
This was fun, but in addition to the problems above (excessively restrictive walkmesh, monk and prince nowhere to be found, and no more conversation options with the stepsisters), the prince and monk had script freezes and just sat there for the entire climactic battle!

Needs fixing.

Posted by Joeborg at 2007-06-02 12:10:11    Voted 7.00 on 06/02/07
Good job

Posted by Sharona Curves at 2007-05-18 11:10:46    Voted 8.00 on 05/18/07
oops . . forgot to vote. :-)

Posted by Sharona Curves at 2007-05-18 11:09:58    Voted 8.00 on 05/18/07
i just finished this module. very nicely done. i can recommend this module to others for some entertainment. alot of modules are too long . . some are too short . . this one was just right. thanks for the entertainment.

Posted by Allyndn_The_Beggar at 2007-05-18 10:24:27    
Thank you Infinitygamer. I really appreciate the encouragement. The toolset is a lot of work to learn and it's easy to get discouraged. I did one module in the old toolset, which took me months and months of work and has maybe three hours of play in it (400 people have downloaded it). This one was put together in three weeks, my first efforts in NWN2. I would like to make more.

Posted by infinitygamer at 2007-05-17 10:48:50    Voted 7.75 on 05/17/07
Overall, a good module that deserves a look. As this is your first attempt at using the mind boggling toolset, you have a lot to be proud of!

Posted by Allyndn_The_Beggar at 2007-05-16 20:33:46    
Thanks for your comments, Sascha and GreasyDogMeat. The end encounter fires, but only when you go upstairs. I'm realizing that the last part of the module does not flow intuitively for a lot of people. Fairly easy to fix once the contest is over. There's a lot of things you just don't see in "build it as fast as you can" mode. And the crashing thing! I mentioned that as an issue in the ReadMe file. It started doing that two days before the due date. I never figured out what was causing it. There really isn't any weird scripting in the module anywhere; I purposefully kept it simple on that end because I knew I wouldn't have time to do any serious troubleshooting. I think the module will benefit from building *without* the area limit. Then there will be less of that "manipulated to stay on the roads" kind of feel. Again, thanks for your comments. I'm very new to module building and I have a lot to learn. I was really pleased with myself just for getting one done in time for the deadline.

Posted by Dr_Sascha at 2007-05-15 04:15:40    Voted 4.75 on 05/15/07
The area design is nice but it feels strange that you can only walk the streets and not through the woods.

The Musicans cutscene was anoying long and not that funny

At the End it seems some scripts didn't fire.
You enter the House after finding Shoe Prince and Monk but nothing happens
I murdered the none hostile stepsisters just for the chance that one of them has the key to the upper level.

Posted by GreasyDogMeat at 2007-05-13 16:00:24    Voted 7.50 on 05/13/07
One thing I forgot to mention is that of the 16 Grimm submissions I've tested, this was the only one that consistantly crashed when saving the game and corrupted the save. I really have no idea what was causing it but it happened 3 times in a row until I just decided to use a super powerful character through the whole module without saving.

I didn't let it affect the score I gave, but I thought I should point it out.

Posted by GreasyDogMeat at 2007-05-13 02:15:12    Voted 7.50 on 05/13/07
I really enjoyed the story and the whole being sucked into the book thing.

I can tell time was a deffinite factor in the quality of areas. Some of the locations, like the swamp and graveyard look excellent while others such as the windy road look average.

Speaking of the road, it was kind of annoying being railroaded along it and not able to simply walk over to another section of road. Perhaps a fence or some thick trees could have been added for a 'realistic' reason for not being able to cross roads.

I also thought the 'ghetto' animals were completly out of place and the whole conversation went on way too long. The 'hey dawg' joke fell short with me, and was even worse because it was used about 3-4 times over and over.

Overall a very good module that could use a bit of polish.

Posted by Allyndn_The_Beggar at 2007-05-04 08:51:27    
ANSWER TO SIRCHET: The monk is upstairs in the cottage. He snuck by the Stepsisters. A bit contrived, perhaps, but... isn't the whole story? Sorry for any confusion.

Posted by sirchet at 2007-05-03 16:36:38    
Allyndn_The_Beggar:
I've enjoyed your mod so far, but have come to a stop......POSSIBLE SPOILER.... after finding the monk,shoe, and prince I went back to Cindy's house as the monk said to meet him there, but no one is there except the sisters. I'll vote after I figure out where I went astray :)
_________________________
Help is good when asked for,
Better when needed.

Gaming Parents Studios

Posted by Allyndn_The_Beggar at 2007-05-01 17:46:29    
Hello Speaker, thanks for your comments and your vote. I know exactly which stretches of roads you mean. I had some other things planned, but simply ran out of time. Once the contest is over, I'll probably update the module with a few extra touches. I'll include changing the position of that sign at the time. Might even add some map pins.

Posted by Speaker-to-Customers at 2007-05-01 05:45:56    Voted 7.50 on 05/01/07
Good, enjoyable module. Some very nice touches.

Some of the roads are rather too long and winding without anything of interest on them but that's not a big deal. Obsidian really need to make a donkey, don't they?

The signpost to the White cottage needs to be rotated through 90 degrees; it appears to indicate that the cottage is on the same road as the mine and I spent a lot of time trying to get into a house that is really nothing but scenery.
_________________________
"You do well to flee, townspeople. I will pillage your lands and dwellings. I will burn your crops, and make merry sport with your more attractive daughters!" (Olaf the Troll, in 'Buffy the Vampire Slayer')

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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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