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NWN2 ENGLISH MODULES

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Name  War
Author  BePower
Submitted / Updated  11-23-2007 / 12-12-2007
Category  Single Player
Module Types  Combat
Scope  Part of Series
Content  Everyone
TricksTraps  Light
Roleplay  Light
HackSlash  Heavy
LevelMin  05
LevelMax  Any
Gameplay Hours  02
Patch  1.10
NWN2Game  NWN2:MotB
Description
Author: BePower

Roleplay: light to none
Hack'n'Slash: Very Heavy
Puzzles: light to none
Traps: light

Version: 0.66beta

Release: 11/23/2007

MotB: Required
NWN2 version: 1.10


Welcome to the fray of battle!
This mod represents my learning experience as a builder and scripter, and might provide you with a couple hours (if that much) of fun. I'll be releasing further mods that add into the campaign as I finish them, so you know, this is not a finished campaign. If anyone else wants to use what I've done or continue the project, just give credits where they are due.

Features:
- NO MAGIC yes, you heard it. This is a campaign focused on warriors, with the participation of rogue types.
- NEW CRAFTING SYSTEM, much simpler. Just examine the smith hammer and you'll know what to do.

Installation:
(Under My Documents\Neverwinter Night 2\)
War*.mod in the ..\Modules
War2da.hak in the ..\hak
War folder in the ..\Campaigns
Webs folder in the ..\Override


Credits: HellCow for the webs; Simaon for several interior areas; David Gainer for scripts found inside the nwn Scripting Guide (compiled by Travis Addington); Ninthletter for exterior area; Obsidian for, well, a lot.
Valeu Marcelo A Lopes (generic Inn);


P.S.: Goes better with a freshly created char.

*****---------*****

Updated 09, Dec, 2007 - Module 3 (War_C) is out, light humored in a beautiful landscape, the journey continues to set up the efforts of war.

Corrected a few bugs that prevented story development in Module 2 (War_B), and in feats.2da.

New Implementations: enforced no magic restriction, village life (still buggy), worldmap (only after talking to Lord Windagger), rest system (not yet with wandering mosnters or safe rest at inns), time display at rests.

12, Dec, 2007: corrected the credits to include Ninthletter. My bad, mate.

Files

NameTypeSizeDownloads
WarMod4.rarWarMod4.rar
Submitted: 11-23-2007 / Last Updated: 12-09-2007
rar20.5Kb279
Not really a module, just for testing the worldmap (after talking to Lord Windagger).

Uploaded: 09, Dec, 2007.
WarMod1.rarWarMod1.rar
Submitted: 11-23-2007 / Last Updated: 11-23-2007
rar14.9Mb654
Module 1 plus campaign files, hak and extras.
Uploaded 11/23/2007
WarMod2.rarWarMod2.rar
Submitted: 11-23-2007 / Last Updated: 12-09-2007
rar11.5Mb550
Module 2 updated: 09, Dec, 2007
Campaign.rarCampaign.rar
Submitted: 11-23-2007 / Last Updated: 12-09-2007
rar2.1Mb431
Updated campaign files and hak. Required for module 3+.
Uploaded: 09, Dec, 2007.
WaMod3.rarWaMod3.rar
Submitted: 11-23-2007 / Last Updated: 12-09-2007
rar16.3Mb443
Module 3
upload/release: 09, Dec, 2007.
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SCREENS

Orc raiding party wreaking havok.


Looks bad, eh?


Bad for them!


Look at those fangs...


Natural dangers


SPOILER ALERT! But that's obvious, isn't it?


What's that on the right? Damn, some sneaky one.





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Comments (10):

Posted by BePower at 2009-10-23 14:07:34    
A little late, heh. But here comes the SPOILER




Some times you just have to bash a crate, who knows what's below it?

Posted by nitoro81 at 2009-07-16 16:12:27    
I killed all the waves of orcs at the fort, I got the key to the secret passage but.... where is the secret passage?????

Posted by NWN DM at 2007-12-25 22:59:20    
You should remove the old versions.

Posted by BePower at 2007-12-06 13:03:22    
News! (Just to not say 'another log entry') Most of War_C is finished, or at least the most important stuff is. The castle is up, the lord has his convo, main quests are ok, worldmap is implemented (in an unorthodox way). I was actually testing transition to War_D (which has just 1 tile atm) through the map, seems to be ok.
What is important now is to update War_B so it transitions smoothly to War_C, and maybe I'll release w/o the side quests... I'm not a fan of writing convos, yet there's 1 side quest already implemented.
On the bright side, with some stuff on the campaign level (instead of module level) it probably won't be necessary to update War_C later on when War_D is ready. Unless I want to add those side quests later ;)

Posted by BePower at 2007-12-02 14:16:56    
Another log entry, and holy mother! Just finished one hell of a script to control town life. Was working fine until I added a bunch of villagers to see what happens and... hell broke loose! Well, not so bad, just a few oddities. It'll be included in the next module - over 1300+ lines of code that I divided in 3 scripts, all that to cover my ignorance in how nwn2 deals with some stuff...
Well, War_C already counts 17 areas but all finished up only 9. Still have 8 more to go and probably will have to add a few more. In a week or so it should be completed (I hope!).
And know what, I completely forgot the details about a quest I should implement next. It's alright, tomorrow or later I remember and do it.

Posted by BePower at 2007-11-29 01:22:36    
Heh, but it'll be! In the first module I was just testing to see how companions work, next time gonna be better implemented ;)

Posted by Hawke at 2007-11-27 12:25:49    
The Old Friend was a very nice surprise.

Posted by BePower at 2007-11-27 08:51:22    
Continuing: new torches too, the old ones didn't give enough light; new area in War_C had it's lights fixed and map notes added; but it seems it's not accepting being baked, some weird problem with walkable spaces; and an old friend from the OC is coming back - gave a lot of work to set him up properly, but I just like having him around.

There will be a special easter egg encounter. Voice overs for a few npcs, not from official files but custom (now that I know exactly how to get the right format).

Clarifications: the rest gui ain't custom, the rest system, the way it works, is.

Posted by BePower at 2007-11-27 08:21:32    
Decided to post a log today of what has been going on.

Last few days a candlelight fx and area clean f() were fixed/implemented on War_B. Also worked on the first miniquest (done), store and kinda long convo of a bartender (done), some commoners barks are almost there (need to randomize).
What didn't work was: a ltn. is not giving the directions as he should - maybe the conditions are too tough for him - War_B; Cormick's shout for battle ain't working somehow - War_B; transition to War_C didn't work either...

Today was the rest system, custom gui is working and tells the time with nice formatting; also the No Magic policy is now enforced - with voice, what took me several hours to discover why it wasn't playing.

Next up is rest custom system with wandering monsters, safe rest at inns, a prank quest.

Posted by Hawke at 2007-11-25 11:52:11    
You start at level 5. Any higher character will be reduced to level 5.

You will have your equipment stripped.

You start in the middle of a battle.

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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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