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.
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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.
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 ;)
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.
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.
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.
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