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NWN2 ENGLISH MODULES

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Name  Mathia
Author  Kevin
Submitted / Updated  12-08-2007 / 06-18-2008
Category  Single Player
Module Types  Dungeon Adventure, Other
Scope  Small
Content  Everyone
TricksTraps  NA
Roleplay  Light
HackSlash  NA
LevelMin  01
LevelMax  03
Gameplay Hours  01
Patch  1.10
NWN2Game  All
Description
Mathia was the result of two class finals. I wrote it back in Nov. of 2006 for one class, and then added to it in Dec 2007. The basic premise of it is that you arrive to a town, and find that the weekly caravaner is missing. There are a total of 4 quests (main + 3 subs), as that was the class req's. Feel free to play and let me know what you think.

**Changed starting location to the town. Sorry about that guys.

Files

NameTypeSizeDownloads
Mathia.zipMathia.zip
Submitted: 12-08-2007 / Last Updated: 06-18-2008
zip21Mb173
Updating because it was apparently deleted by accident.
SCORE OUT OF 10
3.5
4 votes
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Comments (11):

Posted by darant at 2011-09-04 23:37:40    Voted 4.50 on 09/04/11
Certainly quite sloppy, but a little better than the 3.17 (before my vote). This mod needs tons of polish. The cutscenes are done well and the quests work alright, but no xp is given upon completion. And the xp being set to 100 is ridiculous. But the combat with the bandits is good.

So if you play this: set the xp to 10 in the toolset (it's survivable at that) and watch out for the on-top-of-spawns in the forest.

Posted by Filgrind at 2008-02-14 13:22:27    Voted 4.00 on 02/14/08
It's a good little idea of scenario but the realisation need more work (sorry for my english). I only got 2 quests because I delivered the caravaner before going to town.

Posted by MikeLM9215 at 2007-12-23 22:18:32    
I downloaded it again. Found the ga_attack_target script was broken (SetORientOnDialog was supposed to be SetOrientOnDialog, R was uppercase). It finally worked. And I was killed by bandits in 3 seconds. Guess the upload didn't come through. Where is the start location supposed to be?
_________________________
The road to Ravenloft is paved with good intentions.

Posted by DerniaMelfar at 2007-12-16 22:31:35    
Don't remember saying that it didn't require MoTB, but since it does say Patch version 1.10, and I did work on it with MoTB installed, I would guess that you would need it.

Posted by MikeLM9215 at 2007-12-13 19:12:22    
The module crashed my computer twice when loading and once in the toolset. Are you sure it doesn't require MOTB?
_________________________
The road to Ravenloft is paved with good intentions.

Posted by DerniaMelfar at 2007-12-10 13:17:00    
@Jezla
Thanks for the comment. I really appreciate the input. Yeah, time was a huge factor in it. =( This is something that I will continue to develop and update. I did upload an update with the starting position in the right spot, which should solve the bug of the 5 or so caravaners. I had thought of using more prefabs, but just couldn't find a city that fit what I'd wanted. I did use the inn prefab (can't remember off hand, and forgot to credit him. Will look up later.) I liked the look of it, so I tossed it in there. As for the missing boy quest, I tried to use the journal as a hint to talk to the mother. And there's supposed to be a line from the inn keeper that I couldn't get to work stating to talk to her once you have the quest finished. Again, thank you to those who've submitted feedback. Please continue to do so. Not sure when I'll update a better version, as finals are coming up and getting ready for holiday break. But I'll try to keep it posted.

Posted by Jezla9 at 2007-12-10 12:28:44    Voted 3.50 on 12/10/07
I've downloaded your mod and played it through. I'll start with the positive:

I think the basic premise is good; there's nothing wrong with straightforward quests, and the sidequests tie into the main quest. It's nice to see a builder that doesn't leave typos and mispellings in conversations. I did find a couple, but that's not as bad as some mods I've played, even top-rated ones.

Now, the negative: I don't think you executed your concept as well as you could have. The dialogue is fairly simple; it would help if it is fleshed out more. When you have multiple player responses, I find that it's pretty standard to put responses accepting a quest at the top of the list, not at the bottom. You also might include more explanation of the magic weapon requirement, it isn't readily apparent WHY a bandit leader would have such a defense.

The rewards are WAY too high. I gained four levels playing it, just for killing a few bandits. Change the XP scale, or look at the CRs of your monsters.

You really should take time to work on your area design, it's the biggest weakness of the mod I think. Make sure your interior areas have the day/night lighting cycle turned off, use placed lights instead. Some of your areas can be smaller (Town Hall), and should be more detailed. Add some desks and bookshelves, give the appearance that the area actually has a function within the game world. Add more natural objects to the caves: some rocks and stalagmites can really make it come alive.

I have one problem with the missing boy quest, and that is that you have to turn the quest in to a different NPC than the quest giver, but are not told. Flesh out the convos of the innkeep and the mother so that the whole thing fits together.

A couple of major bugs: The start location (but that's been mentioned), and the caravaner. I'd suggest having him run to the cave exit, and jump him to the village. As it is, three of him are spawning in the village.

Overall, and I understand it was an assignment, so you may not have had all the time you wanted, I think you could have a nice little mod here if you took a lot more time to utilize some of the more basic features of the NWN2 toolset. Try your hand at building smaller, higher detailed areas, or use more prefabs. Look through the myriad of settings in creature and object properties and see what you can do with them. Don't overlook simple things like lighting and environment settings, a few changes can go a long way. Flesh out your convos and NPCs: give them a personality! Even something simple like a mannerism that crops up, or a little more background information can make the player feel a part of the world, even if the quest is a simple 'step'n'fetch.'

Sorry for the long comment and critique, but I don't want you to be discouraged by offhand dismissals.
_________________________
Jezla

Posted by Awildawn at 2007-12-09 23:34:03    
I'm downloading your mod. BTW, don't get too upset about harsh criticism, it happens around here.

Posted by DerniaMelfar at 2007-12-09 23:17:42    
wow, way harsh, Ajan. Now, in my haste, I forgot to change the starting position. But, if you actually start in the town, and talk to Thomias, he lets you know that there's only one weapon that damages the bandit leader. This module was an attempt to learn the ins and outs of the toolset. I understand I asked for criticism, but didn't think it'd be THAT harsh.

Posted by DerniaMelfar at 2007-12-09 19:14:22    
Oh, snap. I completely forgot about that before I did it. I put starting there to test. =( Sorry about that. Will be fixed shortly.

Posted by Shambling at 2007-12-09 18:25:49    Voted 2.00 on 12/09/07
Ok I realize this was a project and you put it up here for people to just have fun take the rating and criticism for what its worth. Area design-very basic no life to it. Upon starting game my toon loads immediately into the dungeon where I guess I am ultimately supposed to wind up. My lvl 1 noob toon gets slaughtered by the 3 bandits and bandit leader over and over as yes you guessed it the bandit leader immune to damage. The mobs in the dungeon are by no means Lvl 1 mobs and at lvl 3 provide a challenge. The exp for killing them is way overboard (500 exp for killing a bandit?). Anyways so I worked this from caves back to town since I never did load into town at all. Saved the town etc etc etc. Nothing stellar about the town. One bug was the caravan guy you save in the caves, I entered a building and came out and there were 5 of him standing around. Outdoor area by cave very basic nothing exciting. Give you and "A" for effort keep at it.

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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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