Classic PnP Conversion, Combat, Dramatic, Twisted / Dark
Scope
Medium
Content
Teen
TricksTraps
Light
Roleplay
Light
HackSlash
Heavy
LevelMin
09
LevelMax
13
Gameplay Hours
06
Patch
1.21
NWN2Game
NWN2:MotB
Description
*UPDATE*
The latest update to the mod contains a signifigant increase in difficulty for the final battle, as well as a number of misc. bug fixes.
Please keep the suggestions and votes coming. Many good suggestions have come through this board, and we are currently working on adding a number of them to the mod.
***********
Ravenloft:Dreamscape is our way of melding the worlds of i6 and i10 together in a new way. While some of the characters and areas may be familiar to those experienced players, a large partof the module has been planned from the ground up. We love the setting, and are excited to bring a new single player adventure to you.
Prepare to enter into a world of hopelessness and deceit - one where not everything is as it seems. There are many hidden goodies for the adventurous traveler - but beware, we recommend a player level between 10 and 12.
A number of points to consider before setting off on your quest...
1) We have provided an introductory staging area which will give underleveled characters the proper XP to move on.
2) Keep in mind that there are different endings (3), depending on decisions made in the mod and character alignment.
3) There are many places where the player has the ability to forge certain aspects of their own future. Beware of these conversations and experiences. Without a close attention to detail, you may find yourself biting off more than you can chew!
4) If you're stuck, check the journal or talk to your companions!
Once again, we appreciate your support and do it because we love it. Remember that feedback is very much appreciated.
Requirements:
Neverwinter Nights 2
Neverwiner Nights 2 Expansion: Mask of the Betrayer
600 MB free hard drive space
This mod is compressed using 7zip. To get 7zip for free to extract the files, go to Link
Installation Instructions:
1) Copy the BlackRain_RL.hak into your My Documents/Neverwinter Nights 2/hak folder (if this folder does not exist, please create it)
2)Copy the mod file into My Documents/Neverwinter Nights 2/modules
2a) Please remove any older versions of our Ravenloft hakpaks or modules.
Posted by TikiHat at 2011-06-24 23:07:34 Voted 6.25 on 06/24/11
I don't know where to vote this module.
1. The Winter Town was one of the most beautiful settings I've ever seen. It was like walking through a Charles Dickens novel. I wandered each and every byway in it just to look around, even after I realized it did nothing to advance the game.
1a. The walk paths were atrocious. My character was constantly taking wild diversions instead of going from Point A to Point B thoughout the Module. I also sank up to my hips while navagating any outside staircase.
2. All of the scenery was eye-catching and well thought out. It made me want to explore each and every nook and crany.
2a. Sadly, out side of the two main communities there were no nooks or cranies to be had. Just simple paths with a lot of interesting surroundings that were out-of-bounds.
3. The Story was great. I'm totally unfamiliar with the Ravenloft setting, but was still highly entertained by trying to figure out what was real and what was actually happening. The first book in the game was great, and finding a certain sarcoghagus in the crypt was creepy as hell. Really brought me up short.
3a. This is minor. I expected to see more comments about my character "zoning out" after shifts, and was disappointed they didn't happen.
4. NPC Names were fantastic It was great to see names that weren't either straight out of Anglo-American English or an attempt to out Tolkien Tolkien. Using Eastern European names was a neat touch, as was the (I think) Polish in the 'unreadable' fancy letter.
4a. Sadly the NPCs were entirely forgettable. The village Father and BurgherMeister's son were the only two that inspired any empathy. The Companions showed no interest, nor did they inspire any. There was so little interaction that they became just hired muscle instead of co-adventurers.
5. Combat.
5a. The Hermit's cellar was unwinnable on my first try. I went back through with an Aasimar 3SW/4BRD/4RDD and a sword that I had totally nuked in Vordans, a +5 with 1d6 of each damage type and keen, set difficulty to easy, and still respawned. Reset after that and played through with level appropriate gear and never needed a cure until the Boss Fight. After getting tired of respawning, I went back to a save, buffed out, unleashed the nuclear sword, reset to easy, and still respawned 7 times before killing the baddie. Aside from those two fights, combat was just time-consuming without either risk or reward. One true annoyance was the number of times I got jumped immediately upon entering a new area. I play with the camera in character mode and was frequently engaged before I could move enough to see the room and any potential opponent.
In the end there were many aspects of this module that rate a 9 or a 10, yet for each of these there was a corresponding aspect that only deserves a 2 or 3. I enjoyed parts immensely, and ground my teeth in frustration at others. The time spent playing wasn't a waste, but not really worth repeating either.
Posted by danbernard94 at 2011-03-06 08:51:51 Voted 10.00 on 03/06/11
this was one of the best mods I've played! I just wish it had been longer!
Posted by Avo at 2011-01-19 14:57:10 Voted 3.75 on 01/19/11
Despite my initial frustration I (almost) finished it. Unfortunately I can't say it got much better.
This module featured some of the worst combat balance I have ever seen. After the first two battles being helplessly difficult and only winnable through literally 20+ respawns I could have probably soloed the whole rest of the module without really breaking into a sweat. The final fight is again so stupidly heavy that I couldn't be morivated to finish it. I could have read a book and kept my finger on the respawn until Strahd ran out of spells or his minions vanished but why bother...
On top of that you are stuck with two companions that are dead in seconds and don't add anything to the story. Another major oversight is that you constantly face undead with level or ability draining powers. Sadly there is not one merchant in the game that sells Potions of Cure disease or Lesser restoration. So in the end I kept dragging those two level and ability drained and diseased bags along and just pretended they weren't there. For my own character it was only playable through letting myself get killed, because you healed upon respawn. This fact is probaly less annoying if you take the cleric henchman or play with an arcane caster. Still...
Add a handful of bugs on top of that and you get a very mediocre module. All of the "Regain consciousness" concversations didn't fire which, according to the walkthrough explain a lot about the plot. I will never know. at one point I was forced to go back to an earlier save because my journal was suddenly empty and an area transition was thus impossible.
To end on a slightly better note. I think the story was good and the general plot idea was very interesting. The atmophere of Ravenloft was also captured very well. That fact is probably what kept me going almost until the end.
It is not my intention to deliberately hammer this module with a bad vote but for me "Dreamscape" ws a rather disappointing experience. Sorry.
Posted by Avo at 2011-01-15 08:12:54 Voted 3.75 on 01/19/11
What's up with this mod? It's ridiculouslöy heavy. I used the char I had previously brought through "Subtlety of Thay", supposedly a very tough mod. So I have an EK/RDD with very good gear and I can't win a single fight? The companions are totally useless allthough I used my funds from SoT to upgrade their gear.
What's up with those endlessly spawning über-Worgs at the road? Now I'm in the hermits cellar and can't beat the skeletons even with endless respawn because the keep knocking me down.
Honestly, at the moment this measures a rating between 3 and 4. The atmosphere is nice and I'm not ready to give up on it yet. WHat am I doing wrong here? This cannot seriously be a module that's rated 8,8 ?
Posted by Rubicari at 2010-06-14 23:17:07 Voted 7.00 on 06/14/10
For christine13black, If someone else hasn't given you the workaround for the "Tavern" Bug: I had the same problem, and found that if I emptied most of my Lesser Magic and Magic bags (I had an exported character) and basically weighed myself down before the vampire fight, that the story unfolded the way it's meant to. I believe it's something to do with the items in the magic bags, but I'm not sure if you have those or not. I also dropped a couple of "specialty" items in the main loading room that I had picked up from "Subtlety of Thay" (they were practically mundane items, no biggie), the pictures of the items wouldn't show up in my inventory (just primary color "unsupported objects". That also might fix the problem. As for the maps, I did get that error once in the sanitarium, but it didn't show back up when I reloaded. It also might have been before I removed the items from my magic bags. Hope this helps. _________________________ To do a thing, is to know a thing, is to name a thing. If you can not, you will not. The profit of success is knowledge. The price of failure is wisdom.
Posted by Rubicari at 2010-06-14 23:02:01 Voted 7.00 on 06/14/10
**MAJOR SPOILER ALERT**
I just finished this mod, and wanted to give some feedback. First off, let me say
I love the original first ed modules and the Ravenloft setting in general. I've
played various versions of the NWN/NWN2 modules (most of which I've enjoyed), and
this one has a lot of potential.
I do like the overall storyline in this mod, combining I6 & I10 together. There
was obviously a lot of time and effort put into this game, and for that, I can't
thank the Black Rain Team enough. The castle layout was awesome, as was the town
of Weatherford and Heather House (the return trip was my personal favorite
hi-light of the game, very creepy). I actually kind of enjoyed hunting down my
equipment at the beginning of the game (after finding the workaround for the
"tavern" bug that is).
I enjoyed the Danovich and Drunken Gypsy sidequests. I don't usually like the
"Dreamquest" type stories, but this one had me fully engaged. Lief cracked me up. Loved the Undead Teleportation trap in the catacombs, I really thought my NPC was toast. Loved the Iron Golem room (ah, it brings back memories and nightmares). Very cool nod to Monty Python! The end of the module storyline was a nice nod to the original "Realm Of Terror" as a whole (I did the "Good" ending).
My gripes (as others may have noted) are:
1-Repetitious undead (definitely wanted to see a healthier mix-up)
2-Strahd in the default "Sand" wizard build, He needs the full Vampyric Glory
makeover that is due an arch-villain of his fame.
3-The end boss fight was weak, for me the boss fight was the 3 activated Stone
dragons in the entry way (when the challenge rating is "Impossible", I'm like a
horse with the carrot being dangled in front of it)
4-The bugs, most of which were in the beginning of the game for me.
5-The Gertruda quest, "oh well, I guess we'll leave you with Strahd"
6-I was itching for the Lich that was in I10 (not really a gripe, just wishful
thinking). I don't count the weak Lich in the mines, some of the skeletons were a
tougher fight.
7-The Mace Of Disruption +2 wasn't really a Mace Of Disruption, just a +2 Mace.
8-I wanted some more interraction with Barovia itself, though you did include all
the keypoints needed in the story.
I would recommend this module to others, and if the above could be fixed, this would be a "don't miss!" in my book. I hope I haven't offended anyone, as I do appreciate the time and effort that went into this game. Best wishes to everybody on the Black Rain Team! _________________________ To do a thing, is to know a thing, is to name a thing. If you can not, you will not. The profit of success is knowledge. The price of failure is wisdom.
i just started this module and i just encountered 2 bugs,1st there is no area map or minimap so i can't see the areas,2nd after being defeated and waking up in the tavern when i go down the barkeeper is starting the second conversation instead of the first,which means i can'r find some of my stuff since i don't have the key.is there a way to resolve this issue?
Posted by verduran at 2010-05-19 14:52:28 Voted 8.00 on 05/19/10
Now, let's be fair, I have never played the pvp version so I'm not as familiar with the setting as I should be. The area designs are surely beautiful, but unnecessarily large if u ask me. There's no mention whatsoever about the companions in the ending which is discouraging. The end battle is certainly too hard too. The ending is also too short compared to the fight (in fact I'll settle if u just let us walk around and talk to the villagers in the ending area, put in some of the town(the one in the real world) NPCs and companions and put in some extra dialogs)(Even better if u put in a DM at the end and just maybe congratulate us and let us export of something).
There isn't any major bug, and I agree this is a very solid module. The plot is good once you get the hang of it.
Actually the main problem with the module is that there aren't enough informations regarding the plot during the first 'jump', there could be more words on the journal explaining how u suddenly appear outside, or more words from the companions explaining how u guys ended up there, or alter the backgrounds (add in some background effects or such) which will let us distinguish between the 2 worlds more clearly.
I'm sorry but I can only give it an 8 given my experience. I just don't get dragged into the atmosphere like some other modules.
Posted by Sumguy at 2010-04-07 07:34:06 Voted 7.75 on 04/07/10
Area design, characters and writing are very nice. Based on those alone I would give it a 9 or even a 9,5. Unfortunately there is an abundance of issues that steadily drag it further down.
Whenever I got into the atmosphere, some arbitrary design decision jerked me out of it again. For example the intro and first areas set a nice scene. Unfortunately it's directly ruined by removing all equipment.
At that point I ignored all conversations, story and areas to skip ahead and see if I would get at least the important things back. At level 12 you've literally spent days building your character. Too many mods fail to implement this properly. So why waste time with the story when you might find out at any time that your items got deleted due to a bug? The mod starting with two severe bugs didn't inspire a whole lot of confidence in that respect.
I tried again and enjoyed myself for some time and then BAMM: forced failure (dragon statues in the castle), always a bad idea. What's the point of all the writing, design, suspension and atmosphere when you pull a dick move that jerks the player out of it? The huge loading time didn't exactly help either.
There are a few big bugs:
- The start NPC in the World's End bar cannot handle races with level adjustments. When my char was level 11,8 (9,8 + 2ecl) he said I was underlevelled and REMOVED all experience down to level 11.
- When I decided to give it another try, I loaded a game at the very beginning in the crypt before you get killed. When I woke up at the inn, the bartender started the wrong conversation as if I had already been in the common area. He never gave me the key to the room upstairs.
- Companions are stuck on level 10. To level up they need to gain 55.000 exp.
Then there's the final battle. It screams "unbalanced and broken" right in your face. If Strahd got even a single spell off, it was lost. After he started buffing, I didn't have any spell that would affect him and even a buffed fighter/barbarian companion would only hit if she rolled 19 or 20. Let's not forget his 50% concealment, a seemingly infinite number of stun/paralyse spells and he and his demon cast AE damage spells with up to 90 damage.
Basically you have to cheat and reload until you get a perfect streak of knockdown and silence rolls (only interrupting spell I had he wasn't immune to or regularly passed saves). After almost 1,5 hours trying various tactics and a lot of frustration because the only way to win was to cheat, the ending was cheesy and didn't match the rest of the writing.
Posted by Robel at 2009-11-22 07:43:20 Voted 5.00 on 11/22/09
I cannot even believe I endured playing it as long as I did (about 2-3 hours). Maybe the module is great once it gets to the middle but there's no excuse to such a slow and boring start. The idea was nice, the whole worlds inside my mind thing and the areas you made were extremely pretty and well polished, but this was all a waste of time for me. I`m sorry, I do not wish to offend, but that`s just my opinion.
Cheers! _________________________ Needles in the eyes!
Posted by Coren Silindistani at 2009-09-26 05:04:26 Voted 10.00 on 09/26/09
This was first unofficial module I've played and I loved it! Haven't had a chance to play Ravenloft D&D setting, and so quickly downloaded it, when I saw the mod.
Fantastic detail, great story, and a good amount of challenge but not soul crushingly difficult (I always play on hardcore setting), and I liked that I had to think of what's going on. Played this late at night which added to the impressive game atmosphere.
Thanks for the fun. :)
Posted by myxezipetelka at 2009-09-22 16:46:15 Voted 8.00 on 09/22/09
i agree with ubernerd about the stupid enemy's, but i also want to point out that strahd uses his spells clever. i was happily surprised about it at the one hand and displeased at the other because i was dizzy for about 5 minutes :(
Posted by myxezipetelka at 2009-09-22 16:24:52 Voted 8.00 on 09/22/09
i like this mod :)
i like the fact that there is no "battle music" (except for the last fight) the music, and graphic are all to my tastes i.e. beautiful and atmospheric.
in stores and in the cellar of the heather house is no music, though.
it is a nice idea to start in a tavern in never land and i liked the switching between the two worlds and it was funny to destroy the environment (some bookshelves in heather house they are not highlight-able but destroyable by fireballs^^)
i destroyed the carpet in the "book quest" which forced me to reload :(
i am sad that i could not disarm the skeletons and the asylum could have been better fleshed out.
why did the woman in red appear and who is she? what is her purpose? i followed her in the town but no track of her... i followed her in the second floor but to no avail! :(
Posted by MikeLM9215 at 2009-08-30 09:25:58 Voted 7.75 on 08/30/09
Sometimes confusing module that switches you back and forth between two classics. Didn't use the other Mordentshire module Howls in the Night. Still, a decent ravenloft module despite that and the beginning. _________________________ The road to Ravenloft is paved with good intentions.
Posted by ubernerd at 2009-07-12 03:46:58 Voted 7.75 on 07/12/09
A very beautiful module. The author definitely has put a lot of efforts to make it aethestically pleasing. The first half of the module consists of alteration between dream sequences. The purpose here I believe, is to create suspensions. I'm not much of a fan for dream sequences. The idea can be interesting the first time, but the novelty wears off fast, this flashy trick is too over used. Despite my prejudice, I think the author here has suceeded to some extent. Although I find the dream sequence serves more to draw player's attention, that is, to create suspensions, than is something interesting in itself. This is reflected in the fact that after 3-4 dream sequences the player is still given very little informations on what's going on.
The gameplay itself is lacking. The first half of the game has a lot of walkings and back trackings, and what little combat there was is made up of horde of skeletons with 4 AB and 70 HP; you get the picture. Most enemies are straight forward with little variations. Combat was mostly a bore. There are some quests but not the kind you'll regret missing.
This module would be much better if the encouter design could be improved.
It's a shame that such a beautifully crafted module failed to be fun.
I'll wait until I've actually completed the mod before I vote, but I wanted to suggest a change. In the hermit's home, when you click on the rug, it says something about the rug being suspicious. Ah ha! says my dwarf fighter - suspicious rugs are to be bashed to reveal the secret door or pit trap that is inevitably underneath.
As far as I can tell, this breaks the history quest.
You might want to flag the rug as unbashable or indestructible. Alternatively, make it so that if you bash the rug, it reveals a trap door.
Posted by Deedlit at 2009-05-02 05:08:44 Voted 9.50 on 05/02/09
This module was a tiny little jewel I overlooked for far too long; it was a real pleasure playing it,both for atmosphere and the creativity it was put in exploring the dephts of mind - my second favourite theme along with the planes one.
I have to admit I don't know much about ravenloft lore,so this was all new and exciting to me; reasons for my vote may be too naive or inappropriate for the more experienced player then, but nonetheless here they are...
****possible spoiler ahead!!!!****
The story obviously was pretty intriguing to me!The way it slipped from consciousness to dream and back,always maintaining that general ambiguity about both, was exceptional;be it due to the Ravenloft lore or just out of your own work,it takes nonetheless a lot of skill to put that sort of thing into show,and you've succedeed splendidly in it.
I particularly loved how I was unable to read the letter for the first time while I was dreaming (and not knowing it yet),while in the waking status all made perfect sense; the various hints here and there (like the patients in the sanitarium or the hut near the burnt church with the notes scattered on the floor- I franctically laughed at "the truth is out there"*giggles*) just added to the overall feeling....kinda reminded me of "asylum" module,which to me is a compliment.
The attention to this kind of particulars is what made the module peculiar to me: the way transitions were handled to create that suspension typical to dreams,or the way the story unfolded step by step (like for example having to read the book before the sarcophagus becomes usable and so on),having to pay attention to hints and having separate journals....everything was skillfully and accuratedly handled to create that special feeling and atmosphere,in which as I said above,you've largely succeeded.
Area design contributed greatly to this of course:I personally loved the road north,the way it kept repeating itself after a certain point,but then one step back and boom,you're in Mordentshire again!Exactly how a dream should be...There was magnificent accuracy both in outdoor and indoor planning as well.
I particularly loved the Heather House,which honestly seemed more spectacular than Ravenloft castle itself: my only criticism is that maybe,areas should've been inverted,I mean the ones in castle ravenloft in the end seemed "smaller" and more suited for a decayed noble house than the castle itself (expecially the garden was really amazing!!).
The deserted city really gave a desolated feeling as well...maybe too much,but in the end it was intended that way,and I loved how my companions' comments matched both in the dream and in reality (about Barovia)!
The story unfolded pretty well to me,I had no difficulty at all in knowing what to do next,if you paid enough attention; since I explored a lot and tried to do all the quests as well (the only one not completed was the drunkard one,since,well,being a good character I didn't want to steal from him ahah!),I knew all the particulars I needed to know about Strahd and his story,so I had no difficulty in there as well...everything made pretty much sense to me,maybe it was a linear story in the end after so much whirling and winding,but that's the nature of things sometimes,they seem much complicated but in the end,the core reasons are simple...it felt very human to me :P
Roleplay was pretty linear as well - pretty much nonexistent,but since it's a story driven module,it makes sense anyway;the only parts that felt a bit confusing to me were the whole gipsy card reading thing and the exploring castle ravenloft itself...but oh well,I blame my bad english and my laziness for those :P
And speaking of humanity,this is regrettably the only negative note I have found in this - I'm of course talking about companions;don't take it at heart though,I'm very hard to please when it comes to this compart!
Though the companions personalities and backgrounds were interesting (I mean,a paladin with a rogue past and a well-mannered snobbish tiefling mage are an intriguing lot for sure!),the fact that you could resolve their entire dialogue in one session felt pretty much rushed (like "Hi,my name is xxx.You are scum and I'm an awesome mage.By the way,I'm gonna wreck havoc and famine on my hometown just to be aknowledged,so hey,big time!Oh yeah,I thought about what you said,and I still want to make them suffer the blackest hunger,seriously.Ok,maybe I won't kill them all.Maybe." - time elapsed: 3.2 seconds!); it would've been nice having them talk about their experiences in a more bit-by-bit way,but I guess it's hard to accomplish that in such a module (though,it could prove interesting to have mixed information based on your waking-dreaming status...ehehe).
Anyway I was very pleased with their AI: the mage (yeah,I'm so bad at remembering names...I'm old so meh!)promptly cast defensive spells on me everytime and Tara as well was quick to heal and defend,not sure if this was wanted by you,but if it was,good job!
I didn't experience any bug,it was a pretty well polished version to me: the only,REAL annoyance I had,is companions kept destroying objects (usable and not!) with their spells....now,if this is normal for,say,a library,it's not an usual sight to see a STATUE and a COLUMN (near the altar in first floor of castle ravenloft) literally disappear after a fireball...not to mention I couldn't re-use the cauldron or the bell-rope since they went destroyed as well *grumbles* maybe you should make those undestroyable (or whatever the technical term is :P).
Now,there's just one thing I still wonder: is the red woman Tatyana,or is she a glitch in the matrix? *laughs*
She's really the only thing that still doesn't make complete sense to me...
*****************************
So,all in all,a well deserved 9; but since you've showed a VERY admirable dedication to both your work and community,paying attention to comments and promptly polishing and adjusting (and not many do such a thing!),along with your creativity,that earned you another 0.50 :)
I for sure will be eagerly waiting for your next installments;good luck and still,great job on this :)
Posted by Sieben Elfriend at 2009-04-29 14:09:17 Voted 6.50 on 04/28/09
Thanks for your prompt help. It's what we have come to expect from BlackRain (a previous whiney poster notwithstanding). I love the UC hak, but the author has repeatedly refused to update the original beta so that could be the problem. Now that SoZ is out and people will be writing compatable mods, maybe we won't need it anymore.
I don't have a saved game to send you, but I will reinstall the mod and run it with a clean override and no haks. If it works I'll post back, change my vote and apologize profusely.
Now let's see, who would like to try this? How about Mpigani kw'Amani... _________________________ Been a long day. I could use a drink.
Thanks for the info Sieben. Putting your hak in the My Documents folder is fine, and shouldn't be the issue. One additional thing...
is it possible for you to send us a savegame file (via email). The latest version of RL (1.07) is tested to run against 1.22 of the OC/MotB, so we have to do a little further digging.
I am *almost* certain that your Ravenloft experience wasn't working preoperly because of the Universal Companions Database tool that you are using. When we wrote the mod, we didn't write it to accomodate a tool which allows you to bring additional members in. We will test this, however. _________________________ Most recent... The Heist at the Neverwinter Lights Casino || Halloween 2008 || Ravenloft: Dreamscape
Posted by Sieben Elfriend at 2009-04-29 09:15:01 Voted 6.50 on 04/28/09
Oops. When I wrote not other haks I meant in the override folder. The hak folder also had the provided haks for Trial and Terror, Vordan's Hero Creator and Subtlety of Thay. It never occurred to me that another mod would access them. _________________________ Been a long day. I could use a drink.
Posted by Sieben Elfriend at 2009-04-29 09:03:13 Voted 6.50 on 04/28/09
I have OC/MotB/SoZ installed and patched to 1.22, version 1.07 of Ravenloft. I put the hak in the My Documents hak folder, not the Program Files folder (I've done this before). In the override folder I had AlanC9's Universal Compansions Database (wanted to take along an old friend) and glee's Oblivion to NWN2 hak (heads and hair packages, not the others; I get tired of the same old faces). No other haks, no custom GUIs. I used two of the provided companions, Hadush and Tara.
I've not had a problem with either of these haks in several other mods, but obviously you can't be responsible for what people put in override. If they are the problem, I take back everything bad I wrote.
After discovering I could not win the final fight, I tried to export my PC to localvault and my extra companion to database from a previous save and that didn't work either until I reloaded the save. All in all, I did not have a fun time. _________________________ Been a long day. I could use a drink.
One additional comment....
The length of time that the mod has been out should speak to its stability, yes. However, the number of times NWN has been change/broken/fixed/rechanged/upgraded/broken helps the mods instability ;)
Can you please give us a run-down of what version of the mod you were running, and what version of NWN2/MotB you were running? Additionally, did you make sure you put the hakpak in the right directory? From what you describe, the mod was virtually unplayable so we'd like to track down what issues you ran into so that nobody else runs into them. _________________________ Most recent... The Heist at the Neverwinter Lights Casino || Halloween 2008 || Ravenloft: Dreamscape
Posted by Sieben Elfriend at 2009-04-28 18:25:03 Voted 6.50 on 04/28/09
This mod was thoroughly frustrating to play. Cutscenes that failed to run, area transitions that didn't work, scripts that failed to fire, journal entries disappearing completely, well, you get the idea. And, if I hadn't had the walkthrough at hand I wouldn't have know about them. As it was, I finally completed the mod by saving before and after every area transition and restarting frequently. All in all, I guess I probably played it through at least twice to actually finish. Actually, I never did finish. In the last battle I got the Bad Guy down to "almost dead" twice, but even undead specific spells like Sunbeam and Searing Light wouldn't finish him off. At that point, I figured it was another bug and just gave up.
There are some good points. The large outdoor areas and interiors are beautifully detailed and a joy to see. The story is intriguing, but hard to follow when cutscenes, like the first one between Mordentshire and Barovia, don't fire (like, why did I suddenly go from snowy winter to summer?).
For a mod that has been out this long and been frequently revised, it still has more glitches that broadcast digital television. Play at your own risk and save often. _________________________ Been a long day. I could use a drink.
Posted by foil at 2009-04-23 23:10:28 Voted 6.75 on 04/23/09
Just voting before I forget.
The flipping between realities was interesting and there were times where the module really managed to draw me in. Other times I felt it a struggle but that's often related to my own mood, so no penalties for that just in case.
I guess where my vote falls low is for the following:
-Didn't feel very ominous for me.
-Strahd not very imposing
-The ending felt a bit odd. These modules tended to emphasize the veil between worlds and being trapped. Would have like to see that played upon a little more
-Castle Ravenloft is a legend in P&P D&D and I felt this module didn't do it justice. I've seen some tile sets with rounded walls that would have fit the spires a lot better. Grand staircases were missing. And some mood setting locations missing. Rooms were missing which would give a better impression of the height of the spires. I agree with changing a module if it means improving on it, but there were many elements from the module, like the organ, which were left out leaving this adaptation a little dry compared to the original.
So I profusely appologise for the critisism and want to thank you for the great feed back and support you offer the people who play the module. Judging from your score, I'm definitely the minority, so don't take it too much to heart on your module making abilities. Like I said earlier, Ravenloft is my penultimate D&D nostalgia, so I'm a very tough sell.
Posted by drjones at 2009-04-11 12:13:53 Voted 9.50 on 04/11/09
Absolutely Superbe. Reminds me of the days of playing the tabletop RL.I think the module captures the look and feel of Ravenloft about as well as anything ive seen from the NWN community.
The story made sense. I remember how difficult it was always to run games with both i6 and i10 content, as the narratives often had a lot of contradictions between one another. Great scripting too. What else can i get from this group?
Posted by Warlock of Faerun at 2009-03-12 02:19:23 Voted 7.00 on 03/12/09
Voted using the Voting Standards !!!
Firstly I liked the story. Secondly I liked those Large area's.
but it was little bit too short and confusing for me.
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