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NWN2 ENGLISH MODULES

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Name  16 Cygni 1
Author  Claudius33
Submitted / Updated  05-24-2010 / 04-06-2012
Category  Single Player
Module Types  Epic, Roleplay
Scope  Large
Content  Adult
TricksTraps  Dependant on Module
Roleplay  Heavy
HackSlash  Dependant on Module
LevelMin  01
LevelMax  03
Gameplay Hours  16
Categories   Single Player story driven campaign, a blend of Sci Fi and heroic fantasy. First Part. French / English
Patch  1.23
NWN2Game  All
Description
==> All the files are available on the intl' modules page: Link

16 Cygni I is the first part of a bilingual French/English story driven single player campaign. It is a blend of Sci Fi and heroic fantasy. Expect even more surprises in the 2nd part ...

The player chooses the language at the very beginning of the first conversation.

As 16 Cygni I is currently very well rated, I have been advised to submit it as an English module too. The translation has been rated fair and even well done.

By the author of the also appreciated campaign "A Slave Destiny" (French only, quests log and walkthrough available in English).

Important : The campaign has been designed with MotB and SoZ installed.


WARNING : Adult Content. Patch level 1.23.

Young Lieutenant Junior Grade, you are a new crew member of the Epsilon Eridiani, a frigate class exploration ship, heading toward the 16 Cygni triple star system, about 70 light years from the Solar system. State of the Art vessel, the Epsilon Eridani is one of the first ship of the Fleet manned by a multi racial crew. As a matter of fact the ship belongs to the Orion's Arm Fleet, an organisation which groups different races living relatively close to the Solar system on the Milky Way's spiral arm named Orion's Arm. Around 16 Cygni B, one of the two Sun like yellow dwarves of the system 16 Cygni, orbits a giant planet, 16 Cygni Bb. One of the 16 Cygni Bb moons, of the size of the Earth, might have got an atmosphere and water, hence might support life..

Some of the 16 Cygni features :

* Influence system : Contrary to NWN2, the influence modifications are not displayed. You will get a status from time to time.

* You will be given the opportunity to choose the class and the race of your first companion among a wide range of choices! Contrary to SoZ, your teammate will get a personality. It is initialised at creation time, sometimes randomly depending on the class and the race combination. You will get a more limited choice for the other companions in order to fit the story, with sometimes a slight random distortion. Choose wisely your first companion as s/he will be with you almost all the time. You will be granted a backup opportunity before choosing.

* Social skills : Except for specific cases, the highest level of all the party members is automatically taken into account. So your barbarian going along with a pretty bard will automatically become a skilled diplomat ...

* Crafting : Again the highest skill level of the party is taken into account. Just try to combine two objects in a workshop. Learn from the inhabitants or experiment by yourself. Armor creation is less used in the first part, however ... Magic objects creation is not used.

* Romances, infiltration quests and bonuses of XP based on performance.

* Debug scripts included, to quiclky help a player running into a blocking situation. So far only one known situation which might affect a low percentage of players, read here in case : Link

More details and installation instructions in the presentation file.
*NEW* Journal's improved English translation by She-Wolf (Dec 4, 2011)
*NEW* Update 1.04 (Nov 1, 2011)
* Companions can be multi classed now.
* Your teammate alignment is now randomised.
* English translation revision by ralebeau (Huge thanks to him)
* Several minor bugs corrected.
* Campaign folder is now totally compatible for all 3 Parts. It the same for all Parts.
To totally benefit from the new version, please reinstall the campagne folder et the modules archives of each 3 Parts.

Update 1.01 (Sept 12th, 2010)
* Fixed the bug in the Ondolisse Morne which prevented a convo to fire, had the player read the riddle before using the control box.
* Fixed blueprints : it is now possible to choose a gray orc medic as your teammate.
* Reduced likelihood of convo not firing, safeties added (finding of a clue in Canas Eryn, painting in Tinwerontar, examination at the Narag-zaram...)
* Quest log now includes 16 Cygni 2 quests.
* Quest log more clearly states the end of the Part 1.
* Gaining influence with a neutral teammate made less difficult. Activated from your current position.
* Some typos corrections.
* The special file to start the campaign without MoTB is no more needed. However it is very unlikely that the campaign could be played without MoTB. Without SoZ, I don't know.

Stuck in the mod? Read here : Link

* 16 Cygni 2 is available (int'l section) : Link
*NEW* 16 Cygni 3 is available (int'l section) : Link



Enjoy!

Claudius33

CREDITS :
The supplied haks contain nifty stuff from ACME Studios, Chimneyfish, SDJ, Yaddaman, Schazzwozzer, Mae Be, AP, Noah, Ren, Soya. Details in the presentation.

Special thanks :
ralebeau (English translation revision), She-Wolf (advices)
Nissart (beta test), Mythyzyn - Baldurien (Bibliothèque de Neverwinter), Cyrille (Dagon's Lair), the NW Vault's team.

Files

NameTypeSizeDownloads
cy_presentation.zipcy_presentation.zip
Submitted: 05-24-2010 / Last Updated: 09-12-2010
zip7.82Kb2965
Presentation and instructions (html format). All the other files are available on the int'l modules page :
http://nwvault.ign.com/View.php?view=NWN2ModulesInternational.Detail&id=57
SCORE OUT OF 10
9.51
38 votes
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Comments (176):

  1  2  3  4  5  6 Next>

Posted by Claudius33 at 2012-07-22 08:33:21    
No Internet connexion for a couple of weeks. Thanks to the community for helping players in trouble.

Posted by Claudius33 at 2012-06-30 10:42:13    
Great! Thanks for your kind appreciation and your vote, xenophon65.

Yes, the influence system works as you have guessed it. Race, alignement, behaviour with the other companions are all taken into account. One precision I forgot to mention in the presentation : values are not comparable between companions, because you get much more opportunities to please/displease some of them, your teammate especially.

Enjoy the two other parts!

Posted by xenophon65 at 2012-06-29 04:43:42    Voted 10.00 on 06/29/12
The reinstall worked - couldn't put it down, so said goodbye to sleep and played through to the end of the first module. A really fun ride, and I look forward to the next two.
I especially liked:
-the imagination. This story is complex, in an engaging and interesting way.
-the mystery. It unfolds both naturally and intriguingly
-the degree of flexibility to plot. It's not strictly linear, but moves you forward.
-the moral complexity. Decisions are usually clear for 'good' characters, but you can make mistakes, like in real life. Not all decisions are 'good' or 'bad'
-the settings - quite lovely.

I'm mixed on the influence system. On the whole, I am convinced by your comments justifying it ... it is more like real life. I haven't figured it out. The first run through I was in the 40s with A, this time I'm guessing around 30 at the end. Not sure why - perhaps because she was closer to the main character's race and alignment the first time (N human Ranger 1st, LE half-elf Rogue 2nd time)? Maybe also because I made nice with Servant M. Again, that's like real life - I'm fine with it.

Thank you also for the help!

Posted by Claudius33 at 2012-06-28 12:17:46    
Yes, an installation issue could explain. Look like entering scripts were not run or partially run.

A bientôt.

Posted by xenophon65 at 2012-06-25 15:18:34    Voted 10.00 on 06/29/12
spoiler
___
1. The timestamp is correct
2. I already hired Suzene, and that worked fine in the library heist
3. I talked to the broker and the immigration officer
4. I found the dead halflings already
---
end spoiler

I think the problem may be with my installation rather than your mod. In between correspondence, I was killing time with the IWD mod, and from the very start I was running into glitches that other people hadn't encountered. I reinstalled through SoZ and updated, and the IWD problem went away. I will start your mod over from the beginning - and since I enjoyed it the first time, that's no problem. Hopefully the bugs will no longer be there. I'll let you know one way or another (it may be a little while - my time free of responsibilities has come to an end!)

a bientot, x65

Posted by Claudius33 at 2012-06-25 11:44:49    
Hello,

[SPOILER]

Suzene is normally spawned the first time you get in her house, the door is unlocked as soon as :
- you talk to the immigration officer about the dead halflings at O.M.
- or you talk about mining to the brooker at the Stock Exchange, in all cases.
She is spawned at her house in the bathrooms.

If you haven't found the dead halflings yet, Suzene will tell you you might have missed something. You can ignore it and still continue the game, but that would deprive you of an interesting side quest, because Suzene is essential to this side quest. (A simple console command would do wheter Suzene appears or not).

If you have already hired Suzene, she might have been 'recorded' in stealthy mode. Hence she might prove difficult to spot. Be sure to have your best tracker in the party and make him/her wear the 'tracker' to help.

[END SPOILER]

As you are experiencing unexpected troubles for the second time, you may check you override. If you use hakpaks that alter standard IA, standard factions or standard NWN2 classes, you might experience conflicts. Temporary remove them from your override, they might also trigger other troubles later on. Check also the timestamp of the file CY_Tump_Calen.mod (modules sub folder) - should be on 10/08/2011, you might be playing with an obsolete version.

Let me know if you have already hired Suzene and if you have found the dead halflings.

Posted by xenophon65 at 2012-06-24 20:03:20    Voted 10.00 on 06/29/12
I'm sorry to bother again, but I'm not sure if it's my incompetence or a bug. I've gone into TC, and looked everywhere for Suzene, starting with her house. I've spoken with everyone and sundry, and gone into her house repeatedly day and night. When I try to leave by the east and northeast exits, it says I don't know the way yet. I've tried revisiting other cities, but no luck. So once again, please forgive the question ... I guess I've had too much fake education and not enough imagination (to be fair, I did solve the algebra lock puzzle, despite spending all my life with dead languages).

all best
x65

Posted by xenophon65 at 2012-06-22 19:11:44    Voted 10.00 on 06/29/12
Thank you, Claudius 33! That did the trick.
The conversation with Larun fired perfectly. I repeated from last save with both options (to go forward to fight and to hang back and defend) - same outcome. The journal entry "protect the caravan members from the attack appeared" but the "secured area" message did not come through. I also tried to alter party members, but that didn't work either. Not sure where I messed up, but I thank you very much for allowing me to go forward in this wonderful mod! It has been a while since I last played, and your storyline has drawn me back into things.

merci pour toute!


Posted by Claudius33 at 2012-06-22 13:17:28    
Hello xenophon65,

Glad uyou are enjoying it.

The journal is normally updated as soon as the last enemy gets down. Entry 'Convoy' in the journal. Apparently it wasn't updated. I don't see why. I doubt you might have missed one. The sign which holds the enemies headcount is correctly tagged 'plot' sp it couldn't have been destroyed.

Besides you normally gets a message 'Secured area' and a possible bonus of XP if you performed well. (Nothing really significant though).

You may update the journal and get the deserved quest's XP using the console :
debugmode 1
rs sd_debug_quest("q_convoy", 40)
rs ga_give_quest_xp("q_convoy")
debugmode 0

In order to to check all conditions were ok : When you entered the area the first time a convo with Larun should have fired. And the journal ('Convoy' entry) should have been updated to 'Protect the caravan ...'. Was it correct?

Posted by xenophon65 at 2012-06-22 10:30:46    Voted 10.00 on 06/29/12
This is a wonderful story - I've enjoyed it immensely so far. I seem to be stuck, however, at the point where I've just successfully defended the caravan. All the foes are dead, but Larun Ferin keeps saying 'don't talk, fight' when I try to initate dialog, and the way onward is blocked (unfinished business). I've went back and redid the fight a few times, but the outcome is always the same. I've explored the whole area - am I missing something?

Thank you for the wonderful creation, in any event!

Posted by Claudius33 at 2012-06-06 13:51:14    
Thank you for your kind appreciation and your vote Caeljin2.

- intentional, painting spawns after you have 'dealt' with the dude. Could be an interesting variation though.
- no whip in NWN2 as far as I know, perhaps in a hakpak?
- let's say the second race is more 'pragmatic' than the first ...

Posted by Caeljin2 at 2012-06-06 08:38:07    Voted 10.00 on 06/06/12
the act of vote for a module is funny to me,i understand the need grade between the really bad to really good , in real life we didnt rate GM of pnp rpgs ,if was common i'll be dead now :), the author is the GM here .
There isnt much bad to say here but let me try :
-if u dont offer the goods* to the depraved dude at the stolen painting before go to melde home the painting will not spawn...at least not to me !
-There isnt any defensive gear with magical failure reduction , at least theres all possible gears for any build mostly,only didnt find whip , but im not sure the is it in nwn 2 .
-I didnt liked the canas elf city,its a monkey city,seems they hate put feets on the ground,i needed some time to get used,hit M to navigate,at least the other canas of module 3 is a lot logical to navigate !

Posted by Claudius33 at 2012-03-17 08:31:35    
Have fun, Zorgbert.

Posted by Zorgbert at 2012-03-15 03:38:07    
Nevermind, figured it out some guy just wouldn't talk to me earlier because of suspicion

Posted by Zorgbert at 2012-03-15 03:19:24    
Having a great time so far but I'm stuck

[Spoiler]
I've just got the reading on the second pylon and got the nude painting from the bandits but I don't know what to do now, I assume I have to get to Tump Calen somehow but I went back to the Servants and I've checked all the inns incase I run into Suzanne nobody has anything to say

Posted by Avo at 2012-02-23 00:22:09    Voted 10.00 on 02/22/12
Yeah, I already have an idea how everything might tie together in the end. It has to do with a certain door in the very first area, which I did not enter.

Still, the people of 16Cygni had grown on me and I hated to leave that world. We'll see how it turns out. I played a good deal yesterday and you can expect a vote for part 2 very soon.

Posted by Claudius33 at 2012-02-22 08:28:42    
Thank you for your appreciation and your vote Avo.

[Spoiler]

Yep, the brutal change is intentional. But everything is linked. Do you remember the sequence just before hitting the unknown world? Have fun!

Posted by Avo at 2012-02-22 01:08:41    Voted 10.00 on 02/22/12
Very, very good. I give this full marks because the innovative aspect by far outweighs my (few) complaints.

At first I was rather put off ny the sci-fi concept, but because the campaign got very good reviews I started playing out of curiosity.

I was immediately immersed by the atmosphere and the world you created. That alone is a masterpiece. A lot of brilliant ideas went into this module and the story-arc is exceptionally well done. Seeing that the whole campaign leads up to almost 50 hours of gameplay it is by any means groundbreaking.

A lot of clever scripting in regards to the crafting system and beautiful areas complete a wonderful module.

Story- and companion-wise it's awesome as well. A lot of creativity and love for the setting. A well deserved ten points so far.

Just one minor complaint:
While you made good use of the nudity and the underwear where appropriate, a lot of the "sex scenes" were just too blunt and really made me cringe. It felt as if a twelve year old had written those scenes into an otherwise flawless plot. The vanyar city especially comes to mind. It's fine that those options are there, but making them mandatory? Never would a paladin character prostitute one of his companions for a painting.

As I said, overall a genuine masterpiece witha few really weird scenes...



SPOILER
By the time I write this I am halfway through chapter 2 and unfortunately it seems that you dropped the whole lovely world and plotline you have developed into a hole and started with something else. After I felt that I had unraveled most of the mystery - pardon the pun - "coitus interruptus" and then start over on a new world? That felt very odd, but will not go into my vote of part 1 as a stand alone module.

I'll just see where it goes.

Posted by Claudius33 at 2012-01-26 12:10:38    
Thanks for your feedback and your vote, krighaur.

I take the oppurtunity to advertise your creations, hairs, heads and weapons, available on the Vault. I'm currently using them for a new mod.

Posted by krighaur at 2012-01-18 12:48:20    Voted 10.00 on 01/18/12
Excellent mod Claudius!!

It's one of the best mods I ever played : the companions have a well developped personality and the intrigue evolves as you play.

Very immersing.

More comments in the international section :)

Posted by dennis83 at 2011-11-12 03:31:50    
oh it looks very hot for this post , don't stop just keep moving !!
_________________________
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Ray Rice Jersey,Tom Brady Jersey, Matt cassel Chiefs Jersey,Arian Foster Texans Jersey,aaron rodgers jersey,Patrick Willis jersey,Vince Wilfork jersey,Aaron Hernandez jersey patriots,

Posted by Claudius33 at 2011-11-09 12:09:45    
Do not blame yourself ralebeau, you did an outstanding job revising the translation of all dialogs. I don't know if Reildan played with the last version. Anyway he stated it as a minor annoyance.

Posted by ralebeau at 2011-11-08 07:33:57    Voted 9.50 on 09/13/11
@Reildan,
Hope yours was not the new update Claudius33 posted 10/31 & 11/1. I get all the blame for any bad english translation in the new ones.

Posted by Reildan at 2011-11-07 10:25:47    Voted 9.00 on 11/07/11
Game ran smoothly. Storyline is solid and original.

Lots of sex, nude and partially nude bodies to look at (if you are into such).

Minor annoyances. Typos, bad translation, a bit vague in some quests, and some longish lags during chat. The reputation bits didn't make sense.

Posted by ffaerie at 2011-11-05 15:23:07    Voted 9.00 on 11/05/11
Considering the dearth of decent NWN2 modules this series is a must-have, indeed.

Posted by Claudius33 at 2011-09-13 12:32:31    
Thank you very much for your appreciations and your votes ursine and ralebeau.

Xbows? Sounds like a nice idea. However to remove the metal bow is beyond my skills. I am totally unable to do 3D modelling.

Posted by ralebeau at 2011-09-13 08:46:04    Voted 9.50 on 09/13/11
A really outstanding campaign and a great start for the trio. I was worried about the NWN2 textures as spaceships for just a little while but once groundside and back in time everthing was looking simply amazing. Story and companion interactions are the parts I enjoy most, leaving me involved and caring about 16 Cygni very quickly indeed with masterful storytelling easily overcomming the English translation slowdowns. Also happy to be late to start this one since the other two parts are ready and so few bugs left in this one. Thanks for all hard work and inspiration that went into each of these!

Posted by ursine at 2011-09-12 09:55:04    Voted 10.00 on 09/12/11
when playing all 3 parts, plain awesome! Probably my favorite mod. SoT is essentially equally good but doesn't come with a proper ending which makes this one the best yet. Very long, interesting story an npc:s. New and fresh setting. Intelligent plot.

What I lacked the most was probably a good loathsome villian. Also some of the sci-fi workes so-so. Especially the turrets and dragon for planes models which simply did not do it for me.

Still a solid 10.

Idea for firearms: maybe the model for xbows could be used? Just remove the metal bow and keep the rest. Rifles and crossbows are actually quite alike when it comes to aiming and firing.

Posted by Claudius33 at 2011-09-07 11:37:15    
Thanks ursine.

There a 'Stuck ion the mod' link available bottom of the mod's description. I just extracted the corresponding hint :

[Minor spoiler]

What about following the road signs from Tinwerontar?


Enjoy!

Posted by ursine at 2011-09-07 10:16:03    Voted 10.00 on 09/12/11
Don't understand why there is so much complaining about the english. Sure there are some funny mistakes here and there but most of it is quite fine and suggest some ironic brittish(french?) humour. Like how the pc continues to say things like "I'd say!" Cracks me up. :p

I'm euro too and i could understand everything just fine.

I'll return with some more feedback when I'm done, if i can find ondorlisse...

  1  2  3  4  5  6 Next>

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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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