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NWN2 ENGLISH MODULES

- Jump to comments -
Name  Crimson Cherry 2: Demon Womb (Chapter2) Beta
Author  PaladinXtreme
Submitted / Updated  06-09-2010 / 06-20-2010
Category  Single Player
Module Types  
Scope  Part of Series
Content  Extreme
TricksTraps  Light
Roleplay  Medium
HackSlash  Medium
LevelMin  06
LevelMax  06
Gameplay Hours  04
Categories  Dark, Horror, Violence, Erotica, Series
Patch  1.22
NWN2Game  NWN2:SoZ
Description
The gods have forsaken her. Now the heroin must face not only the chaos of the world around her, but that of her innermost self.

Note: This mod must be played through the campaign file provided and NOT the modules.
Note2: The mod was created with importing the original character in mind. Although benificial, it is not compulsory.
Note3: The plot enforces that Cleric spells be disabled for the majority of the module.

Installation:
1)Unzip all 4 RAR files
2) Make a backup of previous dialog.tlk in NWN main folder and replace with one provided.
3) Copy Campaigns, Modules, Music and Hak folders to their respective My Documents NWN2 Folders
4) You need only load the Area02 Fix File if you Beta file download preceded 21 June 2010.

(This mod is only the beta version and is still a work in progress. Feel free to speak your mind)

Files

NameTypeSizeDownloads
CC2CH2_(music).rarCC2CH2_(music).rar
Submitted: 06-09-2010 / Last Updated: 06-13-2010
rar96.6Mb650
--
CC2CH2_(hak).rarCC2CH2_(hak).rar
Submitted: 06-09-2010 / Last Updated: 06-13-2010
rar57.7Mb699
--
CC2CH2_(movies).rarCC2CH2_(movies).rar
Submitted: 06-09-2010 / Last Updated: 06-13-2010
rar989.89Kb652
--
CC2CH2_(beta).rarCC2CH2_(beta).rar
Submitted: 06-09-2010 / Last Updated: 07-06-2010
rar93Mb752
--
CC2C2_Area02_(Fix200610).rarCC2C2_Area02_(Fix200610).rar
Submitted: 06-09-2010 / Last Updated: 06-20-2010
rar32.7Mb509
--
SCORE OUT OF 10
9.33
3 votes
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Comments (82):

  1  2  3 Next>

Posted by KentKaze at 2012-09-04 03:30:21    Voted 9.00 on 09/04/12
Good story with exciting things

Posted by PaladinXtreme at 2011-07-14 02:42:02    
Sorry guys. So much is out there that still is waiting to be played. The project is not dead, but definitely postponed.

PX

Posted by buckwheezer at 2011-06-24 15:04:43    
Since it has been almost a year with no updated version are we to assume the project is dead and this will be all?

Posted by Demon_knight_Raziel at 2011-02-17 17:12:44    Voted 9.00 on 02/17/11
Interesting module. Def. loved the sound track, What are they from? The battle music sounds like its from Doom or something.
_________________________
So what if I tied Billy's legs to the flag pole and handed him a hacksaw and told him he had 5 minutes to find a cure for the anthrax I put in his milk.

Posted by DarthRevan2009 at 2011-01-27 01:48:05    Voted 10.00 on 01/27/11
Great mod, is my opinion that my character needs another hak or whatsoever to get my char naked.

and TB, this for CC2 not for offtopic crap

Posted by GamesRus at 2010-11-22 05:12:25    
@ Likecarrots

Gameplay
Be at ease. Journals will be included in the final version.
Chapter 2 is all about relying on others. This is intentional and will not change.
Points noted. I will definitely be swapping most of potions for healing kits as per your request.

Plot.
The story actually dates back to CC1: Defloration, with the corruption of the temples. As for the Order... All will become revealed as the game progresses. PS Never read Sword of Truth. Any good?
Noted the whole vengeance point. Working on how to resolve the issue.

Will change the child killer to drop the PC to CN, but no lower.

Thanks for all your critique.

PaladinXtreme

Posted by LikeCarrots at 2010-11-19 09:23:53    
Oh!

On last thing I forgot to add: A cleric of a good god or goddess would not likely view killing undead children as an evil act. She would think it an act of mercy.

As opposed to the scene in the crypt where she either enjoys or prevents the*bleep* (which was a perfect good/evil decision point for the PC) killing undead who are attacking her shouldn't change her alignment in my opinion, especially where there is not an alternate route for her to take.

Posted by LikeCarrots at 2010-11-19 09:19:32    
Interesting concept, and an obviously incomplete module, but it has a fair amount of attention. Right now, a lot of the storytelling aspects are missing.

I�ll break my comments into a gameplay section and a plot section just to break up the wall of text. :)

*Spoilers to follow!*


Gameplay
-You seem to be ambivalent about adding journal notes. I would recommend them because there is a fair amount of time where it is not clear what your PC should be trying to accomplish.

-I agree with several other posters about the difficulty of the dual-wielding elves at the outset.

-The fight with the pyrotechnic golem should be toned down. It�s rather cheesy, nearly impossible to do without your henchmen dying, and doesn�t make any sense. It�s a golem! Why would it be affected by the plague that is causing the soldiers to rise as undead? Consider allowing the PC to take control of the golem, have it become inert when all the other undead are killed, allow the PC to set up some sort of ambush for it, or help the PC find some way around this challenge other than running in circles and lobbing acid bombs or using one of the missile weapons while her henchmen get killed repeatedly.

-You might want to consider an �OnDeath� trigger for the conversation that triggers the dream where Findal and Urial appear. I killed the golem, trotted around the camp, found nothing, and could not figure out what to do next. Alternately, make a large conversation trigger attached to some attraction deep in the camp.

-The conversation at the Crypt where Urial picks the lock never triggered for me.

-It�s sort of strange to mandate that the player play as a cleric, then deny her clerical abilities, strip her gear, AND pair her with two henchmen who are more powerful than she is. It really left me feeling like I was along for the ride on Findal and Urial�s adventure rather than the protangonist in the story. I get that she has to rely on them, but honestly, she�s nearly useless next to them:

The undead can�t be turned, she has no access to spells, and she can�t even use her skill with healing to help her companions because healing kits are relatively rare, whereas potions (which can�t be used on the henchmen) are available in abundance. It was strange to have a maxed out healing skill, a diseased companion, 15 potions of cure light wounds, and no healing kits, especially in a setting where magic is essentially outlawed.

-Obviously the module is unfinished, but the arsonists and even the leaders have no conversations associated with them. They ought to have at least a line or two like, �It sure is thirsty work burning down a forest.�

-In the same vein, there are quite a number of loot containers that are just empty. There also seem to be a number of them that cannot be reached.




Plot

This module and its prequel have a lot of potential, but the story feels unfinished and unexplained. I think that you plan on expanding on it, which is good. This feels like a world that COULD be fascinating.

Some questions you might want to address:

Who are "the Order"? What is their motivation for destroying all casters arcane or divine? The intro implies that it occurs mistakenly. (This reminds me very much of the Sword of Truth, actually, a series I am guessing you have read.) Why would your PC want to help Findal? As several others have asked, why would a 16 year old Sunite (a goddess of LOVE, not hedonism) let alone a Tyrran turn so willingly to prostitution?

(For that matter, harking back to chapter 1, how does she even know about Sune or Tyr? Yes, she is human, but she was raised by elves and kept in isolation from the world at large. I know that Mother Oak was portrayed as a Sunite, but that seemed a bit strange to me.)

It doesn't seem as if your PC is motivated to avenge her loved ones who were killed, given that she fights the remaining wild elves and essentially ignores the arsonists (and may even work with them in some capacity.) What IS her motivation at the beginning of chapter 2? It seems like she would be enraged at the arsonists and eager for some retribution, but that never seems to enter into her motivation.

I know that you have plans to flesh out the conversations with your henchmen. That could go a really long way towards making this what it could be. Right now, I feel like a lot of the module is the PC largely adrift in a world that could be pretty interesting. Too little is explained to really capture that interest, though.

On a related note, there are a fair number of grammatical errors and typos that really hurt the polished feel you want for your module. For example, the intro mentions �the heroin� rather than �heroine�. You use �finely� rather than �finally� in several places.

Typing the conversations in Word and then cutting/pasting them into the Toolset can help cut down on some of those grammatical errors.

Anyway, despite these criticisms, this was enjoyable to play. I think it could really be a worthwhile mod with some improvements. It�s clear that you are paying a lot of attention to the atmosphere, look, and sound of the module, and I think those are very well done. I look forward to seeing what it is like at its conclusion. I did not vote on it because it is obviously unfinished, and I don�t think that would be fair.

Posted by GamesRus at 2010-10-07 05:52:00    
Still working on NPC dialog and refining of subquests. It takes a while and many scraps and rewrites before I'm finely happy with them. The rest of the patchups are simple, disregarding the version bugs.

PX

Posted by buckwheezer at 2010-10-06 14:51:38    
How is the "polished" version of Chapter 2 coming? I am anxious for your proposed changes.

Posted by Spell Singer at 2010-09-28 01:11:32    
I think what he is saying is that the groups of 3 rabid dual dagger wielding elves are problematic for the character at that level. As they have 6 attacks to your 1, and they have about the same AB as you do there is a pretty good chance you get killed, also there is a +2 AB bonus for multiple attackers. A few badly timed critical hits going their way and the fight is over. His other comment seems to be saying the same as my comment on why you would even help the people killing the only friends and family you have ever known.

Hope this helps and my read of Mad Vic's comments is correct.

Posted by GamesRus at 2010-09-20 07:33:56    
Hey Mad Vic

Thanks for the info.

Don't quite get what you're saying in your first paragraph, but I've noted the rest.

Unless you're dead yourself, killing children, dead or otherwise, still has an negative emotionally effect.

True about the subquests. I am currently working on them.

As for the clothing bug... Another bug that can only be unique to 1.23 users.

PX

Posted by Mad Vic at 2010-09-17 23:04:03    
@PX

reflections

earthenwood, Random elves v powerful as compared to the character, the one "quest" doesnt seem to make sense, as said why would you help these people? I note something has been cut from the interaction with the "wife" if you take the drink that fits withthe feel of the section now.

Coast - when the path to the farms is blocked by the fallen tree, I could navigate around the left side to the transition point, made the story rather wierd! There ar a lot of cave entraces flashing as interactable on which I wasted a lot of time.

I dont know why "killing/terminating" an undead child who is attacking you is evil.

The clothing bug, you appear to be wearing the armour you started the module with even if you are wearig no armour, throws you occasionally. despite max lore and the ring of lore I was unable to identify the two armours found in the castle.

at the moment the main plot appears all that has been firmed up , there remain areas on most maps where subplots could be added, Inn, pig farm, temple ruin, outside the castle etc.

Enjoyed the module look forward to the final edition.

Posted by Mad Vic at 2010-09-14 00:48:27    
@PX

Thanks

checked the module files, no Area04. Unpacked the original download again and this time noticed a message fashing by about a corrupt file -- Area04 (surprise) - fast processors! Redownloaded fine this time able to move on.

However when in the first cell and the final room although light was cast the effect didnt work in exploration mode, but did in the other two? otherwise fine in the castle section.

The final battle was simpler having read the other comments by retreating and waiting for help, not sure if thats intentional if so a clue such as " I should find a better place to fight" might help.

Finally the character is not saved on completion, but this I sure will make the final version.

Love the use of the "unplugged" Evanescence

Posted by GamesRus at 2010-09-12 03:18:35    
@ Mad Vic

It seems that the bugs only appear for those running v1.23. I take this as being major changes in how scripting is perceived between v1.23 and v1.22, in which CC2 was created.

I can do nothing about this, without having to rescript the entire Campaign.

The cave problem is due to the fact the Area04 is not loading properly. Was it copied to your modules folder. No one else has had this problem but I will look into it anyway.

There is a cheat around the issue that will not effect gameplay.
1) Save the Character after the "cutscene"
2) Delete the Campaign File
3) Run the Area04 Mod with the Saved Character.

Hope this helps.

PX

Posted by Mad Vic at 2010-09-11 23:00:58    
Thanks

running 1.23 with MOB and SOZ, have made sure overide is empty. This is on a Phenom based pc (925).

Killed incognito, had the conversation with sensou and got the key. This opens the door, then there is "cutscene" dazed by the light, feel lots of boney hands, hear Karina's voice, after which I am back in the cave striped of all non worn items. If I try to exit the same happens again, and there doesnt appear to another way out.

Hope that helps

Posted by GamesRus at 2010-09-10 23:43:34    
@ Mad Vic

It's odd that it works sometimes and not others. I seems that with some machines there are no problems whereas there are numerous bugs in others. What version of NWN2 are your running?

I will look into the matter of the cave door.

After killing Incognito there should be a conversation with Sensou. I can't remember if you get a key or not. But you able to leave thereafter.

PX

Posted by Mad Vic at 2010-09-02 23:27:41    
Fourth time opens. Now cant get out of the cave below the temple.

Posted by Mad Vic at 2010-09-01 22:33:15    
Thanks

The camp conversation is triggered by dropped the npc's and having to talk to them. On my first few attempts the "drop" didnt happen, maybe as they were being killed and attacking the pyro-whotsit in the trigger area, it then worked as planned, but on a further occasion didnt trigger and I had to use the shift click conversation method. I then saw two sets of npc's (clothed and nude) in the dream sequence, but the link to the village still said I had to check in at the camp. I didnt try the shift click method then, it might have worked, I just when back to a save game.

i have the key from under the rock but on three separate attempts the door stays locked.

Posted by GamesRus at 2010-09-01 05:20:41    
@ Mad Vic
I don't quite understand where the problem lies in the conversation at the camp.

Thanks. I'll set the bedroll to a plot item. Forgot destroying it as a possiblity.

Spoiler....
As for the key. After the prison cell you should find it lying under one of the rocks by the bridge. This will open the cave below the lighthouse.

PX

Posted by Mad Vic at 2010-09-01 02:38:11    
Hum, in addition to the noted points, Im having great problems with the transitions/links.

The order camp in the farmland, only works as I think planned, about 1 in every 3or 4 attempts, part of this is the method used to induce conversations and the general clumsiness of NW2 intraparty conversation. But also once when attacking the undead using the firebombs the bedroll burned - start again.

Currently I am unable to progress beyond the prison cell, read madams diaries but no door to unlock anywhere esp the lighthouse which is I assume what the keys are for given they belonged to the lighthouse keeper! Any help welcome at this point.

Posted by GamesRus at 2010-07-14 01:41:02    
@ Spell Singer - I tested that area last night and I stand corrected. The Deity changes to "Heir of Silandora". Child being the manifistation thereof.

PX

Posted by Spell Singer at 2010-07-13 10:23:02    
I was going to look at my game save before the final battle but I deleted all my saves so I can only go by memory that sometime after leveling up I looked at my character and the deity field was still Sune but I can't recall now if that was after the talk with Child or not sorry. Also there is no end of module saved character; my local vault has only the character from chapter 1.

Posted by GamesRus at 2010-07-13 03:25:42    
@ Spell Singer

Strange... It was working. The Deity name will only change after the final converation with Child, but I'll check. The Deity settings are meant to be blank for this chapter. Child will be the only Deity in the chapters to follow. Sune's "death" was implied at the beginning of the chapter. There is no further indication though.

The only bug that may occur is if you level up after the conversation, which may set to blank, but I doubt it.

PX

Posted by Spell Singer at 2010-07-12 04:56:23    
Sune is still listed as deity in my stats though. What I noticed was that on leveling up the list to change deity was there but the list was empty. At the time I had no way of knowing what that meant and was thinking it might be a bug; I should have listed it in the observations. Yes I read the conversation, twice, but I didn't see anything mentioning her death. Either that or I missed it while repressing my characters urge to strangle.

Posted by buckwheezer at 2010-07-11 05:56:25    
The skeleton is there. Looking forward to the finished product!

Posted by GamesRus at 2010-07-09 11:27:21    
Okay.... Done some testing.
The jumping of the henchmen into the dream will hopefully be solved by a clearallactions(). I have tried it and it is working for me.

As for the armour appearing after the barrel ride... I can only guess it's a 1.23 issue as I don't seem to run into the problem and am not running anything different than what was issued.

@Spell Singer - Did you read the long conversation with Child after killing the elemental. Child IS THE GOD from whom you're drawing your powers. SUNE IS DEAD. See Diety in your stats...

Just when you think you'r enear the end...
Thanks for all the help...

PaladinXtreme


Posted by Spell Singer at 2010-07-09 09:55:28    
Ok seems I was closer to completion then I thought. The final battle was quite good. I died twice due to being stuborn but then made a run for the door, dropped the hammer (of the gods), followed by a searing light on L.J., followed by several turns to reduce the clutter. Around about then the two demons turned up and things proceeded fairly smoothly.

The dead robes have a resitance/bad stref so there is an error somewhere in them.

I would also have the character remark that they feel their connection to Sune (or whoever) returning because I failed to spot that I could again cast spells. The fact that my turn undead was also suppressed was annoying. But wandering around in a pitch black room thinking "is there a module glitch here" was not so much fun till I spotted that the spell failure icon had vanished and I could once again cast light.

Also telling the diners that you think they deserve a whole lot of smiting should be worth good points I think.

The door at the end of the dining room opens but has no transition out...so just locking it would be better.

The puzzle worked out well, although the wording of one of the questions led to my death.

Otherwise the end battle, well possibly even a might bit easy, is only so because for the first time in a long time you can go full out cleric and clerics at that level are a force to be reconed with.

I could not identify the two clothing outfits that I found but I have only a lore of 6 so even with the ring that is insufficient.

The music has been a bit hit and miss. During the exploration of the burned village the music was a bit too light and fluffy...something more angsty would have worked better. This is not really a big deal but that place it really struck me as just wrong.

The other thing is there is the pigsty but no indication if you should or should not explore it.

Otherwise I think the ending, though on the whole another part of the series that is "disturbing," also had a bit of an uplifting feeling. I felt good after the last battle. The paintings were a good touch. I'm not sure if an auto save was made...or if there was anything beyond the "another world" line...I vaguely saw a picture flash by...maybe I klicked to fast though.

Hope the comments are useful and I look forward to the non-beta release.

Posted by Spell Singer at 2010-07-09 03:03:35    
That the "basic clothing" does not show up is apparently what alwaysplaying and I are seeing. It seems to always show the character in the armour she was wearing at the start of the module even if no armour is equipped. This has to be module related since it happens only here. Otherwise I take off a characters clothes and I get the default outfit in any other module I have played.

I am as well seeing two sets of NPC in the camp dream sequence, one pair in armour the other nude. Basically when you show up in the dream you see the pair standing by the tree while the same NPCs clothed show up exactly like they would after a typical transition.

Some comments:
1. "Bare" raises its ugly head in the discussion with Child after the elemental. Should be bear.
2. In chapter 1 I spared you know who near the end. I would think this should have modified the encounter under the village at least to a degree. Also, there should be more development of that whole section as it is important to the character so having the NPCs just sorta "done we're out of here" without closure or even questioning where I might know this person from seems odd.
3. I noticed that after leveling up the number of uses of turn undead did not increase.
4. I think it would be wise to indicate what feats may be not very useful to the player somewhere. I had no real idea what feat I should take during the leveling up. In chapter 1 I took "extend spell" which turned out to be less than useful, and "martial weapons" which turned out to be more but at lvl 9 I had not the first foggiest clue what might be useful.
5. The fight with Icog. is just poorly designed. It has an AB of +22 while my character has an AC (with shield) of 26 or (with halberd) of 23. That fight is not winnable outside of dm_god. I mention this only because in chapter 1 you did a very good job of striking a balance in the combats and in this chapter not so much. I only had to use god mode in chapter 1 due to the enhanced casting AI. Also It will disarm the character, not a bad thing in itself but maybe not anticipated. I'm not sure I'm not missing something like running about and leading the NPC through the traps or something.
6. Allie starts with 2 of 4 hps, Uriel in the temple seems to be at 5/15. Mrs Tibbs also showed up as injured or near death.
7. The traps in the lower temple region were not disable-able or recover-able.
8. The first conversation with Child he is very sympathetic to Evergreen. Mere moments later he is sarcastic and offensive something that continues through most of the next meetings.

Ok the next are far more subjective...
9. It would seem to be more appropriate for the prison guard to suggest an accommodation then the character.
PC: "I'd like a few words with my friend."
PG: "Oh. Hmmm...well it has been a long time since...and you look mighty fine sooo tell you what..."
Also the text later implies something that may not have happened (prostituting yourself with the madame).
10. What is often missing is the reason for the character feeling what she is feeling. Why is peeking through the keyhole exciting? What is exciting about public display? The story is the heart of the module and why the character is feeling what she is feeling is a large part of the story would sum up my view.
11. More chance to speak with the NPCs, also Uriels conversation in the bath is odd since you can ask about the Matron in 3 different ways.
12. More chaotic but good choices would be nice. I found it odd that for the most part to keep my chaotic good status I would have to do evil stuff for the chaos points.

I'll continue on tonight. I ended up getting killed by the skeleton guard after the elemental fight and had not made a save in a while so I went to sleep rather than replay.

Posted by alwaysplaying at 2010-07-08 09:24:07    
Sorry ignore that last question, finished reading your post after I answered your questions PaladinXtreme.

  1  2  3 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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