Step 1
Use 'Winrar' or other extractor to extract the Nihil Alpha Folder
Step 2
Open the Extracted Folder
Step 3
Cut and Paste the 'nihilhaks.hak' and place it into the folder under
My Documents/Neverwinter Nights 2/hak
Step 4
Cut and Paste the 'Nihil_Alpha' module and place it into the folder under
My Documents/Neverwinter Nights 2/modules
Step 5
Start up the Neverwinter Nights 2 game and choose the option called New Game Modules, and select the 'Nihil_Alpha' module
Step 6
Pick any character you wish, start up the game.
Step 7
Report back and glitches, bugs, grammatical errors(try to be specific), and anything else you find out of place and I'll attempt to repair those before the the beta and finally release.
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Setting:
You can play your own role, that of another, or mix them up, all is open to an Asper. Though it takes place in it's own world, it can be incorporated into most other medieval fantasy settings, which allows about anybody's character to fit in.
Note that the first area of this module checks if your level 5 and above, if your not it will give you the necessary amount of experience to get to that level, though Races with ECLs of +1 or greater will start at lower levels.
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Beta Tester Directions:
This module has only been tested by me and another acquaintance so no doubt many repairs are needed. Please state 'clearly' and 'specifically' any:
-bugs
-glitches
-grammatical/syntax errors
-quests that are incomplete or not stated clearly.
-walkmesh issues
-suggestions
-comments
-things you would like to see
-anything else that pops up
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Issues I currently need help with:
Is there a GetSoundSet Function and if so where?
Many have or will soon notice that if they save and reload before the final boss fight, the light destroy/turn-off functions do not work as it would if you went straight through without saving/reloading. Doesn't block gameplay through that part, but it is annoying at least to me. Is there a way around this inbuilt problem in the toolset? If so then I would appreciate any suggestions you may have.
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Module Summary:
Is it a dream you are awakening to or a living nightmare? When you open your eyes, all you see is shadow, unable to differentiate yourself from the multitude of voices you wander. You may have once been a great hero, a powerful arcanist, or merely a lowly thief, but no matter what you were before, you are a Asper. So shall you remain until you discover the reason behind your cursed state, and more importantly, how you may escape it.
If no finds anything else I'll just move up the date of release for say the next two-four weeks though may vary as much as six based on my time schedule. I'll finish what I planned to do, but the last two current issues still stand, and will be released with it. _________________________ My Website: Link
-Elidiser now has enough ranks in perform to use all his bardic abilities.
-Sundial description adjusted to include moondial addition
-Description fixed on Limlight mushrooms
-Some sound effects have been altered and/or removed from Kalinscliffe
-Other minor changes
Current Issues:
Still working on the (Autodownload.exe) feature linked by sirchet; seems plausible now, and with any luck it will be finished by the release date.
Still looking for a GetSoundSet function or similar script.
Still attempting to fix a bug where lights will not destroy themselves and/or turn on/off when the module is reloaded. After extensive tests with the module and other test modules the bug seems in-built into the game itself, but I hope that is not the case. The issue is not game breaking, but still annoying. _________________________ My Website: Link
That .exe method in iexpress requires some sort of coding .bat to initiate it and place it in the correct folders if I'm not mistaken, do you have any idea what could be included in that or at least the theory of how to go about that process. If I missed it while viewing the video then I apologize.
The next issue is, how would one change the image of the default desktop image on the .exes so they represent something closer to NWN or another small bitmap image.
I appreciate that you tested out the mod. There is still something to look forward to as the ending, though available, is not included in the alpha or beta versions, but first, I'll make those changes to the issues you noticed as soon as is convenient. _________________________ My Website: Link
I tried to wait, but just had to give this a run. :)
I did find a few small things though.
1. When you choose my weapon type from the weapon stone, (I chose sword) it gave me a +1 bastard sword. My level 5 fighter already had weapon focus greatsword. It would be nice to chose what type of sword.
2. Elidiser is a 5th level bard, but he has no points in perform. He will not be able to use his bardic abilities until his perform ranks meet the requirements.
3. The Limlight Mushrooms have the description of a piece of ironwood.
4.In Kalinscliffe, by the armorer stand the background voices are caught in an endless loop, maybe giving them a short delay might help. It can get almost annoying while looking at the armor for sale.
5. The sundial worked at night, is it a moondial? :)
I saw so many good things, but I fear I would spoil things if I talked about them ...
well, there's the shiny floors, great use of varying height maps, the fantastic idea of the concept behind the story, nice load screens and unusual custom creatures to mention a few.
Ooops, I said I wasn't going to mention them. _________________________ Help is good when asked for,
Better when needed.
-some feat adjustments on Companions
-Critical Placeables set to plot to prevent accidental bashing.
-Floating-Text replaced with Speak-String when appropriate.
-some graphical changes
-other changes not mentioned
New issue:
How does one make a auto-installer(.exe)?
Alpha-Beta Phase Nearing:
The Alpha will end and the Beta Phase will begin on the next update, so look through the module carefully and find anything out of place or desired so I can fix it before starting the next phase of my tests.
Thanks to all who contributed so far. You all will be mentioned as Testers in the final version. _________________________ My Website: Link
Great effort so far. Anxiously awaiting additional content. Especially impressed with the artwork. Engaging story. Finished in ONE sitting. I couldn't put it down. The MINOR issues I encountered have been alluded to in other comments and do not need to be repeated. Thank you for something new.
Thanks for catching that rottenchops. I'm not used to bashing things when I tested the module so I wasn't aware of this game breaking feature, in the next update this placeable and other crucial ones will be set to plot so this showstopper doesn't continue. _________________________ My Website: Link
One issue I had which was a showstopper:
I bashed the stump in the druid's clearing right off the bat, as a result, after the party recovered the body of the sisters' father, the barrier remained there and I wasn't able to proceed to the transition. I played through again, making sure to leave the stump alone...
Thanks sirchet, that worked exactly as envisioned. I haven't looked into the chatroom yet, but I'll do so in time. Thanks again. _________________________ My Website: Link
The issue regards one of my minigames as well as a few other scripts where my goal was to have the text appear over the NPC's head and be visible to the player on a scripted basis.
For example, using the FloatingTextStringOnCreature() function, when a boss dies my goal was to have the text appear over the enemy's head, but when I played the module I noticed it never did so; no matter if the Broadcast true/false parameter was set to true or false or any of the other parameters for that matter it still refused to appear. In a effort to make it appear anyway, I delegated it to appearing over the PC's head instead. Is there a way around this as I remember it worked in NWN1 but this is the first time I tested this function for this purpose in NWN2. I may be going at this wrong and if so then a nudge in the right direction would be appreciated.
Hopefully I explained this issue correctly, but if not state as such and I'll attempt to reformat it for clarity. _________________________ My Website: Link
seraphimsage said in Issues I currently need help with;
Also does anyone know how to script Floating-Text to appear over the NPCs head and still make it visible to the player.
Are you talking about bark strings, the quick comments an npc makes when you click on them or they cross a speak trigger? _________________________ Help is good when asked for,
Better when needed.
Clay, glad to see that there was simply a misunderstanding with the transition, but I'll look into making the building's entrance more obvious.
SpellForcer, that is a avenue I did not consider, but in any case I'll begin making each characters' stats and abilities more individualized as the testing phase continues. _________________________ My Website: Link
Hehee... Ooops my bad. I got into the library. Wasn't a problem with the mod.. More like a problem with the player... LOL... Thanks/// _________________________ I Luv my DFI's.... I do play a lot of mods. I really must apologize. That I don't vote more.
Hehee... Ooops my bad. I got into the library. Wasn't a problem with the mod.. More like a problem with the player... LOL... Thanks/// _________________________ I Luv my DFI's.... I do play a lot of mods. I really must apologize. That I don't vote more.
New update? I'll give it a try... Been meaning to play through again.. Sooo.... _________________________ I Luv my DFI's.... I do play a lot of mods. I really must apologize. That I don't vote more.
In the first town you come to,in the mod.. It looks like there maybe a transition. But no clear path to the door.. It may not be a bug at all. Still "I" wanted to go in.. (LOL) Best to you. Looking forward to the next part.. _________________________ I Luv my DFI's.... I do play a lot of mods. I really must apologize. That I don't vote more.
I've updated the module, so please download the next one, and notify me of any problems you have while playing.
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Updates:
==============
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Major:
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-Took awhile, but I believe I found and fixed the bug in the conversation that was causing the party to stay still after the campfire scene.
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Minor:
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-Changed the map-note to Seagull Inn
-Changed the Journal Entry 'Twilight Lighthouse' to northeast instead of northwest.
-You will no longer have the foresight to deduce that the Seer Mimir wants Mushrooms before he even announced the quest. _________________________ My Website: Link
As to the library transition you mentioned Clay. Is this the one in Bandersville or Kalinscliffe? Also does anyone else have problems with this transition or others?
Next, I've made the minor repairs JSelene mentioned. The "." are there for conversation purposes, but I'll try to make them less apparent.
As to the 'follow' aspect both mentioned by buckwheezer and JSelene. Was this with or without Elidiser as a companion in your party? In any case this bug is a bit deep so I'll have to dig around a bit until I can find the cause, until then use the party commands 'attack nearest' which will automatically get your companions back into tow.
Keep up the good work! _________________________ My Website: Link
Hmm, I had some odd problems with the companions, starting just after the campfire scene. They wouldn't follow me normally, even after I used the "Follow" command, so I had to select them all in Strategy Mode or they'd be left behind. I might be the only one with this problem, though. :/
And now for some super minor things:
- There seems to be an invisible object named "." near the Mindscape entrance.
- The journal entry for "Lighthouse at Twilight" places the lighthouse Northwest of Kalinscliffe, rather than Northeast.
- The Seagull Inn is called the "Seaside Inn" on the Kalinscliffe town map.
- How would I know that the Seer's quest is mushroom-related before he gives it to me? ;)
Overall, it's looking wonderful: the areas are beautiful, (especially the forest,) the story is interesting, and the companions have good potential. The puzzle aspects of the boss fights are a nice addition as well. I'm definitely looking forward to the updated versions!
About the only bug I found.(if its a bug( Is you can't get in the library. Otherwise very nicely done! Very interesting plot too. I like... I'll vote while you get it closer to a final version. Really good so far.... _________________________ I Luv my DFI's.... I do play a lot of mods. I really must apologize. That I don't vote more.
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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