Far southwest of the moonshae isles, at the center of the world's oceans, your tale begins in an uncharted spot of islands. A humble beginning may quickly lead to a humble end... or will the Islander turn the tide and face a prophecy more encompassing than Faerun itself?
Then again, how could someone so insignificant in a place so remote, mean so much? What could go wrong in such a place, hidden from the eyes of all?
Enter Islander, expect the improbable and anticipate the impossible...
* * * * *
Islander attempts to capture the spirit of the Baldur's Gate franchise, within a completely original tale. A large party, mild companion dialogue, and an opportunity to freely explore rewarding quests before you set out and find the main plot.
Enjoy ample opportunity to find unique weapons, and items, which you will need in order to face some tactically challenging encounters. Don't be fooled by the small setting; expect some vastly different locations to experience along the way. Quests are generally short, and ever changing. Not all are combat-based, so expect to use some skills along the way, particularly rogues. If you can't perform a task you can be sure a companion can.
Something very important is happening on the islands. Be sure not to assume you know the truth before all is revealed... you may find that not everyone is who they appear to be. Even you.
*SAVE* your game often... this campaign is massive and there are a number of faults in the NWN2 code that can crash or cause you to miss vital content. Reload is the only true remedy.
Bugs/Help: [email protected] do not post for help/bugs on here as it may not be seen ever. Please use email for prompt service. This link on the forums may also yield responses:
Link
Choose a class compatible with bioware's infinity engine games: fighters, paladin, rogue, wizard, sorceror, cleric, druid, ranger, bard. Monks, and other unique classes not necessarily supported in equipment.
Start as: Level 1 new, no gear.
Skills: most are used so there is value in setting some. However you do have enough companions to cover them all as well.
All further instructions are explained in game lobby.
***EMPTY ALL OVERRIDE FOLDER CONTENTS BEFORE INSTALLING****
***INSTALLATION ***
The files are unzipped with a free program called 7zip.
#1 BIG (Islander_Verxx) FILE FIRST:
The files are all left inside the folders they go in. Go into each folder and copy all contents to the folder of the same name in your My Documents\Neverwinter Nights 2 folder.
Example:
-inside the archive is a campaign folder.
-Open the folder, select all and copy
-Open the My Documents\Neverwinter Nights 2\campaign folder
-Paste the contents inside
-Applies for all folders appearing in this release
The game has a custom UI for the ease of reading longer text. You should replace your UI folder with the new one as per the instructions. However you should make a back up of the UI folder first to restore from if you wish to use the old one again after.
#2 SMALL FILE(s) (PATCHES, IF ANY):
Download after the main download. Follow
instructions to replace files.
***EMPTY ALL OVERRIDE FOLDER CONTENTS BEFORE INSTALLING****
*** GAME EXPECTATIONS ***
# Game Style: open, pick a quest chapter 1, linear + plot ladden ch2/ch3
# Party size: 6
#Chapters: 3
# Companions: 2 forced, with 6 more to fill the final 3 spots, swappable throughout the game.
#Companion classes: cleric, fighter(s), paladin, rogue, wizard, sorcerer, bard
# Level: 1 - 6 (finishing well into level 6 with exp)
# Combat: Moderate
# Skill use: occasional, but essential when required, few skills ignored completely
# Traps: Average in number, but definitely requires rogue abilities
# Weapons: 1 to 2 unique magical variants of each type featured in infinity games
# Armor: 1 or 2 suits for each type of dexterity range, some class specific
# Magic use: heavy. Wands and scrolls make even your low level mages more "magical".
# Tactics: occasional, yet essential. Some encounters are really just this side of impossible without the proper plan.
# Combat style: fairly fluid easy' common battles, with distinctly tougher bosses
# Dialogue: lighter than average
# Puzzles: sporadic
# Non-combat quests: above average in quantity
# Characters: built with personalities, light but often memorable dialogue
# Alignment: good
# Race/Gender: any
# Chapters: 3
# Custom Additions: prefab and existing custom content from the community as well as never before seen placeables created by myself, and a completely re-invented spell effects array.
# Music: custom new track
Good module. I found a had to reload a lot due to untimly death. I wanted to give it a ten just for the fact you took the time to do voice overs, somthing not a lot of builders do, but the combat balace changed my mind.
Posted by roadsaint at on07/20/11
This original and well=paced mod would have been a top 5 all-time for me, except for one issue that was as a plot choice that many wont have a problem with. For those of us who start over when we die, it is hard to swallow one dialogue choice that happens to be a moral decision mean the end of the adventure (and about 20 hours of your time to that point). Having said that, all the work that went into this is obvious, and the balance is right on, with the fights being challenging without being unsurmountable. Could not be more highly recommended for those that don't mind going to a previous save in 2 intances.
Posted by karen at 2011-06-1601:09:15
Thank you for many hours of fun - I really enjoyed the mod and hope there will be a sequel! The story was very different than most available and I appreciated the special weapons and amour. My vote is 9.5.
Posted by Lord at 2011-05-2100:05:24
Just a little problem with starting equipment. Every character seems to get a Quarterstaff, but Small sized races can't use it. You should detect the race or size and give Small characters something like a Club.
Posted by Eguintir at 2011-04-2009:28:36
If portraits are wrong you have an installation problem or override folder is not adequately emptied. Crashing on an attack of an enemy, never heard of that before in my life. Definitely not on my end as there is no scripts on those creatures or that area. But as with many random failures I've had playing player modules, I usually have contents in my override creating an issue or I didnt put the right files in the right folders. I would email if nothing improves this situation.
Posted by Bolvei at on04/20/11
A well done mod with interesting changes to the original scripts. There were a couple of bugs for me, like the portraits not showing up in the convo box. Otherwise, it was enjoyable. ***spoiler*** I also hit a massive game-stopper bug in the forest after the beholder cave. Whenever I try to attack the treants, the game immediately locks and crashes...probably just a "normal" NWN2 bug, but it's rather annoying.
Posted by Faltee at on04/10/11
At chapter 3. Since it promises to be a little different we can call this interim. So far I just agreed with the other fans on what's good. My take on things: be a little more consistent. Have journal conventions, crafting conventions (seems a bit of a dump of crafting stuff). Better than not having it, however.
Posted by Eguintir at 2011-03-1408:30:01
Just reposting this from the instructions on this entry: Bugs/Help: deflepp194@gmail.com do not post for help/bugs on here as it may not be seen ever. Please use email for prompt service. I have been very responsive and fixed any issues that come up fast for this game. But thats only if you email me. The system does not notify me of new comments nor are they easy to spot.
Posted by Eguintir at 2011-03-1408:26:17
once again, I urge people to use the email not the comments for help. I will not be checking the comments for help forever, but I do use my email. And no, there is nothing wrong. And that trigger is not supposed to fire. You need to look harder in that island for your destination. I bothered locking the crypts because they need to be locked at that point in the game.
Posted by neowmix at 2011-03-1303:13:28
I think something went wrong because I can't gain access to the Crypts. I show up on the island, the door is locked and the Caretaker is just sitting there doing nothing. Why bother locking the crypts? I saw that in debugmode something was clearly supposed to trigger but didn't...
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