Contains explicit adult materials, suggestive themes and graphic images that might be disturbing to some viewers, discretion is advised, not for those under 18.
WHAT MOD IS THIS?
----------------
This is single player storyline driven campaign, if you're the type of sandbox styled free roaming adventurer, this mod might be less appealing, though linear, it does not mean that the quests always have to be done in order.
CHARACTER
---------
This mod has to be played with provided customized character who will serve as the main protagonist for the entire campaign, due to how the storyline and the mod were designed, doesn't support any other races and gender, you can play with standardly created female human character if you want, but it would get you an incompatibility with the mod standard and storyline, so it is very, very not recommended.
FEATURES/CHANGES
----------------
- Spells:
Spells are overhauled and more powerful, some even work differently to match the standard, they are not supposed to do a fixed damage, characters' abilities and modifiers play role in determining the damages and DC in additional to caster levels. Invocations mostly use CHA, but some use INT as additional. Arcane spells mostly INT, but certain spells use CHA to determine their damage. Divine and Nature spells use WIS, but certain Spells use CHA, even INT to determine their effectiveness.
- Crafting:
Crafting is done by interacting with certain objects like forge, anvil, sawhorse, etc. Certain skills are required to be able to craft items successfully except for cooking and baking which are TfG. Certain crafting objects require fuels to operate, for example, forge requires coals to operate, anvil is located adjacent to forge, to be able to use anvil, the forge has to be activated first, using forge to smelt ores into ingot deactivates it and makes anvil unusable so the forge has to be reactivated to have the anvil usable, but using anvil to craft weapons doesn't deactivate the forge, you can use anvil anytime as long as the forge is active. Cooking and baking don't need skills but they need firewood(faggot, or is it fagot? sorry I don't speak english) to activate.
- Class:
Added new spells and 3 more levels to Warlock's spellbook so warlock has 7 instead of only 4, with limited choice of arcane/divine spells at the last 3 levels, sorcerers and warlock can learn more spells, warlock gain spells faster, gain EB at every level and maxed at 14 instead of 20.
- Weapon:
Sling is not supposed to be exist, it is replaced with revolver, but uses the same ammo as sling.
CREDITS
-------
Thanks to many of them who have provided custom contents, I may forget somebody here, but I'm trying to credit all of them with all respect.
- Aleanne
- Aleph
- Amraphael
- ArPharazon
- Art E Choke
- Arsan
- Alban
- Argyl
- Antenni
- ACME Team
- AP
- Adonnay
- Alupinu
- Bad Magic
- Barrel of Monkey
- Baron
- Barry the Hatchet
- BehNoosh
- Bounce Studios
- Casa
- Camb
- Chimneyfish
- CacySunLee
- Daughter of Guns
- Dr. Steam
- Dobbs
- EltuurKomChatka
- Ephraellia
- Escrimator
- Evil Edison
- Fenril
- Gaming Parents Studio
- Glee
- Heed
- Honey Mill
- Hellcow
- Hellfire
- Human_Male
- IdKrr
- Jester
- Jhonny Rhee
- John McA
- Kaedrin
- Kemo
- Krighaur
- Kurogo
- Loki1234
- Mae Be
- MWM Dragon
- Mr. British
- NavetSea
- Necrolord
- Noah
- Nytir
- Orlondow
- Paladin3333
- P-Tow
- Ren
- Robinson workshop
- Rogue Dao
- RB
- Schazzwozzer
- SDJ
- Shtoss
- Shaughn78
- Serenity Frost
- Soya
- Somebody/All of them I missed here
- Tarim
- Tony K
- Tupoun
- Ugly Duck
- Uncle FB
- Viola
- V3Par
- VPJ
- Whatbrick
- Xaltar
- Yaddaman
- Zpirit
- Zylch
- Whatever, it is important to do what your neighbor asks first once you're outside, doing this quest later could prevent you from advancing the plot if you're greedy type, you know what I mean.
POLYMORPH SPELLS BEWARE!!
- Polymorph spell like Word of Changing DESTROYS your currently equipped item EXCEPT accessories(rings and amulets), weapons and ammo, it has to be made like this since unequip command doesn't work on polymorph, due to its limitation(probably) it appears that the engine keep your last CURRENT appearance permanently as your default appearance (have no idea why) instead of returning to the original default appearance, it happens when the polymorph form is the same type with the default appearance of the character but in different variations, the word of changing in this mod actually tranforms you to a "she-hulk" version, if you don't want to lose your items, make sure to unequip them first before polymorphing.
Posted by Hentai User at 2012-10-21 10:24:28 Voted 4.00 on 10/21/12
Seriously, i cannot be more disappointed. You really look like an awesome module builder, i can' t believe you wasted i don' t know how many hours just for a joke module, for the LULZ.
I was thinking after the escape from the town and starting the second part of the campaign things were going better. Then here comes hordes of bugs and rats that kill you without touching you... seriously... what the fùck? It appear that when they got damaged my character get HEAVY damage as consequence. And anyway just to make you notice how much unbalanced and irrational are your fights: during the escape from Ragusa i wiped out effortlessy an entire batallion of armored soldier, in the world inwhich this module take place a couple of vipers or some insect are more dangerous than an army... they are even equipped with bombs and some of them can cast high level magics!!!!
Well i hope someday you will take things seriously and try to make a good module. Is really a pity, this campaign really have potential but the fun is not worth the effort.
Posted by Hentai User at 2012-10-18 02:47:00 Voted 4.00 on 10/21/12
I' m very disappointed. It seems you are quite good, the areas are well designed and you make good use of scripts and animations. But it look like you made this module to piss off the player, instant kill after instant kill... the fights are extremely redundant: things pop out of nowhere at every step and one shot you, every kind of enemy is like this so all the battles are the same, there is not a single enemy you can spot from far, everything spawn from nowhere and sneak kill you. Mouses throw things at you (the fùck?). Almost every enemy got sneak attacks and when you are surrounded you can only hope the dices will spare you.
You made the mistake to think that rely on luck and hoping that for pure chance you can survive a fight is something fun. No! Is annoying! Is bothersome! There is nothing enjoyable in being instantly killed after a 20 minutes non skippable dialog! To be forced to save the game at every step cause every lesser enemy can pop out of nowhere and one shot you. Surviving every encounter is just a matter of being blessed by the dices, this is not challenging but gambling. It don' t require any skill or strategy from the player, only luck. And aside that, if you wanna make the player walk at least provide more areas, i got nausea on going back and forth Ragusa and the Farmer' s village again and again and again and again... ... ... what the hell?
Too bad, nice concept but it look like a module made by a troll (not the D&D one, but the internet troll) just to piss off people. You should try to get a look at "tortured hearts" for NWN1, is not my favorite but it can show you how to build an hardcore module without completely unbalanced and incoherent (a rat should be difficult as a bandit?) fights inwhich the idea of fun is about dying at every step because of some*bleep*roach that pop out of nowhere and kill you in one shot.
Alright I quit this mod. Turning a corner and being killed by a magic missile, or exiting dialogue and being killed by magic missile, and then ending a dialogue and being killed by instant cast Isaacs Missile storm is all insulting.
Its a shame because despite the language barrier, the story was interesting and the areas were very well done. I liked the area designs, especially the layout of the farming village. I didn't mind the difficulty of some of the battles, but the snakes bats and tentacle monsters were a bit much even if you managed to see them coming and prepare with buffs and protections. Having to rely on epic feat abilities to make it by 3 monsters that appear ontop of your pc followed the by same thing 6 times is not an enjoyable experience.
The 100% absolute killer barring any of that is the lipflappers make every dialogue take goddamned forever. You can't click by the dialogue and then rather often the nearest mage slings magic missile instant cast, which is instant death unless you have a magic blocking item on you that you thought to use before the dialogue(which probably ends while you're in dialogue). Then you have to reload, sit through the 20 minutes of dialogue and probably die immediately as it ends anyways.
"A" for effort on customizing the pc and battle experience, its a neat idea that fails in execution. Dying to any enemy you come across in 1.5 hits or the first spell that gets cast is infuriating. I didnt finish, so im not gonna vote.
Pretty certain they changed the file size requirement above 25mb, currently dling a few mods with files 100+ to 300+ mb. The hotfire 30minute wait between files.. /facepalm. Almost made me pass this up, but Ill dl it all while im playing a different mod and give this a try.
Date/Time: 2012-05-19 04:34:36.569 -0400
OS Version: Mac OS X 10.6.8 (10K549)
Report Version: 6
Interval Since Last Report: 2264939 sec
Crashes Since Last Report: 86
Per-App Interval Since Last Report: 626936 sec
Per-App Crashes Since Last Report: 81
Anonymous UUID: D2302CF9-B1D9-43E4-8348-0854E5B58045
**************** Spoiler ***************************
Hi, can't find Miriam (sister of Green Oasis lady) anywhere. Hints?
Also, hints to find Shalvie if it has to be done
before burning.
******************************* End of spoiler ****************
Thanks
I gave the module a try until the bandit hideout. At that point the abusurdity of the combat changes become overwhelming. On the way to the hideout entrance over 20 bandits spawn in during the walk (around 6 of them on the path). You arrive to find 6-10 bandits lounging around the doorway. Then inside during exploration a good 20-30 bandits spawn in. I was attacked when I removed stealth to re-apply a spell, at the time I was alone in a room with a closed door between me and the NPCs. Then after repeated attempts (5) I found the person I assume has the key I need..and after a less than inspiring conversation that can be summed up as "you just wasted your time talking to me" the fight lasts a split second since she launches an attack you either stop or it kills you instantly. Oh joy. I can't say if after this a dozen NPCs show up or if you are randomly attacked by the 30 or so bandits by now populating the place either. The wizards are likely to kill you just by dispelling and then magic missile. As far as absurd re-spawn rates I actually saw an NPC fall down dead then essentially get back up again at full health.
The assumption the combat is difficult is wrong. It is random. You live or insta-death based on failing a saving throw, a resistence check (the case above) or the computer rolling a 20. This is not challenging, it is not fun; it is frustrating. The fights you win aren't rewarding as they are just mindless repeating of the same basic warlock attack until the creature dies. Do the math please after you design a combat encounter. That is advice right out of the Dragon Age PnP GMs guide and it is good advice, do the math and see if the fight has issues.
Anyway to anyone who finished the module my hat is off to you. I found the combat too unpleasent to continue...I could turn god mode on I suppose but that is a clear indicator of a problem. The maps and such were well done, the character being pre-generated doesn't bother me, the english was acceptable from a non-native writer, and the story seemed interesting.
Posted by Thirdpres at 2012-03-01 11:01:48 Voted 8.75 on 01/10/12
NKT88 - I hope your project is coming along well and good.
Kind of limiting the audience by insisting upon a pre-created character being used aren't you. Too bad because of the scarcity of submissions. I'll pass on playing. Make your next one open.
Thank you, Thirdpres, SPOILER AHEAD!! have you managed to win the contest? if so, check Pinto inside the shed near the tent for a little surprise.
Posted by Thirdpres at 2012-01-13 22:34:03 Voted 8.75 on 01/10/12
NKT88 - I started playing the module again yesterday. I'll look for some changes in role-play or story as my play progresses. I'm wondering if I need to play a more "evil" character this time around to see some of those changes.
I did replay the contest several times so that I would win it this time around. As I know what I'm looking for and have defragged my computer I'll not be as frustrated this time around and will remember to buy a dress or two and see if any npcs react to my purchases. 8)
Note: I don't mind some hard combat situations but too many of those ambushes just get old. Several times my npc companions were killed as soon as the enemies spawned so there wasn't much of a fight other then my character having to duke it out with a half-dozen enemies. Thanks for trying to keep the combat as interesting as the story-line. I appreciate the effort even if the results aren't as effetive as I'd like.
About the switch in the monastery, you have to make the nurse leave the room before searching the corner, otherwise it will NEVER show up, it requires DC check to have it show up properly, just go to the corner where it is (the right side of the bookcase door), wait and see, the DC is supposedly passable, I'll consider to make it easier in next installment.
Thanks for your vote, appreciation, and critics, first, I thought that the players were like to be given a challenging games, well it seems that's not necessarily true, I'm aware of this, and have put this into consideration, my purpose is to make the mod that is interesting in both storyline(plot) and the gameplay, if you'd like to play again, there are some choices that could alter the outcomes, the third and fourth modules are actually there, I'm working on them right now.
@ThirdPress
Thanks for your vote, critics and appreciation, I'm aware that there would be pros and cons regarding the enemies spawned on ambush position, giving the party at disadvantage, I wish to make the battle a bit challenging because of there's so many players out there that thirst for challenges as well as those who wish to have a good story, I tried to appease them both, but it appears that moderation is what is needed here, I'll consider your advise regarding the battle since this mod is not intended as pure hack and slash, and I'll to try to moderate the challenge if you found it too frustrating without upsetting the game's balance. Regarding the role-playing options, the mod does have it, you may need to re-play it to see the alternate outcome.
Posted by Lord_Frederic_DQ at 2012-01-12 09:50:35 Voted 8.50 on 01/12/12
Hello to all
This is a very good campaign, it has very good story, interesting characters and most areas have good design. Even the quests are interesting and not always just "go there kill that and come back"
However there is one thing that destroy a lot of the fun i have. The battles. The problem is not the dificulty but the frequence of the encounters. There are maps that i enter, do 3 steps, battle the enemies, win, heal, 3 more steps and the same until the exit of the area. It kill my joy. If not for the story i just had quit. And you don't even could see the enemies before you trigger the encounter. And not only that but you are always suround by enemies and you are not be able to retreat. Especialy in two areas (bandit camp and the graveyard) the number of encounter is just too much even with cheats.
However in the end i am able to enjoy it. and i waiting for the next part to see the story. But i enjoy it much more if there are not so many battles.
Posted by Thirdpres at 2012-01-10 12:45:07 Voted 8.75 on 01/10/12
I enjoyed this module. Thanks for building it and putting it up for people to play it.
Overall this is a hard module to vote for as there are many elements to it that I enjoyed but I have some problems with it as well. First the stories, characters, mood and setting of the module is excellent. The quests and dialogue are good (except for spelling and grammar but I understood the reason); I did find myself wishing that there were a few more instances where the player character could make limited decisions outside of linear confides of what is currently present in the module yet I can understand that you are telling a story and that the amount of work necessary to give the player more role-playing options would make that very difficult.
I do think that the amount of combat encounters, particularly the rate of re-spawning, were over the top. The combat itself wasn't as hard as I'd at first thought, it just out too unexpected in the beginning. Too much combat and too many instances where enemies just spawned on top of my character or her companions. If there were fewer instances where enemies didn't spawn right on top of my companions I'd have enjoyed the module a bit more.
As you'll have noticed I had some problems with an npc and a switch not spawning on time, that was annoying but not your fault. I figure I have to defrag my computer or otherwise clean up temp files to get that situation under control. I even noticed that the game began lagging pretty badly once I made it to Sayyed.
Thanks again for all of your hard work and I hope you keep building.
Posted by Thirdpres at 2012-01-09 00:08:51 Voted 8.75 on 01/10/12
I found it finally. This would have been my list attempt, most likely. After the seventh time I've been in that corner too. It took about twenty seconds, or more. I went to get a cup of coffee, came back, and there it was after having put my pc into the wall, as in wall of shame.
Oh well.
8)
Posted by Thirdpres at 2012-01-08 23:19:09 Voted 8.75 on 01/10/12
Note: I've also put a bunch of junk in that chest near the locked bookcase in the infirmary. Tried different combinations of opening cabinets, etc.
Thanks for any help you, or anyone, can give me to get this module moving along again.
Posted by Thirdpres at 2012-01-08 23:15:08 Voted 8.75 on 01/10/12
I still need help getting out of the Monastery.
After I am punished and see the murder site, I am dumped off next to Elika with journal entries suggesting I speak to Elika. Elika has conversation options for Father Torran and escaping the Monastery.
Taking Father Torran option first, I investigate the upstairs Sister's Dormitory and find nothing to do. I have attempted to "spend time" just bathing to use up the clock to see if something would happen but nothing happens. There is an armoire in Sister Beatrice's room that I have not been able to interact with, nothing happens when I "use" it (not the one with the scrolls in it). I am not sure if there is supposed to be more on this 'quest' at this time but having not found anything of the sort I move on to escaping the Monastery.
Taking the escape conversation option, I again investigate the upstairs after having Elika join me. Again the armoire in Sister Beatrice's room doesn't react to anything I do to it. I then go downstairs. Loot everything of value. I find a book that I later (can) use on the nurse, as well. I either convince the nurse to leave or get her to leave with the book. I cannot do anything to the bookcase in the Infirmary. I cannot find any lever(s), buttons to push, switches to switch, etc. I have bashed or interacted with everything on both levels of the Monastery, all to no affect. I cannot open the bookcase/secret door to escape the Monastery.
I have noticed, after checking in DebugMode, that there is a conversation trigger in the tiny room where you can pick up some scrolls and that physician's book that doesn't fire after walking over. I'm not sure if that impacts this situation or not.
I have gone back and forth on these levels, reloading, starting anew, and using whatever different approaches I can think of but nothing works.
I would appreciate some help getting through this part of the module as I've run out of patience for this problem and will have to quit otherwise.
Posted by Thirdpres at 2012-01-07 11:15:44 Voted 8.75 on 01/10/12
NKT88 - Celebrant wasn't in the basement the first three times I went down there. Later on, after coming back from my previous post she turned up. Thanks anyways. I'm not sure why she didn't turn up the first time.
Another question though. I cannot find the switch to the nursery. Where is it? I've been bashing everything I can upstairs and down after having looked around walls, floors, etc., its been almost and hour and a half of running around looking for it.
This is very frustrating.
Posted by Lord_Frederic_DQ at 2012-01-07 10:27:31 Voted 8.50 on 01/12/12
Hello to you all
I have just finished the module and i was ready to vote for it. However, because i see that there is a new file that reduce dificulty and my main point of critism are the battles (mostly the frequency of them and then the difficulty of them), i think that i should play it again to see if the new file reduce the annoyance i have with the battles. Unfortunately, this should take some time, because now i have very little free time
However, i should say that in the end i like the campaign. The battles is sometime really annoying (when for example in just one room you fight 4 or 5 enemy waves), but in the end i wait in hopes for the next module to see how the story continue.
**************** Spoiler ***************************
And as for the rest, i know about the washtub but the problem is that i want to rest my companions so they restock their spells and there is just two or three washtube in the game (if i am not mistaken)
And thanks for the spoiler for the code, i am never think of it
******************************** End of spoiler ****************
SPOILER!
Do not leave the site when digging, select "Try again" over and over until the quest updates (it seemed that this halfing tried your patience)
@Lord_Frederic_DQ
SPOILER!!
Rest Problem: Try to not to press any button when resting, maybe I should check this myself in case of missing files, actually there are alternative ways of resting, by using washtub or soap, only apply to single character.
Convo Problem: It seems that straying too far away from the speaker prevents the convo from firing, the invisible speaker is located between the highwaymen's start location and Kidd's if I am not mistaken, I'll check this myself for sure, whatever try to get closer to the speaker when battling the highwaymen, this is just my own theory, in my several playtestings the convo always fire just after the bandits are dead.
Chest Code: It's not that complicated, the numbers refers to certain date, I'll give you another hints: Solar Flare, Mayan Calendar, brace yourself!
What is the code for the chest in derailed Cart upstair? I can't figure it out. Is it supposed to transform a number from one metric system to another or i am completly wrong?
***************************** end of spoiler *************
Posted by Lord_Frederic_DQ at 2012-01-04 00:41:25 Voted 8.50 on 01/12/12
Hello to you all
I am able at last to make the convo to fire, but i am not sure how (i try it a lot of times but only sometimes the convo fire). It seems that if i am not in action (for example the last enemy is killed by my companion or by some spell that do damage over time) then the convo is fired okay, but if not, then it didn't fire.
@Cerberus179:
********************** Atention Spoiler ***************
I have the same problem, but finaly i am able to continue. Just try again and again until your character tell you that there is nothing there. However you should wait for the animation to end before you click the options. At least that works for me
************************** End of Spoiler *************
This is a great campaign! But im stuck in the long chan quest. For some when i dig up the treasure and find nothing it doesnet update the journal. And he doent have have any conversation options when i get back.
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