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NWN2 ENGLISH MODULES

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Name  A Farmer's Revenge
Author  TwistedBen
Submitted / Updated  12-21-2006 / 12-22-2006
Category  Single Player
Module Types  
Scope  Small
Content  Everyone
TricksTraps  NA
Roleplay  Medium
HackSlash  Light
LevelMin  Any
LevelMax  Any
Gameplay Hours  01
Categories  In-Depth Storyline
Patch  1.03
Description
First beta test of Farmer's Revenge.
Placed up so I can see if players enjoy it and to debate wether to continue on Modding or not, so please leave true opinions!
Has a Single player based plot:
You've been sent by Branmire, your brother to a farming village by the name of NightVale. NightVale is the place your brother calls home. A mysterious murder occurs leaving you with only one thing in your mind... Revenge.
CURRENT DETAILS:
Minimum loot/magic items.
Mostly based on story for now.
Fight scenes but not in-depth yet.
Companions and Romancing.

FUTURE HOPES IF PROMISING:
Side quests for NightVale.
Different paths of alignment quests.
In-depth items/loot.
More character development/romancing.
Load death experiances.
Continue of main story.

Thank you for downloading and reading. I hope you enjoy. Please leave constructive criticism!

Files

NameTypeSizeDownloads
Farmers_Revenge_Beta.ZIPFarmers_Revenge_Beta.ZIP
Submitted: 12-21-2006 / Last Updated: 12-21-2006
ZIP5.7Mb1343
Farmer's Revenge Mod First half Beta
SCORE OUT OF 10
4.94
6 votes
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Comments (17):

Posted by PaulBlay at 2007-03-24 11:45:13    Voted 5.00 on 03/24/07
Hope to see another update on this.

Posted by Ryam_BaCo at 2007-02-05 16:34:50    
hey there,

just because i got a little bit *too* frustrated with the toolset i decided to choose your small mod and play through it.

i pretty much liked how you lead the player into the story.

wham! - action! - murder - action! - wham! - companion - wham! - done!

still a lot is missing (won't go into that closer, you already read about it in the previous comments), just the following suggestions:
- make map-notes: i felt pretty irritated when wandering through the village
- i'd love to have some kind of "direction" when leaving my house (what should i do now?, where did mr bad guy go?, etc...)

conclusion: i didn't play much, but what i saw has potential. so please keep up the good work! :)
_________________________
A Bet, A Corpse
A Corpse, A Vote

Being Good

Posted by Excellentium at 2007-01-30 16:02:42    Voted 4.75 on 01/30/07
A lot of potential in this one. I see most people already brought you to the attention of some parts to improve, so I will not keep nagging about those. I actually found the dialogue pretty neat, but then I'm referring to the cut-scene dialogues. Regarding the village, I'd like to suggest a more painted surrounding area instead of just a square block wall. There's not even a gate to access or leave the village. It fuzzled me a bit when I was trying to get out of the village in search of the hunter... ;)
I also think the landscape is far too flat. The little pond is at the same height as the land for instance?! You should also fix a lot of the buildings. If it isn't meant for me to enter them, I would lock them or make the doors non-usable. I found myself open far too many doors leading no where, even running through the buildings as if they weren't there. I also saw a weather-cock flying around in the middle of the air, next to a house. Go through them and see if all objects are placed right. Good potential though and the story kept it interesting. Looking forward to the next version!

Thank you for this contribution!
_________________________
"That is not dead which can eternal lie and with strange aeons even death may die".

- Necronomicon by Abdul Alhazrad

Posted by pcatiprodotnet at 2007-01-21 14:05:34    
Never mind, I just saw your post on the bioware forums indicating a predicted release date of Jan. 25.

Posted by pcatiprodotnet at 2007-01-21 10:33:13    
Should I wait for the next update before playing this module?

Posted by Arista at 2007-01-06 10:13:08    
Very engrossing story. Also, fairly easy to follow-no jumping through eight hoops to get a to a clue to what you need to do next. The village was very well done.
The dialogue was already mentioned, so I'll skip that. But yes, the letter addresed to "My dear" and there was another line in the note that a brother would not say to his sister. It seemed a bit odd...you may want to reword it so it seems more brotherly. Also, I was playing a female pc, and kept getting referred to as "mister" or "fellow". It was only a couple of times, but you may want to fix that for the rest of the mod. Not a whole lot of loot or potions or items. I didn't actually shop at the stores, because I didn't have any money. A good story, though, and I look forward to playing the rest when it's finished!!

Posted by Twistedben at 2006-12-31 10:16:59    
Thank you Calias for downloading & playing my mod.
To keep you guys updated I'm gonna tell you alittle bit about my progress so far.
I'm currently trying to work out the conversation flaws majorly. I'm progressing on the main plot drastically, I added the road to Concord, a acesseble Belfield's house area, and added Nightvale to be drastically affected after you save Belfield. I added a role for Alimony and also currently working on other roles for minor characters like Achuu. The Windmill and Witch sidequests are beign worked on with the witch quest almost done. I'm also polishing up the items and loot properties. I'm making the gold system little amounts as if 40 gold is a lot of money, and a +1 axe would be 7 gold...
Thank you all for participating in the beta and I'll try and get another update to this Mod by January 10th (hopefully).
Thanks again, and have a happy New Year!
TwistedBen

Posted by calias at 2006-12-30 23:59:25    Voted 5.75 on 12/30/06
I enjoyed this despite minor dialogue flaws. Maybe just having someone else look at the script would help quite a bit! Mostly I just wanted to play more, the sudden ending really left me hanging; as I had already begun to form theories and opinions about the plot and characters. Don't let up and thanks!

Posted by Twistedben at 2006-12-24 19:40:28    
Thank you Lordsarkhan and Aranen for downloading and playing my mod.
Thanks you for the encouragement Lordsarkhan and that blackness is a touch i added to my exterior areas for just a tough, its yet to be decided for finalization.
Aranen I really apprecaite your reply and encouragement also. I will indeed try acting out the converstaion roles to polish them up and make them perfect. And yes I will continue on to finish this project!
Thanks again and happy holidays to you!
Twistedben

Posted by Aranen at 2006-12-24 18:36:03    Voted 4.75 on 12/24/06
With some work on the dialogue and some added side quests this could turn into a very entertaining mod. I encourage you to put some work into this, flesh out the characters more, add some more quests and finish up the main quest. Something I would do to help make the dialogue seem more realistic is to act it out outloud and see if it sounds like someone would talk. I found no bugs and the areas look good. Depending on how you flesh it out the end result could probably get a 7 to 9 average on the vault IMHO.
Hope you continue building so I can keep playing. Good work so far.

Posted by lordsarkhan at 2006-12-24 12:59:31    Voted 4.00 on 12/24/06
Well I played it The biggest thing i found irksome was the Action list Overflow and As yo get closer to the "edge" of the map thats it just blackness But I do believe you are onto something here Keep it up and you'll have a great mod
_________________________
When you cant run, walk. When you cant walk,crawl. And when you cant crawl any longer find someone to carry you.

Posted by Twistedben at 2006-12-23 11:12:52    
First ever friend.

Posted by _FlyingPig_ at 2006-12-23 04:02:54    
Have you done any modules in nwn1 too or is this the first one from you, Twistedben?

Posted by Twistedben at 2006-12-22 15:06:23    
Thank you QSW for the long suggestive post.
You have indeed encouraged me to continue on my modding and for that I'm very grateful. As said before, this was not a finish project and with the loot/walkmeshes i did not toy around with much. I will definantly try to adress the many things you've listed and you have helped out much!
Thanks agian and happy holidays also to you!

Posted by Golgaron at 2006-12-22 07:26:53    
Your areas are very well done. You obviously spent a lot of time setting up the town and the building. The dialogue needs some work/polish, but you have a good story started. Waiting to vote, with the hope that you continue to work on this.

Posted by Twistedben at 2006-12-22 07:26:10    
Thank you Democrito for downloading and replying.
I will defeinantly try and make the conversations more realistic. Thanks again for participating!

Posted by Democrito at 2006-12-22 06:02:00    Voted 5.25 on 12/22/06
Like the other modules, this one is good for its potential.
The plot is really straightforward, with the exception of the windmill (I hope that it'll be involved in a sub quest), and the dialogues are usually childish: for example, in the letter, the brother describes the Night Stalkers as the "enemy of good characters", or so. Such sentences needs - in my humble opinion - to disappear, unless you want to make a funny plot. This works also for the villagers - I won't go to a common man and ask "Do you know about the Night Stalkers?" - and The Hunter.

In conclusion, the module needs some hard work, but it can become a good one.
_________________________
Postume, non bene olet qui semper bene olet

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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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