A fun little hack-n-slash with many areas to enjoy. Uses NESS and Heeds Fishin Hak, the absolute must have for any module, IMHO. Oh be sure you install this in the My Documents/Neverwinter Nighte2/modules directory, and intall Heeds fishing Hak in the Hak directory ( also under My Documents ), failure to do this will cause the module not to load. For even more fun, I would also install the Complete Crafteman mod by CrossbowXIV. All these are available right here at nwvault.
downloading it now looks like fun :) _________________________ ~my ego shall destroy all~
Posted by Mighty Dragon at 2008-09-20 12:48:39 Voted 8.00 on 09/20/08
A nice module for Warriors who are short of words. Get your mission and go for it.. Ah it´s okay. I played a dwarfen fighter named Thorgrimm Orcslayer:)
Posted by darant at 2008-08-03 02:41:58 Voted 8.00 on 08/03/08
Some greatness and some crap in this one. I played for a few levels worth. Many battles in the beginning were fantastically scaled and cool. It was very enjoyable until the treasure trove went off the shelf. Every kobold shouldn't have a magic weapon on him. I had to refuse items out of principle after awhile, I couldn't carry more anyway. Still, the quests were good, exciting and well scaled... until the repawns. A shorter version of this would be a good idea. I rated it high for its potential. Thanks though, I enjoyed a few hours worth immensely.
Posted by Akelon at 2007-02-03 12:52:13 Voted 8.25 on 02/03/07
Sorry, I forgot to mention that when on the Dwarven Keep, The mine officer teleported me to mine 1 only, whereas there were options of mine2, mine3 and caves near mine 4.
Also I would rather more diversity to encounters, towards the end, I fed up of mummies, mummy lords, zombie lords and a couple of skeletons, or succubi and some ogres and a pixie....
I really am fun of the Big Bad Boss at the deapths of a dungeon.....
Posted by Akelon at 2007-02-03 12:42:18 Voted 8.25 on 02/03/07
I just finished playing this Mod.
Congratulations!!!!
Although it says that gameplay hours are 8, I played over 20 hours.
And I slayed and hacked and choped with my human Fighter10/Rogue1 ( from 1 to 11th level I reached). Scythe rules hahahaha.
Well, it had some bugs, the Captain Bones, never had a hat to bring back to commander, so as to finish the quest. Never found the dark patrol leader. And this imp, although it says it wants 5 pieces and some gold to give you armor, tents to take all your pieces. Had to split my leather hides and armor bits to fives and then drop them and pick them up.
Overally very good job for those who want some hack and slash module.
I bet you worked a lot of time on it, for some areas where awesome. I only wish you could put some diversity to the battle songs, it tired me somewhat to hear the same piece when battle occured (and it did often, believe me!!!
Well, I will wait for the update and the new modules of you.
Again Bravo, nice job, keep on.
The problem is in NESS or perhaps my implementation of it. One thing I have noticed is that NESS on NWN2 does seem to have some issues, especaily in the respawn and timed despawn areas. Sometimes things despawn realy fast and other times they never despawn, and this is using the exact same config.
Whats happening is after going into a few areas things are lingering and since they use Heart Beat scripts they cause everthing to slow to a crawl over time. Here on our dedicated server this takes about 2 days, on a none dedicated host it probably get critical much faster.
Warground X version 7 is on its way this week and should address much of this and many other bugs, probably introduce some new ones too. :)
There will be many more unique monsters, better ballance by CR areas and several more dungeons. The evil castle on Skull Island will have a huge level increase to give the level 8 to 10s someplace to go. :)
Anyway, thanks for trying the mod and the feedback.
Yes the respawns of creatures are one area I am working on resolving many problems, to fast in some places and not nearly fast enough in others. As it stands now most creature despawn when all players leave a area( well usualy after 10 minutes of all player leaving the area. They are supposed to start respawning when some enters the area, but seem to sometimes work, sometimes not work. I have start using old school encounter trigers in some areas to overcome this and the creature respawning right on top of the players issue.
As for the ogres in the room, that was sort of intended, since we usually play multiplayer here, 2 5th level players working as a team can usually take out all the ogres fairly quickly, and the respawn there is 3 minutes, sort of a incentive to move on. However in single player Im sure this is far more dificult.
As you guessed the Shining Sea, White Cliff Castle and Underdark transitions are all place holders for future planned modules, in reality the shining sea and underdark are 2 parts of the same module. What will happen is depending on the route you take your starting point in the underdark will differ, done using history feats that get checked when you enter the new module.
Vampiles are CR4 to CR5 versions of vampires, so the encounter down there with all the goblins, orcs, ogres and OOB draw gaurds comes in at a nice hefty ECL7 so at 5th level solo this will be real tough. At least theres a bind stone at the top of the stairs. :)
The story, well I wish I could say theres some deep story here, but there really isn't. There are no henchman, its one part of the OC I found anoying, to much bagage for me. Maybe someone would add them later, maybe even me, if the demand is there for them.
But the story that does exist is that there are two sides Order of Blood and Order of Light. Both sides waring activly against the other. PCs can only be OOL members at present, no plans to let them play OOB. Starting in the next to modules, Underdark and White Cliff Castle we will see that the OOL is really not much better than the OOB. Both representing extremes bretwean the celestrial and the infernal. I do plan to run on with this all the way up to level 20, adding more RP oppertunities as it goes along, probably fewer areas in the next modules, as I will focus more on the role playing.
At any rate take heart in knowing I am presently still working on War Grounds and will be posting a version update probably in a week or so to fix some things, make some things look better and add a couple of the missing areas.
Hi StrideC - thanks for posting your module. I'm enjoying it so far, but have run into what seems like a few bugs.... I also had a couple questions.
+++ Spoilers +++
1. I'm playing single player, still on the first quest -- clearing the Mill cellar -- and have followed the tunnels into the Goblin Keep. I run into a crypt and meet 3 "Vampiles" or "Vampires." They just kick my Level5 butt, and when I try to draw one away with arrows it follows up the stairs and then just disappears. If I save and reload or return later they're all gone and the whole room with the song portal is empty.
2. The same happens when I go outside the goblin keep - there are lots of orc archers and a dire wolf, and if I run back inside to rest, when I go back outside most of the monsters are gone. Is this part of the plot or a bug?
3. I went to the dead pirate cove and ran into the ghost pirate and killed him for the first time. My journal says I grabbed his hat, but there's no hat in inventory and when I return to the commander I don't have any dialog options to indicate I've killed the ghost pirate. Bug or am I missing something?
4. As you indicated, there are some problems with the doors and area transitions, with me showing up on the wrong side.
5. Not a bug - but I'd tone down the respawn rate inside the goblin keep maze area - it's just a bit annoying to stand there and watch 5 ogres appear from nowhere after I just cleared that room.
6. Are there any henchmen anywhere in the module? I haven't run into them yet.
7. In the main town, there's a ship captain who gives me the option of visiting another place -- it looks like it links to other modules. I try to go there, but nothing happens. Am I missing some files, or is this a placeholder for future expansion? The same is true for a door "to the Underdark" when I open it, nothing happens. Is that just a placeholder?
Anyway, please keep up the good work. I'm enjoying how many of the areas seem to be linked together.
Im sorry, but what do you mean by a respawn option? There is a respawn to last saved bind point( or market default ). Hmm unless your playing in single player mode... I never play it in single player mode here, so maybe the respawn is not working there?
Oh and I forgot to mention there is starting gear in the chests in the Pirates Roost Inn. I know the spawn rate for level 1 characters is a bit high, especially for none combat heavy's like wizards and rogues. I tried to offset that with the gift from Hana of the free Order Of Light Cloak. Still its rough on the non-combat class's. However in a party of two or more, Wizards and Rogues do quite well, if they can avoid drawing the agro from the fighter types. :)
Also could you be more specific on monster levels and XP? Are you saying it too stingy or too much? Most things are ECL based on your parties Hit Die and Size, so a single player shold draw like 3 to 5 kobolds at first level, or 2 to 4 goblins or orcs. A problem gets created when the server is set up to allow multiple parties and in a area one party is say level 2 and another level 5, most encounters will spawn around level 3, to easy for the level 5 party and possibly to hard for the level 2 party. To avoid some of this I have a areas locked at level 1 to 2( Monster Hills ) and 3 to 4( Mill Basement ). After that they are self scaling for the most part. I also noticed some thing simply refused to spawn or at the very least spawn very randomly, Im looking at all the spawn code and tags now to see if I can make things a little more consistant. Im also thinking NESS may not be the write tool for the job. I may be better off with simple reseting encounter triggers in some places.
Thanks, yea I know its plain in many ways, its just soemthing I was doing to learn about the new tool set and have some fun. I never payed much nevermind to levels, since there is always 2 or 3 of us and we tend to be a little tweaked at lower levels.
There are some issues like doors facing wrong way when transitioning so you show up facing the wrong way. I used so many doors because for the life of me I couldn't get the trigger transitions to work for individuals, they all ways sent the entire party. :(
Water and terain at same level is something I have just started trying to move away from, the Monster March was the last area added, as you can see in there the terain and water don't stay at the same level. However, for heeds fishing hak, you really need to keep water and terain near the same level.
Looking like NWN1, well probably, but on my video card you couldn't tell. Im not big on visual candy, at least not in this module. I just wanted something a group of 2 to 4 people could enjoy playing from 1st to about 10th or so, while learning more about the toolset. I imagine my next module will be more about RP, Puzzles and eye candy, but with still tons of action, Im an action junky. :)
As for moding it or using it, by all means, if there is anything there you can use, please do so, with my blessings. Like I said this is just something I did for fun, and I hope everyone else enjoys it. Also, I wouldn't mind seeing the mods, in that I could learn a few things.
Posted by DemonLords at 2007-01-06 17:26:21 Voted 9.00 on 01/06/07
I gave it a 9. Good work but yes needs some improvements. Biggest improvement I see would be to add some texture to the terrain. Its all Level as same with water. The water is at the same hight as the land. Over all a nice mod and I have actualy had some fun playing around with it in toolset improveing it.
If you would like some help with it just lemm know mate and I will see what I can do. I may host this one for a while and see how players like it and overall needed improvements.
You can contact me here by email or you can contact me on my site which I have listed in my profile.
Thank you very much, now i know what to do with those ERF files... override, indeed. It works :-). I just have to play this and say what i think i guess.
Tomark.
This is how I installed it. And it worked for me.
The Wargroundx6 Module: (WarGroundsx6.zip)
Put the game module Wargroundx6.mod to "example" My Dockument\Neverwinter Nights 2\modules
The Heeds Fishing Hackpak: (Heed_Angler_Pack_v1_0.rar)
Put the Heed_Angler_Pack.erf to "example" My Dockument\Neverwinter Nights 2\override
Put the Heed_Angler_Pack_Lucky_Hat.erf to "example" My Dockument\Neverwinter Nights 2\override
Put the Heed_Angler_Pack.hak to "example" My Dockument\Neverwinter Nights 2\hak
Put the Heed_Fishing_Demo_Module.mod to "example" My Dockument\Neverwinter Nights 2\modules
The Complete Craftsman: (The_Complete_Craftsman_v1.11.zip)
Put the TCC directory to "example" My Dockument\Neverwinter Nights 2\override
Your override directory shoud look like this. When done correctly
My Dockument\Neverwinter Nights 2\override\TCC\2da
\scripts
\Templates
uh...Can't manage to make it work.I *have* put heeds fishing hak into hak folder, but it still doesn't want to load (stay at the decompression stage). MAybe it is because the erf file should be somewhere else than in the hak folder? if not, i am going to try to download it again, but...
Posted by Qkrch at 2007-01-06 03:49:02 Voted 4.25 on 01/06/07
Played tonight, many things to improve. Adjusting monster levels, xp, a respawn option could be nice...
Areas are horrible, like playing nwn1... _________________________ The Ancient NWN Spanish Community Link
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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