A Strange World
WARNING : This module contains Adult content. Don't play if you are young and uncorrupted. Don't let your children play it. Patch level 1.23. Requires both extensions MotB and SoZ.
A Strange World is a single player,light hearted, story driven module for a level 1 human male player character of any alignment (Need to play a human male character - the story won't make sense with a female character, an elf character, half-elf, dwarf etc. Sorry!)
About 8 hours of play if you do, and find, all the side quests.. Use a level 1 character to start with. You will be levelled up to level 11 at the beginning of the module. Only tested with fighter.
It wont make sense for the story if you play a magic user and if you're not human. Otherwise feel free to play as a fighter, rogue or barbarian for example. This module uses only prefab areas (some of them slightly modified), so a big thank you for all the wonderful content creators out there!
Story Synopsis:
While checking out some ruins somewhere in our world (Earth) you are transported to another world. Where are you? Why are you there? Time to find out.
Installation:
First make a backup copy of your override folder. Then: All files must first be uncompressed with for example 7zip. Then put the contents of each folder into Users\...\Documents\Neverwinter Nights2\ (8, 7, Vista) or into My Documents\...\Neverwinter Nights2\ (XP)
In detail:
1. Put the contents of the music folder into ..\music\
2. Put the contents of the hak folder into ..\hak\
3. Put the module file into A Strange World.mod into ..\modules\
4. Put the contents of the override folder into ..\override\
5. Put the contents of the portraits folder into ..\portraits\
I've been working on this module for about a year now. It was never intended to be a module to begin with. I was just fooling around with the toolset one day and then it grew and grew. I only use prefabs, sometimes a bit modified, and I've had a lot of help with scripting from my brother and the awesome neverwintervault community. I'm getting a bit better at scripting but most of the times I still feel like a noob.
I've replayed for hours upon hours eliminating bugs but I just don't have the strength or time to do that anymore. I hope there are no more game breaking bugs at least.
Notes about the module:
1. Story driven module for a level 1 human male player character of any alignment (Need to play a male character - the story won't make sense with a female character. Sorry!)
2. Companions are mandatory.
3. Female companions are romanceable, plus there is a female romanceable NPC.
4. There is quite a lot of fighting. The fights may be too easy, I don't know. I've tested the module with the easy setting and only 2-3 fights were a bit more difficult.
5. If there is an animation, like if you see an NPC or companion walking or running towards you, a dialogue is probably about to start. Don't interupt that, please. It might break the game.
6. Talk to your companions often. They have alot to say. Also, try and talk to every NPC you see. There might be quests. There is lots of talking in this module. Perhaps too much. :) If you don't like to read lines of dialogue this module is probably not for you.
7. Make sure you save often. There is no auto-save.
8. At one point in the game, but this is a side quest, you and your companions are actually supposed to "die" or get mortally wounded. If you manage to somehow win this fight it will break the game. (hint: it's a small area with doors on either side)
9. There is no crafting in the module.
10. Check your journal every time there is an entry. It might contain important information you might miss if you don't check.
11. Don't run too far ahead of your companions. Sometimes a cutscene or dialogue is supposed to fire and if you're too far ahead it might not fire.
12. Try to roleplay your character. At times there may be a choice that you shouldn't make if you've answered differently in a previous dialogue. It was hard to keep track of every exact choice even if I tried...but if you roleplay your character there should (I hope) be no problem.
13. I should probably have made more quests depending on other skills than fighting...as it is now not alot of other skills are needed except for maybe searching, sneaking and some intelligence and dexterety checks.
14. This module is light-hearted fun and a bit silly. Please don't take it too seriously. At times it might feel more like VN than RPG. I'm not sure if hardcore gamers will like it.
15. I'm sorry the files for this module are so large! The override folder is especially large since I've included the NWN2 Facelift Pack - by Xaltar (with drow modifications by me that I use for one of the companions), alot of clothing packs, hairstyles, voicesets and Tchos'HD stuff. So make sure you make a backup of your override folder before you try this module out.
16. NPCs that have nothing to say at first glance might have important information later on once a quest progresses, so if you're stuck you might have to speak to them again.
Known bugs:
1. At one time when you move towards a place where your companions are supposed to talk to you, and a cutscene is supposed to fire, I experienced in one of my playthroughs that the cutscene didn't fire and thus broke the game. If that happens, just reload from a previous save and try again. It will probably work.
2. I discovered that some of the scripts I use for triggering dialog on occasion doesn't work if you are controlling your companion. I don't know why that is. Sadly, there is too much work to be done if I were to go back and check every instance of this. If you, when you're exploring, make a habit of controlling your main PC, not the companions, there should be no problems at all with the dialogs, so please bear that in mind. If I make a sequel to this module, I will correct this mistake.
3. If you meet with Athine, when the characters are supposed to sit on the chairs they sometimes sit and then stand up again. This happens about 50 % of the time. I don't know how to get around this, I'm afraid.
v.1.08 release notes(possible minor spoilers for those who have not yet played the module)
- Corrected a game breaking bug in the first conversation with the character Niya. If you chose one specific answer you couldn't complete the game. Fixed now.
v.1.07 release notes(possible minor spoilers for those who have not yet played the module)
- A player experienced some problems with a dialogue/cutscene not starting and thus freezing the game. I changed the code in the script for this, to a more solid version that I use in A Strange World II, so hopefully this should solve that. I tested it myself and encountered no problems.
v.1.06 release notes(possible minor spoilers for those who have not yet played the module)
- A player found a pretty serious bug in one of the outdoor areas, that if you went the wrong way it could break the game. It should be fixed now.
v.1.05 release notes(possible minor spoilers for those who have not yet played the module)
The module creator Lance Botelle did a playthrough of my module recently and found three bugs, two of them game breaking. He was kind enough to fix them for me by altering a conversation a tiny big and by altering two scripts:
- After the end fight in the module an item is supposed to be dropped by a character. Apparently sometimes this doesn't happen. I've never experienced this bug myself, but Lance made an easy fix for this by providing a few extra lines in a script, making sure that if the item isn't dropped, the main character gets the item anyway. Without this item it's impossible to complete the module.
- If doing things in a very specific order you might not get the chance to go back to a certain area, thus breaking the game. Lance changed the conditions in one of the dialogues for this.
- In a non important side quest the characters are supposed to sit down. During Lance's playthrough the dialogue didn't fire for some odd reason. He removed a delay in the script apparently solving this. I have not tested this fix myself but I trust his judgment here.
v.1.04 release notes (possible minor spoilers for those who have not yet played the module)
Bug fixes and other little things:
- A cave in the Veanos that don't lead anywhere was clickable (well, these kinds of problems occur when you only use prefabs like I did for this module)
- Reduced selling prices at two stores after complaint from a player.
- Moved the dryad a bit closer to the road in Veanos after complaint from a player.
- Fixed a typo on an item.
- In a side quest in the City of Wonders a door that shouldn't have been pickable was. That broke the game for one player. Fixed.
- A conversation at an altar in The Ancient Tomb fired every time you clicked on it. Fixed.
- A weird conversation bug in the City of Wonder's prison is fixed.
- Made a map pin to the Gnoll Stronghold so it's more obvious where to go when in that area.
- A player found some other problem with the getting the fairy dust. As far as I can see there should be no problem now.
v.1.03 release notes (possible minor spoilers for those who have not yet played the module)
Bug fixes:
- A player reported not being able to find out about fairy dust. This happens if you begin one of the side quests and do not finish it. I made some small changes to conditions to two dialogs that should make it impossible not to be able to find out where to find fairy dust, even if you didn't complete the side quest.
v.1.02 release notes (possible minor spoilers for those who have not yet played the module)
Bug fixes:
- In the side quest where your character is supposed to "die", a player managed to defeat the "creature" somehow. I've now made him and his minons immortal, so even if he comes to near death he can't be killed, thus not breaking the game.
- I didn't realize that Centulo could be killed by wolves if you have bad luck on your side. He too is immortal now, so that can't happen.
v.1.01 beta release notes (possible minor spoilers for those who have not yet played the module)
Bug fixes:
- Made the ladder in the cellar with the rats indestructable, so you can get out again, if you somehow by mistake destroyed it.
- If you speak to Ali three times, the third time you couldn't ask certain questions. That is fixed now.
- Bug when talking to the innkeeper about the rat quest not being available when speaking to him a second time. Fixed now.
- You could pick the lock before of the door to the Grand Hall in the City of Wonders, thus be able to break the game. Fixed.
- In one conversation when you are supposed to be teleported to Ionia you get to the City of Wonders instead, and vice versa. Fixed.
- A bug where you could accidentally romance two girls at the same time is fixed.
- If you chose to romance one of the girls that at the end of the module suggest you check out her house there was no epilogue. Fixed.
- Fixed possible bug of Krobkloff not being immortal before the PC and the companions speak to him.
- Several spelling errors fixed.
- By suggestion from a player: If you now enter go the dragon cave armed, things will not go so well.
Credits:
External sources used in this module:
Teper's Blessed Realm Prefab Area - by Teper's or aadatepe
Teper's Prefab Area - by Teper's or aadatepe
Tank's Prefab World - by Tank6ge
Elven_Forest - by Elminster_falcon
The Ascended City - by ticladesign
Sword Coast Areas - by jlf2n
Home_Interior_001_4x4 - by Ugly_Duck
Reds Wilderness Village - by Redunzgofasta
Rogue Dao - Lip Flappers - by Montgomery Lee Markland
New beautifull armors, hairstyles and weapons - by Aqvilinus
Cloud, Waterfall, Fountain effect - by ShadowM
KEMO Custom Animations - by Kemo
To sit on objects (v1.76) - by Patcha
Snake hakpak - by Arpharazon
Krighaur's Female head pack - by Krighaur
FXE Generator Tool - by 0100010
Gortan's Magical Fountains - by Gortan
Werewolf model - by shannonjoeker
'Fall from Grace' Soundset - by Estelindis (note: Heavily edited by me. I've used compression and EQ to make the sounds' quality, that in today's standard is quite poor since it's from the old Planescape:Torment game, match up to the other voices used in NWN2)
Baldur's Gate Soundsets for NWN2 - by Birchtree
Imoen soundset from IWD2 - from http://www.sorcerers.net
Heed's PC Tools - by Heed
Tchos' HD UI panels and dialogue compilation & expansion - by Tchos
Tchos' HD widescreen loading screens - by Tchos
NWN2 Facelift Pack - by Xaltar (note: I've modified the drow for one of the companions, so if you already have this in your overide folder make a backup and replace with mine while playing my module)
Tera Online Hairstyles - by Voidwraith
Big Hair Pack (24 hairstyles) - by Krighaur
Fearthegn Clothing - by Mimi Fearthegn
New garb for your Adventuress - by chuckerIINO
Full Voicesets (including SoU/HotU) - by Non-Prophet
Necrolord Full Nudes - by Necrolord
Female Clothing Pack - by Aleanne
Skins for all Races - by Casa
Jester's New Nudes - by Jester
Oblivion to NWN2 - by glee
Heed's Angler Pack - by Heed
Angels - by Dark_wraith
Unicorn - by Daronas
New Skyboxes for NWN2 - by rjshae
Scripting and toolset help from:
My brother
kevL's
andysks
Claudius33
Aqvilinus
travus
rjshae
jestemwlodzimierz
kamal
Clangeddin
Mannast
Greenman6220
Shallina
jonesr65
GCoyote
Containing a few tracks of music from:
Aglarond Music Pack - https://neverwintervault.org/project/nwn1/audio/music/aglarond-music-pack
EoD Custom Music Packs - https://neverwintervault.org/project/nwn1/audio/music/eod-custom-music-p...
and other soundtracks, some that I've edited myself
Thanks for trying this out! I hope you have fun. :)
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"WARNING : This module contains Adult content. Don't play if you are young and uncorrupted." Hehe, downloading already
Awesome.. Need to check this out later...!
Congratulations! And this is the best rationale I've seen for having a PC auto-level to the required starting level.
So maybe my PC will be an archeologist? A paranormal investigator? Have to think about it.
Meet Henry Jones Jr. ; 'archeologist'
Seems like a great mod, until I did the simple innkeeper rat quest. I got down to the rats nest, killed the rats and then there is no way out. Is this a bug? Map pin says sewers but there is nothing clickable
Hi, to get out of the cellar after killing the rats, you have to click on the ladder again to climb up. That worked for me.
I hope I could help.
You probably destroyed the ladder during the fight (fireball or the like maybe?)
Thank you for playing my mod, everyone!
Yes, indeed you have to climb the ladder. Didn't realize one could destroy the ladder. Will try and make that indestructable in the toolset. And that map pin about the sewers is not supposed to be there. Must be another thing I've missed.
I've made the ladder indestructable now. Thanks for pointing it out!
Interesting. When I talked to the innkeeper the first time, he said "I had a rat problem but someone already took care of it."
Must be multiple conversation branches?
Really no other serious bugs. Just some aesthetic issues for improving game play or role playing. I've got the rod now and really liking what I've seen so far.
Yes, there are multiple branches. I had a reason for doing that that I honestly can't remember right now.
I guess you talked to him after getting back to town and getting the rod? In that case it is as I had intended....but maybe I'll change that in the next version...
I had the same thing on a "second" run (I decided to restart with another character), and I suspect it's because you sell/buy stuff before you ask if there are any jobs.
Urrgh. I missed that somehow. I've corrected that now.
I keep getting a missing hak file error when I try to run it. Cleaned out override and replaced versions of hak with the haks provided but no joy.
Eh...that sounds really strange. It shouldn't happen. I have NWN2 on my laptop also where I have nothing of previous installed mods and there it works.
Can you somehow see what hak is missing?
@andgalf
Interesting mod, and as GCoyote pointed out, the reason for the automatic level up makes sense. I've got a few other comments, but I'll send them when I finish. In the meantime though, many "receive" "wield" etc... are spelled "recieve", "weild"...
Ok. If you can take a sceen shot the times I've misspelled something and send it to me that would be great. Otherwise I'll just have to go through all the conversations, I guess.
No problem, I'm writing down some notes (no screenshots though).
Edit:
I found four, maybe five (need to reload the save just after the final battle to be sure) game-breaking bugs.
For spoilers avoidance purposes, I'll PM you (or post a link to Dropbox / OneDrive / Googledrive, whichever you prefer) everything I noticed in a day or two.
Small help note. I don't know if this can be done in this toolset. Either open the dialog file in Word or export the dialog file into a document format. Do a spell check and to verify do a word search and replacement for the misspelled words. If you had to export, turn around and import the dialog file. This will save the OC, spell correctors that want to nit-pick your fantastic and fun module!!
PM sent.
Thank you for the PM. I've read through it and it's obvious there's a lot of work to be done with my module still. I'll try my best to correct it. Maybe I won't be able to fix everything but I'll try. I wont be able to work with this for a while though I'm afraid. I wont have access to my real computer for a while, I am using my laptop at the moment, so we'll see when I can try and fix things. I ask everyone out there to be patient, and I'll try to make an update as soon as I can.
Again for spoilers avoidance, I sent you a PM with some suggestions about fixing the bugs while limiting the work.
New update released. Version 1.01 beta. I've corrected a lot the bugs reported from 4760.
Really enjoying the mod but I"m stuck I believe regarding the pot that Mena wants back from Pompine. Neither will speak to me now. Pompine wants another "magical" pot. One of the vendors has a pot which I purchased but don't seem to have any options with it.
Go back to the Central Creekwood and talk to Felan. He'll help you.
Hint: who seems to deal a lot with magic?
*Just beaten by GCoyote!*
THank you for the help GCoyote and 4760!!! I need a little help again. I'm in the pocket realm with the trapped elf woman who apparently needs me to look for something to free her. I can't find anything and the tree doesn't offer me any options. I'm a fighter so don't have Search or Spot skils or potions to help in that regard.
She has high skills both areas.
I can't control her character
**SPOILERS**
If you go in to search mode (or spot, or what it's called) you should be able to find an orb on the ground somewhere near the tree, even with search skill 0. I just tested in game and found the orb right away with a fighter with search skill 0.
And though I had a few ranks in search, it took me a few times to find it. The trigger that makes it appear is wide enough, but not that wide, so you'll need to search the area carefully.
Exactly. If I make another update on the mod (still haven't heard of any other issues with the mod, only 4760's bug reports), I still don't think I will make that area wider...well, if enough of you request it maybe I will, but not until then...
(deleted)
Funny enough, even after reading the warning about the side quest where you are supposed to "die". I went and fought the Balor demon and all i could think was you have to make this more impossible cuz it died so easily. (It might be becasue I'm playing a barbarian but still). XD
Alright. I've never been able to beat him, but I'm no hardcore power gamer. I'll make him immortal then. Thanks for pointing it out.
Or just script it so he fakes a spell casting and you "die" and the cut-scene fires. Either way.
As I'm still pretty bad at scripting, and I'm using a death script here from KevL's that works at the moment, I don't want to take a chance and f***k it up. However, I actually don't think a script like that would be that hard to do, it's just more simple to make him immortal.
I'll probably post a new version of the module soon with this change. Nobody else has given any feedback besides 4760 about bugs, so I think that maybe this module is maybe ready to be "not beta" now.
Right XD. Like I comletely forgot i was supposed to watch out for that instance and when I killed the demon, it clicked in me that I was stuck there.
Also I need to find Centulo. I've freed him befroe I spoke to the gnomes and Rovieneth. He said he was going to the village but I can't find him anywhere. I feel like I'm missing one small spot got himself stuck inside of an object after running away from random appearing wolves.
After you've rescued Centulo you can find him at the top of the hill, to the right of the waterfall. Don't know if I can explain it any better than that. If you've found the ogre shaman you can find him in front of his lab at the market place..
If he has run away from the wolves somehow I don't know where he have ended up...
I hope this helps.
Ok thank you, I did find him. But this comes to another problem. He's lying dead, that's why I didn't see him. Damned wolves lol. He isn't even selectable so I can't like force revive him either.
I don't mind going through the entire campaign again cuz I love this one. was jsut thinking to myself I need to keep more saves.
Ah, I see. Good you noticed that. I'll fix that. I made all the others in that area, if I remember correctly, being part of a custom faction so that the wolves wouldn't attack, but I probably forgot Centulo, since he's not there from the beginning.
I'm really sorry you have to go through the campaign again! You don't have a save from before rescuing him then? I'm really glad you enjoy the module! I'm working on a standalone sequel to this one. But it will be another 6 months, I believe, before that is finished.
You could try spawning a new copy of Centulo from the console, that trick has worked in other mods. Just need his tag from andgalf.
Oh, you can do it that way? I didn't know. Well, the tag is easy enough it's: "Centulo".
I will update this module now...
And now it's updated.
Not 100% but I've used that in other mods to get out of this sort of jam. There's a spot in the OC where you can get stuck if the wrong NPC dies.
I'm enjoying your mod and find the plot quite interesting, but I have to ask why we had to start at level one instead of just starting with a level 11 char. Reading your intro I thought you added new classes and my char could be an archeologist or a pirate, but that didn't turn out to be the case. Instead of getting into the game, I had to spend way too much time leveing my charl from fist level to eleven - it just doesn't make any sense to me so I'm interested in why you did it this way.
Could you also please tell me if there are supposed to be a couple of caves that you can't enter or if there's something wrong with my game. One of them is near the Dryad.
I should add that I haven't hit any bugs so far. I do have a question about the update though - do I have to start over from the beginning if I install it? I don't mind re-starting except the part where I have to level up my char again! Is there any way to start with a level 11 char?
Well, since I used prefabs and the enemies were balanced for this level, I think that was why I did it this way originally. Maybe I could have just let you import a character of level 11 instead. The thing is, I didn't want the player to begin with a character that had a lot of stuff on them, 'cause that would have been harder to balance the fights. But sure, I could have just stripped the player of all of their items instead. I'm sorry it felt like a chore to level up your character. I'll take that into concideration for my next module.
Unfortunately, NWN2 is built quite poorly, at least I think so, when doing an update like this, in the way that you have to play from the beginning. In the latest update, as you can see, there is not a whole lot that's changed. So maybe you don't have to download the new version at all if you're just mindful of the things I corrected, and that has been mentioned here in this thread. If you play from the beginning I'm afraid you have to level up again. But honestly, I don't think you need to play from the beginning, as I said.
In Veanos, there is only one cave that I can think of that you can't enter, and one in Central Creekwood that you also cannot enter. So there's nothing wrong there.
Thanks andgalf!
I obviously haven't gotten to the possible problem parts yet so I hope you're right and I'll keep going.
I'm wondering though - could I use a saved game and play the new version or would that be a game breaker? If I can, I'd be sure to avoid the problems and have all the new updates and not have to start over.
I'm not sure. That could actually be a game breaker, I don't know. But when playtesting NWN2 I know that a lot of stuff goes into the save files, so I wouldn't recommend it. That's the most tedious thing with playtesting a module for NWN2, that you can't just save, fix a thing and then keep playing...I really don't like that, but that's how NWN2 works, apperently. So as a module maker you have to playtest doing it in a whole other way...
Ok, I think we can do it like this instead. If you haven't gone to Ioina yet (and this is crusial) you could take all these files here, unpack them, and then put them in your override folder. All this should contain all the changes I made for the last patch, and if you haven't gone to Ioina yet you should be fine with using a saved game (if I put up a new patch here in the future, and you want the latest patch at a later time, it is crusial that you erase these files here from the override folder):
https://www.dropbox.com/s/n43qbqkz3jos2ft/ASW.7z?dl=0
(This link has been erased since it didn't work with these files for some weird reason)
At this point I may write up some kind of walkthrough for this module.....where do I find the fairy dust in the City of Wonders. Since Elin won't teleport me anywhere else It must be in the city right?
Have you spoken to all of the companions? If you did a certain sidequest before you would know where to find fairy dust, but if you haven't you can speak to your companions about it.
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