Now it's the lenghly story of a derelict, who stranded at the coast of an uncharted pirate-island after a storm. The story on the pirates-island (published with V2.0) is only the beginning! I added some 60 areas and a story, which is best described as treasure hunt.
The mod is made with a fighter-class (fighter or barbarian work well) of level 7 in mind, the PC will end up at level 12. Maxing out the disable trap-skill is strongly recommended in this mod, and a skill in picklocks wouldn't hurt either. Full description and walkthrough is in a book which is lying around in the saloon.
The character will be completely stripped. New characters (0XP) will be automatically promoted to level 7.
The package contains any haks you need,.
Any comments welcome.
Not tested with EE.
V1.0: more or less a demo of the Bloodwar tileset.
V1.1: added loadscreens
V1.2: The demo should now used with the original tileset issued by Zwerkules
V2.0: Full adventure.
V3.0: extended adventure
V3.1 Module only, fixes a Bug in the dialogue with Ulfnog (Big package V3.0 is still needed).
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As a demo of the tileset, it's a nice job. It allows you to see the custom content in-game without you having to tinker with the toolset yourself, and the story-telling and design is entertaining enough. Thanks for sharing it!
I noticed a couple of things.
1. Regarding your work: Some typos. The description of the heirloom ring has "gernerations" or so instead of "generations". The PC says to the Captain: "Now tell me, is how can I leave this island" (scratch "is"), and "I don't recall ever heard your name" (should be "I don't recall I ever heard your name" or "I don't recall ever hearing your name").
2. Not sure if related to your work or the tileset/game in general: The right door to the sightseeing platform is inaccessible to the PC (I mean you don't get a reaction at all, no opening, no message about it being locked, the PC just can't complete the action of trying to open it). Transitions on the road are somewhat trickier to find, probably because the road is on an elevated level. If the mouse cursor hovers over the road itself, the transition is not visible, only if you point the cursor at the sand beside the road. The tileset is still missing loadscreen images, or you didn't integrate them in your module yet, so we only get random, unfitting images of the Underdark or other. There was one part at the western edge of the first area that did not look right.
I tested the module with both NWN Diamond 1.69 and the EE, and in the EE I could not complete it because the door transition out of the saloon would not work. Not your fault, I just thought you might want to know. I don't have the most recent patch installed though (my copy is still at 8193.9), so it would be helpful if anyone could test it with an up-to-date version, to see whether this issue still persists.
EDIT (2021-01-13): This review and rating dates back to 2020-06-21 and still refers to v1.0 or 1.1. I also played 2.0 afterwards and enjoyed it, but I think I only discussed it with the author in private. I'm looking forward to playing through V3.x one of these days and will possibly adjust my rating accordingly then!
Thanks for your comment. Yes, this was my thinking, showing the new custom content ingame. I gave it a specific context though, not all tiles are used.
You maybe already guessed it, I'm not native english speaking. So I'm very grateful for any correction.
Yup, the right door of the sightseeing platform is faulty, and the transitions sometimes ticky. The invisible door (xp3 I guess) causes some trouble every now and then, but i don't want to build in a standard door on the opposite side of a swinging saloon door.
The western part of the first area looks crappy, but I can't set mountains here, since I lifted the terrain a bit. If this would be a real mod, then I would avoid this somehow.
Today I've learned how to make loadscreens. Jousting on an pirate island isn't really fun ...
Zwerkules has updated the tileset, and the new version not only contains mini maps and loadscreens (although more catering to the "lower planes" use than your pirate idea), it has also fixed the issue with the western part in your first area. I've just tried it with the new hak and now it looks fine!
An interesting looking tileset. Some really beautiful bits. I can't quite place it, not being steeped in D+D. It has a bit of a cowboy town vibe going on for me but that's not a bad thing. Come to think of it, why dont we have cowboys and indians in the toolset ?
Thanks for this - and also to Zwerkules obviously.
>>Come to think of it, why dont we have cowboys and indians in the toolset ?
Because of the headgear. There are no hats an feathers. Proleric has found a general solution for the problem, but there is still no specific "Western" equipment. Too bad, I would like to get a "Peacemaker".
I have been enjoying this Mod. However, I am now stuck due to what I think is a bug.
It looks like I can only progress the conversation with Ulfnog if my character is female.
The last conditional reads...
Hi,
sorry about that. The idea ist, that his reaction on a female dwarf is a bit different (Well, he's a bit of a chauvie :-) ); do you play a female dwarf? Please tell me race and gender of your PC, that's important to find the bug..
However "dm_runscript set_negotiatie1" should solve the situation. If you talk to him after running the script, he should tell you, that you have to wait (24h gametime) until he gets message from his contacts. If he answers this way, everything will be fine.
Hi
Many thanks for the speedy response. My character is a human male.
Thanks, I found it! There is no default-dialogue tree. For now, it's only save to play as human or dwarfen female, any other race/gender combination will run into the bug.
Many thanks for the update.
You should make a note that the previous version is required or change the updated Mod to include the Hak and credit files.
Just finished your fine Mod. Very enjoyable, although I found some of the battles a little too hard.
Never figured out how to solve the "arrow" puzzle.
Thanks for voting.
The puzzle is better known with numbered tiles. (see wikipedia "15 puzzle")
My version has only a 3x3 matrix (making it easier?) instead of the usual 4x4. All arrows should point to the center tile at the end, which is then empty. You click on a arrow and if the free space is in an adjecent tile, the arrow will move to it.
Hope it helps ...
Very enjoyable module, liked the overall look and that authour spent time to find and use new models (pirate island, jungle, lich tower) and the story gives off this vibe of a fantasy adventure.
Not too long and not too short ,really liked that the walkthrough gide is given to you in the module itself and can be used any time you want.Though I faced some issues like: some npc's names and their description was in german (at least i think it's german), couple of times in the last chapter my character would stuck to the floor in tree city and i had to save/load and some quests seemed illogical or complicated: spent about 15 minutes and couldn't solve puzzle with crystal spheres in redbeards tomb and had to use scripted place ;
later on wouldn't even thought about smashing the singpost to get to the map; wouldn't think in the last chapter to go in the mages tower 2'nd floor doors twice (just thought it was a bug or something) ;
liked the implementation with fake phylacteries (a mighty lich really would have some tricks and traps to defend his phylactery and i really apreciate that you spent time and effort to show this) thought would never have guessed to return to the portal oom again and search for hidden door , but all of this can be figured out after reading a guidebook so it's not that big of a problem.
P.S. played with PRC 4.0 Alpha so don't worry, updating with the "module updater' doesn't break anything.
P.P.S. the minotaur labyrinth seemed oddly familiar, played a module (a part of some series i think) couple of years ago where were pirates too, remeber that after a cutscene with a chase and cave in you got in the similar labyrinth, it's a shame that I can't quite remember the name of this module.
Thanks for your comment
It's hard to develop puzzles and obstacles, which aren't presented anywhere else.. It was in my intention, to make it a bit difficult and if I found the right measure, only some more comments can tell. Of course, puzzles are not anybodys cup of tea. That's why the walkthrough is there and the switches for an autosolve of the puzzles.
As for the german snippets: I would correct it, but I need some pointers, where to look. (Neverwinter??)
The treecity tileset doesn't cause any problems here and it's used in Salerons Gambit as well. I'm a bit puzzled, that it's possible to get stuck in the ground. However, by now I've nothing to replace it.
The Labyrinth:
1. They look all the same :-)
2. I confess, that I stole the basic layout from Snickersnack! But I did much to make it different, the Monsterstatues and the five doors (but only four keys) are my humble contribution.
3. An excellent labyrinth (but not very similar) where you get in by falling through the floor is in Swordflight (part 3 I think)