Title | Deja Vu |
Author | Daniel Nelson & Johanna Coats |
Submitted / Updated | 11-24-2012 / 01-24-2013 |
Category | Twisted / Dark |
Expansions | CEP-2.00 Requires Community Expansion Project |
Setting | Gothic |
Gameplay Length | Likely 25-40 hours, depending upon player skill and interest in side quests and crafting. |
Number Players | 1 |
Language | English |
Level Range | 1-16 |
Races | Any |
Tricks & Traps | Medium |
Roleplay | Medium |
Hack & Slash | Heavy |
Classes | Cleric |
Scope | Large |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 16 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 01 |
Content Rating | Adult |
Alignments | Any, alignment is set to true neutral at start, however, the PC's decisions have a definitive impact on the outcome of the story. |
Gameplay Hours | 25 |
Description | |
You awaken from a nightmare to find that you have total memory loss and are sleeping in an abandoned crypt. Mystery and intrigue develop as you seek out clues regarding your identity, recent activities, and a string of missing person reports. Amnesia and flashbacks plague you as you gather evidence that increasingly implicate you in criminal activity and the occult. Time is running out and you are low on aspirin. Deja Vu offers 25+ hours of solo play designed for a first level cleric of any alignment. We developed a unique crafting system with a range of recipes for blacksmithing and alchemy. A mortar and pestle will allow you to use foraged herbs and flowers to brew potions and create healer's kits. You can create magical shards from precious gems and other rare components to upgrade your armor and weapons through blacksmithing. In addition, the primary henchman has custom commands allowing for flexibility in strategic play. Please see the read me file for more details. Haks required: CEP 2.4: -------- cep2_top_v1 cep2_add_phenos1 cep2_add_phenos2 cep2_add_sb_v1 cep2_add_tiles cep2_core5 cep2_core4 cep2_core3 cep2_core2 cep2_core1 tlk file = cep23_v1.tlk Cweords Nude Additions: cw_njt_v1_22-2 --------------- Deja Vu v1.3 1-24-13 |
Attachment | Size |
---|---|
Deja Vu - Main Files (1214) | 3.53 MB |
Deja Vu - Movie Files (1086) | 125.99 MB |
Surprisingly interesting mod, nice story and scripting. It's also cleric oriented which is cool, i like class specific modules. The second half of the module felt rushed though and there isn't much adult themes tbh to warrant the AO rating. Still it was one of the fine modules i played over the years and very underrated.
Shame it was overlooked.
level limitations and stripping
The henchmen tend to forget all tactics upon level-up.And KT sometimes refuses to pick a lock while it is still trapped.
Other than that it starts really promising.
This is an incredibly well done module!The Visuals are stunning, the story is nice and immersive and if you use the forge you'll have a badass cleric in the end.Final Boss is a tad weak if you've used the forge 15 times.
Holy shit! One of the best mods ever made! It definitely deserves top ranks in the Hall of Fame. I've never had so much fun playing a pure Cleric before.
Every single area is superbly crafted and designed, story is engaging and interesting, character development for NPCs are handled very nicely, quest progression is linear but with how good each quest is it dosen't matter! To add on, there's also ability checks, skill checks, hidden doors, custom items with custom powers, improved cleric spells. There's even a fully fledged crafting system for you to beef up your cleric however you want!
That's not all. Turns out there's good and evil decisions throughout with serious outcomes. I'll have to go back and try the evil path soon, though it'll be hard for me to roleplay evil since I always lean to good/neutral whenever I can.
The only issues I encountered were some cutscene bugs which can be fixed by reloading and henchmen resetting behaviour options on level up.
Spoilers:
- If you're wondering if you should take Martial Weapon Proficiency, just know that eventually theres equipment that can grant that feat
Thanks for this comment, very encouraging! Would you advise to take a single level in rogue at some point? or is pure cleric strictly necessary?
I really enjoy this module but I am currently stuck at "The Trial of Creation" and hope you can lend me some aid.
(SPOILER ALERT: Stop reading here if you haven't played through yet and don't want to get spoilered)
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I got a part of a critter which got spawned when pulling a chain and have no clue what to do now because the key which opened the door got removed from my inventory and all other doors are locked. I tried to interact with the "part of a critter" and the runes as well as the builder but to no avail. Also the drone stays hostile and there appears to be no hint at what to do next.
Would love a small hint at what I am supposed to do and thank you in advance.
Many thanks for sharing this terrific mod, which I enjoyed very much.
I recently re-installed my NWN Diamond Edition. I am having a blast playing all of my old favorites & finding new ones. I generally lean toward Rogues or Rangers, but I look forward to playing a full cleric in this mod. I have heard great things about it. And from what I've read so far, the storyline sounds incredible.
Update: I just finished the mod on a "good" play through. I think I found a new favorite. The storyline was gripping. The visuals were great (for a game that came out decades ago...but then again my 1st video game system was Pong. ). By far my favorite aspect of this game though was the crafting. This felt like a pen & paper style mod, which I truly enjoyed.
I am rating this mod a 10 only because I can't go any higher. I am definately going to play again as an evil character this time.
It's probably the first time I played a cleric, or if I did before, it was never that good! Definitely a must, so much so I'll play it again, this time as a Chaotic Evil cleric!
I won't repeat what was already written, but the scenario is nicely built, and NPC's fit in the story.
The only thing to keep in mind: sometimes cutscenes take long (the last one was very very very long) to start.
Nice job!
Nicely done. I tried to follow a good path and for the most part succeeded. After the Crypt quest ends you really don't get to do much afterwards except find out about your previous history. There is a town full of respawning zombies, about 30-40 at a time, but it doesn't allow you to do anything, so that is the end I think! I guess I could go back to Heaven? Will try that out...
Storytelling, visuals and a vivid henchwoman are top ( the henchi is a bit buggy though, see above).
The feature, to raise the pc to a certain level at several stages of the game, no matter what, is unusual. Maybe it should encourage the player to avoid fighting?
Then there is no real weapon for the forge. I can't understand, why the autor picked a war hammer instead of a morning star. And why he removed the mace ...
Not sure if I will get an answer or not. but I went to play this mod but got stuck in the mosolium with a braiser with no fuel. I assume a human heart needs to be placed in said braiser but I can not find any fuel sorce. And since I cant find a walkthrough anywhere I guess i will have to shelve this module and hope for an answer.
Edit: metal bar in inventory says coal.
Anyone have a solution for exiting the North Hills - Ancient Vault? Made the Prism. There is no transition in the staircase. Tried going to Heven, the Forge, and climbing out but the rope is no longer on the map. (I did not remove it) So I am stuck.
Very good one. Love it
Regarding the Prism - You just got a new cool item, wonder what it could be used on?
Really loved this module. Ended as 15th Cleric.
Just wish all of the zone portals were marked, you have to step into various doorways, etc to activate them even though they are not shown. 99% of them time you do not need a guide, a couple times it would be handy.
An excellent module that I've somehow managed to overlook up until now. There were some points where I thought that there must have been a bug because there was no obvious way to complete quests and continue the story, but a little bit of head scratching, examination of journal entries, and looking around an area very carefully allowed me to continue. A minor criticism is that the end fight was a bit on the tame side - after all, this is a module aimed at the cleric class which is not exactly known for being underpowered. :)
Hi guys, can somebody help me pls?
EDIT: Solved! Read below.
***SPOILER ALERT***
In Catacombs, where you should activate crystal which fuel the forge i dont know what to do...i think i should insert some items somewhere, but i found none. I play EE version so it is possible that the items are missing...thanks in advance for any guide. Cheers!
EDIT: I figured out, if anyone needed. Altars should spawn items called Energy crystals. With them it is a trivial matter.