Requires NWN 1.69 or NWN Extended Edition (EE).
Enigma Island Parts 1-3 for level 1-20. 15-35 hours of gameplay. Over 250,000 words of dialogue. Role play, puzzles, diplomacy, some combat.
N.B. This module may not work with unofficial script mods such as the Community Patch (CPP) or Tony K's AI. Please remove all such mods before playing.
If you are playing EE and have a development folder, please remove its contents (including the old patch for Enigma Island) before playing.
Support site: http://proleric.com/
Part 1 - Treasure
An epic quest for the Lost Treasure of Kaldric the Foul on the remote island kingdom of Varota. On the brink of civil war, a divided Royal Family vies with the noble dynasties of Bloodaxe and Valiant for control of the island, as the Temple of the goddess Tanja seeks to purge witchcraft from the countryside. The emerging merchant houses of Bratik, Augustus and Lupin compete with the Masons and Knights Templar for influence through liaisons with the nobility and the powerful city guilds. As your ship docks, it seems that you will be drawn into this maelstrom. Yet at that very moment, another ship is ploughing its way through an unnatural storm to bear a far more sinister cargo to the island. Eldritch forces are unleashed, which threaten the very fabric of existence. Are you the One Foretold, who will unlock the deadly secret of the enigmatic Treasure?
Part 2 - Templars
Templar power has grown beyond recognition, as they vie with Masons, Kings, witches and smugglers to control the destiny of the Island of Varota. Will you rise above the intrigues, escape from the living hell of Guano Bay and dare the eldritch depths of Faywood to unlock the secret of the fabled Nympheroticon? The Royal Family pursues dynastic marriage as a palliative to their dwindling power and a rising tide of heresy. The medieval landscape is transformed by the invention of banking and gunpowder. As these mundane matters come to a head, an esoteric conspiracy of alchemists seeks the Elixir of Life by opening breaches in reality itself - and who knows what will come through the Gate? Pit your wits against Schrödinger's Cat, Pavlov's Dog, Maxwell's Demon and many others. With old friends and new companions, romance, death and taxes are always just around the corner.
Part 3 - Twilight
World war looms, as the Emperor of Tula summons arcane forces against King Arthur's fragile alliance. Will you honour your vassal oath, stand by your friends, or defend your tenants? As the plot thickens, these dilemmas multiply, and time is of the essence. How will Queen Virginia handle the King's mistress? Has Bishop Lupin humbly accepted his fall from secular office and the murder of his daughter? What of the Templars, the Scorpions and the Duchess of Draconia? Who is the mysterious pirate known as The Fox? Can you trust the Five Families of Alba or the merchants of Koberg? The time has come to take sides. As these conspiracies weave their tangled web, they are no more than tiny spiders on a leaf, compared with the force now stirring in the heart of the island after a millennium of silence. The epic choice is yours - Twilight of the Gods, or Twilight of Humanity?
Licence
Attachment | Size |
---|---|
![]() | 8.7 MB |
Winds of Change |
80% |
Night Howls in Nestlehaven V1.17 |
93.3% |
Crimmor |
98.6% |
Nihil Trilogy: Awakening |
92.5% |
Dark Avenger Chapter 2 |
91.7% |
Mysteries of Westgate |
95% |
Serene |
84% |
From This Comes Strength |
98.9% |
The Cursed Land |
82% |
Trial and Terror |
83.3% |
Someone liked this enough to make 65 screenshots:
http://tieba.baidu.com/p/2845096718
Not sure that I understand all of the comments... Google Translate comes up with "China meow produced, will be fine!" and so on. Don't give up your day job, Google... oh, wait, that is your day job...
Cheers Proleric. Great series.
I've only gotten through the first part (Treasure), but I can tell this is going to be one I go back to and try with other characters. My Paladin ended up siding with King Morgan even though he seems to be a buffon! Treason and commoners just aren't his style :P Thank you for making these! Side note : Besides Wyvern Crown I think this is the first module I've played with Horse Combat (or Horses really taking an active role at all). Pretty nice, though I had a weird bug where the temporary hit points didn't go away, at least I think this was what caused it.
I did have one small glitch when I neared the end of the first part in the Iron Palace. I had just cleansed the temple and when I went outside I found the guys from the Green Dragon Inn standing outside, but none of them had any dialogue explaining why. I went through the dialog that leads to a fight with Anton, though it is the same that you can use at the inn, and Fantina had a unique response for defeating them outside the Palace.
EDIT (5/3) - Is the doppleganger in the grove supposed to not fight back? This would be in reference to the part in Part 3.
EDIT (5/14) - I didn't get much of a chance to play this due to Finals, but I've managed to get Rosamund and am back at Kingscourt Underhill. The problem I'm having is with getting the White Hart to follow me. Each time I interact with it it follows for maybe one or two steps then begins to run away like the Deer normally due if you get too close. This prevents me from continuing with the initation - Perhaps a failsafe that transports it to the top in cases like this would help, unless I'm going about it wrong?
I made sure to follow the instructions in the journal - No Armor/Amulets & Rings/Weapon and I told all my companions to wait at the Inn.
The doppleganger should fight back, so that't a bug, but not a showstopper, I think. Which class are you playing?
Pure Paladin - I was able to just kill him and continue forward so it didn't cause any problems, but I thought it strange.
I quite like the time limits on the quests by the way; It makes the world feel more alive since events can more forward if you screw around with the sidequests too long. Oh and the Dun Cow kicked my ass!
Re White Hart: Assuming you don't have an AI override, it should just be a matter of perserverance, as the hart's conversation is designed to allow repeated attempts, as a failsafe. If all else fails, dm_setvarint KingscourtHart 1, then talk to Wednesday in the stone circle.
Proleric: I see my character have reduced attack, permanent. Is this because I have done something wrong (in character or otherwise), or is it a bug (and how do I fix it)?
It is in the first module, and he has a rather bad decrease to his attack role. It makes the combat annoying, since I have to led my hencmen do all the work.
There's a known issue with the Bioware horse system : "Save/load while mounted with a ranged weapon equipped can result in a permanent attack penalty until you rest or use Restoration."
EI has a fix for this. Dismount, unequip any ranged weapon, save, load.
If that isn't the problem, maybe you could share your saved game, e.g. on Dropbox.
Well save/load didnt work. Neither does any form of resting, saving, loading etc combination. So I use console command to grant my character all spells, and use restoration when the problem arises.
I can't reproduce this problem. Are you using the Community Patch or some other script extension?
I do not use the Community Patch, and (currently) no script extension. It happened 3 times during the first episode (I think you are right, that it was horse related). COuld only remove it with restoration. But wit console commands it was a minor issue.
I have now finished the first module and playing the second (without any problems). So far I really like it. I will write more comments when finished.
I am still playing, I really like the modules.
A small bug: in the third part, in Alba I twice experienced that a companion "got lost".
By "lost" I mean disapeared (perhaps invisible?). It happened when the companions was forced to leave the party (once for the theater and once at a dinner in the inn). They where not stealthed at the time (at least not before they where removed).
In both cases one of three companions dissapeared. Luckily I had a save from shortly before the incidents.
Did you try Find Companions in the Player Tool?
It's possible for Palin and Robin to go AWOL if their quests are delayed too long. You get feedback about that, and a journal entry iirc. This is not fatal as you can go after them. Otherwise, I haven't seen or heard of a bug, though of course it could be.
I did. The missing companion (Sharon and Palin in the two cases), both appered to be in Alba in the "find companion"-menu but wasn't where I left them (at the inn/outside the theater). A search in neigbouring area did find them either so I just loaded an older save.
CORRECTION : Reviewing the history of similar issues, Find Companions was originally released as a fix, then added as a feature, because player feedback indicated that they had simply forgotten where they left the companion. There is also a known Bioware bug with horses belonging to detatched companions, which EI fixes in the module load script - the horse is where it should be, but invisible because the engine waits indefinitely before rendering low AI creatures. I've never seen that issue with companions, but, if that is the problem, it should be possible to fix it by save/load at that spot. Alternatively, if you have another companion, the Wait Here / Follow Me conversations should force any nearby companion to join in.
How long is Shuck supposed to stay on the bridge? I went back to Shagwell and the game time is Hour 11 which I suppose is 11AM, and he is still outside.
He should be underground during the day. This happens on entry to the area. I suggest : remove the Community Patch, leave the area, then go back to it.
Funny thing about Shuck, even though he appeared as being invincible once I started attacking him he was in the vulnerable state and I was able to kill him. I wonder if going down the Old Well early and having the conversation with Lord Percival upon using the Castle Exit influenced it, and I also used the travel menu to get around him to Kingscourt in order to sleep at the Inn, and come back around to collect companions.
Played some time ago and can recommend to everyone that is not a child.
Now I finished the series. I found it very interesting.
-SPOILERS BELOW-
The writing was good and the plots mostly interesting and fun. After a bit abrubt start of the first module, it grew to be very immersive and the choices of the PC influence the world, and the two second modules had the character at the center of the story from the start.
I understand the need for game-balance, but found the item-strip at the beginning of the second, and especially the third module anoying. It wasnt like most of the fights wasnt very easy anyway. And the replacement gear wasnt tailored to the character. But the plenty of money and omega forges allowed for new gear just as powerfull. However, I missed high-dex armour for rogues etc. (as a rogue charcater).
I apreciate that it was not combat oriented modules, but still found most of the combat too easy (most could be solved without companions). When a deamon drops from the sky I expect him to hang around more than 2 seconds.
There where only a few difficult fights, and I think one of them wa sunintentionally so:
When trying to free the captured sex-slaves in module two, I couldnt convince neither Lydia nor Penric to come with me, even though Lydia suggest she will help n the Sharon conversation. That lef my rogue/ranger and Dunbert, I later (when Fantina had been found) tried again, but still much harder than any other fight (except the dragon one, but that was I assume more intended to be hard). Three squishy characters. I understand why they didnt whant to hang around bar etc, but they should be willing to help freeing slaves?
Anyway: The sheer number of interesting plots and very involving story make up for any minor shortcomings.
I remember when I played the first part when it came out, but I stopped playing NWN since I was busy. Just finished the series now and I would say I loved it! Wasn't expecting that kind of ending, but overall, the series was good!
Played this on my other computer some time back.
I really have no idea how to rate this... somewhere between 8 and 9, probably.
There were many new things, interesting effects, there are some scripts I would love to borrow...
The first part I enjoyed very much. Unlike in ADWR, the adult stuff was more or less optional which in my opinion is a good thing.
Oh, and the horses... loved how I could mount the whole party and ride to the next place.
Just that sometimes it didn't work as it should. I remember the wizard girl (don't remember her name anymore) not mounting sometimes so that her horse remained in the city and she was running after the rest of the party.
I also loved how Petyr (if that was his name... you know whom I mean, probably) commented "Is that legal?" when my character picked a lock (while I normally hate LN alignment, I wouldn't have minded to romance this particular guy).
While the time-based quests in the second part add to realism, there should be an item that enables the player to pass time early in the game. For me, personally, it became annoying when I had to pass hours waiting again and again despite my tries to organize my actions carefully.
Thumbs up for the disco script, though. Really loved that one.
Maybe I will download the series again and play more one day.
For now, I give you... a 9. Because you definitely have decent knowledge about scripting, and because I cannot blame you for sometimes not hitting my personal taste.
Thanks for that!
Beds can be used to manage time.
If party mount doesn't work 100%, ensure that any companions who failed to mount can see their horse, then try again. It will work eventually.
Honestly i think this is the typical adventure where your character "should" act as the creator has decided... And that, kills my amusement.
Very nice, especially part 3
What is the "mature content"?
Nudity, sexuality, sacrilege, violence and strong language (nothing you wouldn't see in Game of Thrones, though).
** SPOILERS **
hello,
1/ i'm having a bit of a problem w/part 3. i'd planned to go to sudish via alba, because according to the map, alba's on the way. however, when i tell captain burdsi to go to alba, robin complains and there are no dialog options that will let me continue. if i tell burdsi to go to port royale, then palin complains and and there are no dialog options that will let me continue. according to the map, it should be possible to sail to alba, finish the business there, then continue northwest to port royale either by boat or overland, and then on to sudish by riding north through the mountains of morovia. there are no conversation options to explain this to the npc's -- who, frankly, at this point, i wish would just shut up and get belowdecks so we can get to where we need to go.
how may i accomplish this ?
2/ i decided to leave robin behind. shortly after departing koberg, we ran into the fox. my party and i defeated his and killed him. however, there's no journal update about his death or my being able to collect the bounty on his head, and capt burdsi's only conversation option is 'you'd better get some sleep'. resting won't advance the story, this remains the only conversation option even after resting. mr peg, who remained on the other ship and is not hostile, only says he won't listen to anyone except his dead capt.
how do i advance the story ?
1 - You found the solution. Disembark. Leave one of your troublesome companions on the dock, then set sail.
2 - Rest (after looting any remains). Captain Kat recovers, as your prisoner.
These puzzles are intentional (see walkthrough). To keep it simple, the ship travel script currently has no way of dealing with corpses or other unwilling passengers.
this is exactly the kind of module [series] i like : plot-driven w/many points that impel immersion in the story and a fair amount of action to keep you on your toes. the series offers many unique features, plenty of surprises, and a pleasant mix of 'serious action', humour, and romance w/'fanservice'. my overall score would be about 9/10. i'd say this is a 'must play'.
per-module details follow.
ENIGMA ISLAND 1
my score : 8.5
it looks like quite a bit of effort went into this module. copious attn to detail [books, conversation cues, placeable/tileset adornments correspond well to conversation, ...], well-scripted conversations that react realistically, more intelligent a.i. -- e.g. npc's react to lock picking, npc's give pertinent context-sensitive advice -- all added to a superior experience.
it was obvious proleric expected this module to be played w/ILR off, a choice i disagree with. i wish more builders would pay attention to ILR. not only is ILR a good indicator of game balance problems, fundamentally, the story should be about the character and his/her prowess, not about what weapons are wielded. in the case of this particular module, i question the proliferation of such overpowered items. a +5 sword given to a 7th-level character ? a 17th-level amulet ? boots of speed available to buy at 2nd level ? some of this wouldn't be a problem if ILR were respected, but unfortunately, in order to resolve some quests, it has to be turned off.
ENIGMA ISLAND 2
my score : 9.5
it's obvious proleric put a great deal of thought into the plot and its engaging subplots, and in the various ways dramatic tension could be increased through pc interaction. i found myself reminded of the 'bâtard de kosigan' series in this respect. the story was developed in a dramatic and exciting way, while simultaneously supporting an 'open', non-linear play style. this offered plenty of potential plot-twists and many different choices that could affect the ultimate outcomes of the subplots variously. npc's [even the 'insignificant' ones] generally had their own personalities, and these were borne out effectively not only in the written dialogs, but by underlying scripting as well. the trend of above-average npc a.i. in the 1st module is expanded in this one.
if i had one complaint, it would be that proleric continues to rely in some pivotal moments on overpowered items that simply can't be used with ILR on -- while i, for my part, continue to think this is a shame, since i believe firmly that a well-balanced campaign must rely on the characters themselves, not on their items. 'anyone can be a hero, with a big enough sword'.
there were also a few minor bugs, but i think they were attributable to the game itself since i couldn't reproduce them.
ENIGMA ISLAND 3
my score : 7.75
the third part of the series was more ambitious than the previous two, and -- while arguably also more interesting as a result -- could therefore still use a bit of polish. certain changes in the module's focus and mechanics made it more frustrating in places.
TECH NOTES - ENIGMA ISLAND 1
'nympheroticon' - ROFL ! :)
BUGS
TECH NOTES - ENIGMA ISLAND 3
BUGS
MOANING
bioware horses. horses are awful. they've always been awful, they'll never be anything but awful, even w/all of proleric's herculean efforts to make them not awful. they're error-prone, tedious, and buggy on so many levels they give nightmares even to the dead. i managed to avoid this travesty of misbegotten ill adventure in parts 1 and 2 of this series by opting to travel on foot. while proleric is in no way responsible for the eye-watering coding horror that is the bioware horse implementation, the quasi requirement of depending on horses in episode 3 -- and their consequent unpleasantness -- was frustrating.
SUGGESTIONS
Don't you just hate it when someone uses initials without saying something like "Out of Box (OOB from now on)" at the start of their post? So what the *bleep* is ILR?
TR
ILR = Item Level Restriction
@ xorbaxian - glad you enjoyed it. Detailed feedback is invaluable & noted for future reference. For information,
"Conversation breaking isn't supported, period."
yes, i understand that. my apologies if you thought i was saying disallowing an abort is unwarranted ; i wasn't. nevertheless, it would still be less frustrating for the player [and the module therefore more enjoyable to play] to handle aborts in a different way to killing the pc...
Kill on abort... LOL.. Yup hit that "ESC" key at your own risk... you'd better have a save! LOVE IT!!!
One of my favorite campaigns ever. I played it some years ago and I was so eager to finish it that I picked up the beta version of the 3rd module from Proleric's site. I'll be more than glad to play it again in order to finally see its final version. And not just the 3rd module, but the whole series again cause I really really love it!
Enigma Island works fine with NWN Extended Edition (EE).
I've taken this opportunity to test a wealth of bug fixes I had in the pipeline over the last 4 years (available from today in Release B).
This question might sound silly but...does the B version of Enigma Island for NWN EE also work for a "regular" NWN?
Yes, works on all versions 1.69 and later. I'll update the description.
A really great mod !! I enjoyed the 1st part (Treasure) and begun the 2nd....
I noticed that, sometimes, after a transition to a new area, the screen goes black, but the games continues. First time happend to me when the PC woke up on the boat, a liitle after the beggining, and then again after exiting Unicorn Inn. A reload saved the day, but it is ...annoynig !
Any suggestions ?
The first of those is intentional. As you regain conciousness, you are aware of Dunbert's voice, but see nothing until you continue the conversation. Are you saying that the screen remained black?
On the second occasion, what else was happening? An assassin attack? A conversation?
Try enabling Dialogue Zoom if you haven't already.
On the first occasion there was no conversation, just a black screen, but I could see the boat on the minimap and I could see the PC moving on the minimap using the keys (WSAD). No dialog, not anything else.
On the second, I couldn't see what happened, it was all black.
The good thing is that yesterday, it never happened. The game went smooth on all transitions. I hope it was a minor thing....
Anyway, thanks for the answear.... I don't have Dialogue zoom enabled, I find it annoying to zoom out after each dialog....I will try it if it occurs again.
Now available on Steam, too.
From today, your licence to use this work is Creative Commons BY-NC 3.0.
SPOILER ALERT
Part 1)
Soooo, at least the 1st part was good, i could see that there was a lot of work put into script and adopting it to nwn.
Interesting background was given through the books, characters seem to be flat, but their follow their puprose, you want to kill that insolent king and a couple of his baliffs nearby, church hunts witches, loyal king servants rape and pillage everything around - all the "goods" of middle ages, so you realy want to kill the bad guys,and that all let you see that npc's around form a society with their own problems, it's a good thing.Though there was not a single sexual encounter even with the "enertainers" at the Rose inn, which surprises, considering the amount of sexual intercourse and violence seen or described during the play.
So overall i would give it an 8 or 9 even though i felt a lack of action moments.
Part 2
And then comes the 2-nd part and ruins everything it literally starts with giving you no choice but surrender, just a couple of guys who could be defeated by my 9-level character (i don't even want to know what would people with a 16 lvl fighting-type character would feel like) , just because, meh, authour wants, i could understand if there was a group of templars, but 2 men.
Later on, when you get back to the city you go to the guild hall and even after finding out that masons betrayed you and u were beaten and raped in that guantanamo camp because of him, you don't have a choice to kill him, even to beat him, the same thing at the castle where the king says: meh, i just can't do anything, and again trying to blow up all the court of this lazy bastards with a couple of fireballs i get a message: blah-blah, follow the script and load the last savegame. The last drop for me was when I encountered the new head of templars because of whom me and my companions got a real pain in one place and here he is, standing alone waiting for me to kill him, but OH NO, here comes the authour and says that my 6 head(with a summoned mummy and familiar) squad should surrender and like a heard of the stupidest sheeps i ever heard of should follow after him into prison, just because, again, the author wants you to follow the script or get lost.
OVERALL a lot of time you feel like:" WTF u r making such a hateful characters, but let them be dealt with only at the certain points of the plot", you slew the entire house of an outland ambassador and a slave labour camp,and guards in the city don't give a damn, but can't kill one lousy old man, you can't answer back guards, u can't get revenge on the traitor.
4 out of 10 just because the characters and the world are still well written, but the most of the time i felt really restrained and irritated by the need of following the damn script, it's the frist time i'm dropping the module not because it's buggy or unfinished, but because authours' restrictions so irritating it makes you tired.
Maybe i will return to this one some day, but i'm not so sure.
This is a very enjoyable module with interesting NPC's and a good story. Thanks.
adult mod with religious fanatics and bureaucratic laws (you must enter Holy College to receive a pass to it, but you can't enter Holly College without it, that's bureaucracy for you), it's not enjoyable.
I tried playing this with an empty override folder and the correct haks but the clothes are messed up
@DawnRC if you are seeing invisible clothing parts or bad textures via an nVidia card, grab the latest drivers from the nVidia site, as there was a known issue for NWN. Windows doesn't update the drivers automatically, for some reason.
Otherwise, double-check that you've removed all overrides, patch haks and community patches.
If you still have a problem, let me know.
okee ty for the reply, i'll let you know :)
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