Title | the HeX coda 01 |
Author | Stefan Gagne |
Submitted / Updated | 05-17-2005 / 07-09-2006 |
Category | Roleplay |
Expansions | Requires Both Expansions (SoU & HotU) |
Gameplay Length | 5-7 hours (YMMV) |
Language | English |
Tricks & Traps | Medium |
Roleplay | Medium |
Hack & Slash | Medium |
Scope | Part of Series |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 10 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 10 |
Content Rating | Teen |
Gameplay Hours | <1 |
Description | |
the HeX coda 01 (v1.3) A Scifi/Fantasy Adventure for NWN by Stefan Gagne. ...modern civilization is one of prosperity and safety, with all magic legally controlled by a monolithic business called the Cathedral Corporation. As part of the underground magic movement known as the Hex Coders, every day is a race to develop new arcane technologies and evade persecution by the Cathedral. That alone would be trouble enough, but add the sins of an ancient civilization rising in the present day and you've got more than your fair share of problems. Can you lead the team through this interlocking puzzle across time and space, and avoid getting twenty to life for unauthorized use of magic..? (Version 1.0) |
Attachment | Size |
---|---|
hx1_music_pack.zip (4218) | 23.67 MB |
the_hex_coda_01_v1.3.zip (4563) | 18.8 MB |
hx1_artwork.zip (3600) | 1.15 MB |
Legends of Verssavis--Athena's Gambit--Chapter One |
77.5% |
Ravenloft: Dreamscape |
78.8% |
Nihil Trilogy: Awakening |
92.5% |
Planescape: The Shaper of Dreams |
92.2% |
The Cursed Land |
83.3% |
Crimmor |
97% |
Night Howls in Nestlehaven V1.17 |
88.8% |
The Caravan Club |
85% |
From This Comes Strength |
98.9% |
Serene |
84% |
One of the most amazing modules in NWN's existence, Module of the Year winner and a bunch of other stuff. Definitely in the top 10 campaigns, probably top 5 for most people.
Damn tooting. Stefan Gagne best wordsmith thingy person ever. Ya.
I really need to play one of his other mods again soon. I remember one that got pretty dark pretty soon. Loved it.
I know a lot of work was put into this, but I am not a fan of time travel.
My favourite module on the Vault. It's good to see it here as well. Good times I remember...
My favorite module, hands down! The story is lots of fun, and the companions are the extremely well-written. It's a real shame the second one was never finished, but this one still works as a stand-alone adventure. This is one of the few modules I continue to replay.
This is marvelous. A great story-driven module, something of a novel, with a very innovative use of basic NWN tilesets (e.g. beautiful city of Tempus Fugit with leafy teacher’s porch and airships around) and engaging story that demands next chapter. You wake up in the world where magic is controlled and – in a way - constitutes a functional alternative to “modern technology” (e.g. magic used to move vehicles instead of steam power or magic used instead of chemistry to process communal waste).
Another praise should be uttered for the political and philosophical believability of the setting. I suppose the political solutions of the setting are very much influenced by Aldous Huxley’s “Brave New World”, the best and most realistic political fiction ever written (consider Cathedral/World Controller, public preference of stability and security over freedom, the wars that trigger voluntary social transformation of the world etc., the outcasts that crave for freedom). It is uplifting that someone prepared a novel-like story with the world that seems to be realistic. The ending is also very amusing and believable from roleplaying perspective.
I also liked the way Stefan Gagne, the author, played out the idea of time travel, although in this case he unfortunately mixed different theories up, which resulted in occasional lack of coherence (this could have been a deliberate step in order to make gameplay smooth, though). For example, the static interpretation of time can be hardly harmonized with the very possibility of time travel by freely-acting beings, unless we assume the existence of infinite number of parallel universes. Also, the assumption that only certain set of actions by an outsider generate paradoxes, whereas others do not, is a simplification (but hey, “Back to the future” movie used identical assumption).
All in all, it could have been one of the coolest modules on the vault. A bit too short – and unfinished - to deserve 10 stars. To be honest, it might not fully satisfy those who are into role-playing thingies such as tough fights (with my well prepared Wizard (8)/Monk (1)/ Rogue (2) I was able to beat final boss alone), impact of choices on character alignment or different quests for different classes. However, the story and details such as quantifiable bonds of interpersonal trust, believable and nuanced personalities of your companions (especially Lester, Daniel, Pandy) makes up for this.
I give 9/10 only because the series is not finished. However, a great thank you to the author for telling the raw story of the remaining chapters in a txt file.
Very original and entertaining.
Skillfully adapts NWN rules and assets to a very different gameworld, which is neither ancient nor modern, with time-travel and alternative technology themes. A nice balance between fun, immersion and satire.
If you only like nightmare combat in a Forgotten Realms setting, this is not for you. Otherwise, it's a winner.
When first published, this must have been a real breakthrough, with lots of new tools and features.
Some minor niggles. The story is fairly linear. It's not always clear whether sensible or cynical choices will be rewarded. Some of the tools are limited (tailoring has come a long way since the Fashionista, for example)...
...but, overall, deservedly regarded as an all-time classic.
Does this module work with NWN enhanced on Steam? I just started, did the two quests in the Waste plant, got all the members to the basement, Dayvid gives the potion to the elf ??? who wakes up at near death, though his dead body is still lying on the floor. All he says is "the elf elder looks a bit dazed and confused". I can't leave the village, the henchmen will accept gifts, and Dayvid keeps saying he is going to give the potion. Is this a bug or is it connected to being on Steam?
Thanks for any help.
Been a long time since this comment, but I experienced this same exact bug today with my NWN Diamond version. I reloaded HQ area multiple times, experimented with standing in different places to trigger the convo, and poked around in the toolset. Nothing worked until I loaded an earlier save from BEFORE I even entered Backwash Village. So, the first area with the road and the courier. Then I immediately traveled to Backwash, talked to Dayvid, completed the fetch companions quests before doing any other sidequests, and returned to Dayvid right away. This is the only difference in the save where the convo triggered incorrectly for me, and the one that worked (ignore all sidequests until after the old elf is revived and disappears, etc.). You can also tell if the convo will trigger properly by pressing tab while in HQ. If there are two copies of "??? Dead" that appear above the "dead" elf's body, then you'll experience the bug. Otherwise, it should work. Hope this helps!
Definitely a favorite. One of the best mods from one of the best mod authors. Memorable characters, creative story and use of the toolset resources at the time, great sense of humor throughout, and a surprising amount of tension in some places (that argument-almost-brawl toward the end, yikes!). It's been, what, 10+ years since I first played this, and the cracks at modern society are just as relevant and amusing. All companions are engaging and likeable in their own way, and have very realized personalities and motivations that, I think, make up the core appeal of this mod.
I'll agree with others who mentioned linearity as a slight drawback. There's plenty of roleplay, but it's roleplay within a restricted scope; story placed over main character individuality, to the story's benefit. Unlike myself, some players may be disappointed in the minimal combat.
Again, one of the best. Don't let the fact that the second part is unfinished deter you from giving this a try. It's worth it.
This module will make you think. It also has some very cool themes and twists. I did get stuck on one puzzle (computer logon sequence) but the answer was in my inventory the whole time. Also had a corrupt save a few times pretty early on which I have never had happen before ( I'm new here, this is the first mod I have downloaded and played to the end) but I always make multiple saves so just went back a little with another save. Thanks for this great module and I really wish you would finish part 2 and add a part 3 too..
As far as I know there won't be sequels but you can find an unfinished part 2 module as well as the full storyline for it in a written doccument here at the vault. At least you can read where it was going.
Part 2, which is thoroughly worthwhile though incomplete, is here:
https://neverwintervault.org/project/nwn1/module/hex-coda-02-incomplete-yet-finished-release
Author's website has alot of nice info and a hint section- www.stefangagne.com/hexcoda
Thanks Jedijax and Proleric, now on to part 2!
I'm sure that many would like this type of sci-fi module, but I am not in that crowd. I bailed after entering and talking to Davyd. Too much work trying to figure out what is going on.
Ahhhh the memories. I played dozens of modules back in the day, and this one was always on my top 5. The story, the music...Simply amazing.
The masterpiece.
Great module. Great story, quests that make sense in the context of the plot, and don't feel too repetitive because who needs 37 variations of "fetch the macguffins"?
I played with my favorite paladin, although I started with a bit of trepidation that a LG melee character wouldn't make much sense as a open source magical hacker. But the module had enough allowances to make it work. There were enough role playing options in the conversations to act (more or less) nobly that I felt she could be quite paladin-like even as a member of a somewhat chaotic underground. And because my pally self buffs like a fiend (a LG fiend, of course), she made more sense as a magical rebel than a pure fighter would.
I like the XP system that rewards quest completion and not kills. A different build could have completed at least a few of the quests with stealth or social skills. The only problem is that I only gained a single level during the module. Start at level 10, and didn't reach level 12 until the very final conversation that closed the module out.
Another con: very little opportunity to upgrade gear. I customized two weapons and my armor at the very beginning, and there were no real upgrades. A few bits and bobs here and there, but no significantly new/better weapons or armor the entire time. Boo.
So between the lack of XP and the lack of gear, my pally was mostly the same at the very end as she was at the very beginning. I progressed as a character in the story, but not as a character in the game.
But, on the plus side, the henchman system is excellent. Good opportunities to increase (or decrease) relationships in both conversation and through gift giving. Eac henchman has a unique power that you can use, and which gets better as your relationship improves. It's a cool system, but I barely used it. I didn't see the need 99% of the time.
You can only take two henchies with you, so I tended to stick with the same two in order to maximize my relationship with them. I would have liked to take more, yanno? But that just adds to the replayability. I might just go back in with a completely different build, if only to focus on different henchmen.