Resurrection Gone Wrong and Resurrection Gone Wronger are compatable with NWN Enhanced Edition on Steam
The setting is the world of Janopsye, a standard D&D world created by my friends and I. You are on the Smuggler's Road in the country of Litra.
Have you ever wondered what it would be like if YOU were suddenly transported to a fantasy world?
This module assumes that you are walking along through the local park and get stuck in a thunderstorm. You run for shelter when suddenly you experience an explosion of light and sound. You feel yourself falling and everything becomes dark.
When you wake up, you are in an unusual room with two oddly dressed ladies talking. You feel strange, as though your skin doesn't fit right. Then you begin to have a conversation with the two ladies. That's when things take a turn for the weird.
Try to survive in someone else's body in a D&D world. Can you get back? Is there some sort of dragon killing wand somewhere? Who the hell let all of these zombies roam around town anyway? This truly is a Resurrection Gone Wrong!
It is vital that you take ranks in either bluff, intimidate, or persuade if you wish to succeed in the final quest. You only have to have one of those skills.
This module only works with Single Player, certain scripts ruin multiplayer play and when it has been tried, it has ruined the experience. My deepest apologies to multiplayer types.
There are four henchmen available; Merina, a sorceress/druid, Gothiya, a cleric, Kasath a lizardfolk barbarian, and Zombie Bob a rogue. I recommend taking them with you. They will make the battles a bit easier and they provide opportunities for humorous conversations.
This is set in the world of Janopsye, originally created by Mark Sturgil, and worked on by Mark, myself and Ralph.
Made with help from the NWN community, in particular, the NWN Lexicon, Lilac Soul's script generator, numerous scripts borrowed from Valine's ADWR (no content though), Help from Thaladar9, FesterPot, Cereborn, Beerfish, Nereng, Axe Murderer, Sunjammer, Sharona Curves, Sir Elric, Corysia, nereng. (possibly a few others that I've missed) The entire community is great.
Also, the concept of the Zombie Master was borrowed from Piers Anthony's Xanth series. I intend to give him back when I'm done.
Updated 11-19-08
Added a pdf map. The town of Choik, where this module is set is in the southern part of the country of Litra. The next module: Resurrection gone Wronger, will be in the northern part of the country.
Starting with level 1 character. The mod requres CEP 2.6
Updated 29 September 2019 to ensure it works with non-Enhanced Edition NWN.
Attachment | Size |
---|---|
Music colection for the module. (1542) | 49.91 MB |
Another music file. (1426) | 1015.86 KB |
Walkthrough for the module (Spoilers) | 25.39 KB |
Map of the area. (1392) | 2.85 MB |
Module File. (707 + 104 downloads prior to this release) (783) | 1.01 MB |
FRW Character Creator |
98.6% |
A Fairy Tale |
80% |
Ravenloft: Dreamscape |
78.8% |
UNDERMOUNTAIN- Maddgoth's Castle |
82.5% |
The Gathering Storm |
84.4% |
The Caravan Club |
85% |
Dark Avenger Chapter 2 |
88.6% |
Nihil Trilogy: Awakening |
92.5% |
Serene |
84% |
Nihil Trilogy II: Chains of Misfortune |
90% |
I dont' know if I had not posted it before on the old vault, but here goes my bug report:
- typos(in conversation, if not prompted otherwise): "what"(lower case in sentence beg.) - Clothier; "Listra" - Timeline of Litra book description; "isn't is"&"taberum's"(lower case!) - Gothiya; "Will"(in the middle of sentence)&"supplys"- milren; "neice" - wand of teleportation description; "what" - Jevad; "sould"&"recieve" - Aleena; "sShow" - common(?) lizardfolk; "Luskan" - map pin in "Ruska" mines; "discoverin" - vicho;
- "bolts of bludgeoning" - Merina eq item name, "zomie servant" -NPC name,. In other places same lower case names for items, NPCs etc.
- black barrel and crate near armorer are useable but with emoty inventory and no other use
- what are the rutabagas ?
- butler is silent
- in upper ruska mine there are openable doors with no transition behind them
- there are better stirge models available
- some encounters spawn behind you
- some backtracking
- what are FOREST vipers doing in ruska mine
- diemler ruins: some rooms are empty, could be shrunk down
- jerrin's ring description is wrong
- camera hak breaks the cutscenes
Voted 9. One of the first modules I have tried quite a few years ago.
An excellent mod with a straightforward approach but with plenty of humor to make it memorable! There are some minor issues such as my female character being called a *he* in some occasions, but nothing really serious... and as you move from one quest to the other you really start to feel attached to each one of your henchmen. Actually, sometimes I wanted to ask them their opinion about something and it is a pity there was no such option in the conversation menu... they talk only through triggers, but it is OK, the writing is very good and their personalities really stand out.
Thankfully I didn't play it back when it was released. At least now there is a second chapter and I can continue to discover how very unlike Kansas this world is... both the state and the band, with and without Toto as an opening act!
Hi folks,
I'm loving this mod and want to finish it with a vote of 10, and can't believe I passed it by so many times!
Having said that, I'm stuck and I need hellllp!
I'm at the very end of the mod and all quests have been completed, but I can't get any of the 3 Clerics to start "the conversation" to work together as explained in the walkthrough. I've rested and advanced the clock so that several days have gone by, but no luck.
Any thoughts/ideas/hints/tips appreciated!
I really want to start the sequel but I'd love to finish Part 1 properly first.
As always, thanks in advance!
Well, I decided to Save/Export my Character and start "Wronger", and guess what? It starts right up with a cutscene to the ceremony I missed! Yay! I'm off & running with the sequel now, and I really want to say that I enjoyed this mod very much! Thanks, Kookoo! :-)
This is a fun module, based on an interesting concept, and the dialog is quite entertaining at times.
I will say that, at the beginning, some of the encounters are really going to be beyond many PCs, particuarly mages. Some of the first missions (like the clothier's mission) that the PC gets (at level 2), are against foes that a would be quite challenging for a melee toon and nearly unbeatable for a wizard or sorcerer at that level. How does a level 2 wizard take on a skeleton warrior who does 2d6+9 damage per hit and has 20 spell resistance? And, the adjacent area has a 10 HD kobold barbarian with an AB of about 16 who crits for 30-40 hp? Fortunately, I decided that the quest was going to be too hard at that level when it took two TPKs to take down the skelly warrior, so I didn't go back to face the barb until level 5, when my toon had Hold Person (without a failed save, that barb still would have wiped out the level 5 party, and he wasn't alone).
Anyway, aside from some combat imbalance like that, I enjoyed the module and am hoping to play the sequel at some point.
I tried to use the link to the Map of the Area pdf and got a blank pdf
Confirmed. I will contact the author regarding this issue.
FP!
Works for me in the browser. Maybe try downloading it to HDD?
Hi Horosha,
I was able to open and download it using Google Chrome. I tried it with Internet Explorer and the file loaded super slow and wouldn't save for me. Is it possible for you to try it with a different browser?
Serious but easily fixed bug. When KooKoo updated this to use CEP 2.6 instead of CEP 2.1 he forgot to update the required tlk file. Consequently you may well get a missing required custom tlk table error. If you do get this error you can easily fix this error. You will need to make a very tiny edit to the module.
Open the module in the toolset ignoring any warnings you get. On the edit menu select Module Properties. This will (eventually) bring up a dialog box with 6 tabs. You need to select the Custom Content one. Just above the [OK] and [Cancel] buttons there is a drop down selection box. Open this and select CEP 2.6x (that is whichever version of 2.6 you have e.g. 2.60). Press OK and resave the module. You are now good to go.
TR
The CEP 2.6 tlk is now applied to this. I've tested the module and it works with NWN EE on Steam. The module is also on the Steam Workshop.
Please let me know if you have any issues and I'll do my best to fix them when I can (forgive me if it's a year later)
Unable to load module. And I have updated the game! :/
Can you give more detail? Any error messages on the screen or in the log? Most common reason would be that you forgot to install a required hak or CEP tlk file.
It claims I don't have an updated version of the game which doesn't make any sense. I have v1.72 Community Patch, plus the Critical Rebuild which I tried reinstalling, then had to reinstall any community patches after that and still no go. When I first tried loading the module, I had v1.71, then updated to v1.72. Unless there's a patch or update I am not aware of, this makes absolutely no sense at all to me and is really frustrating. I don't know what else to do otherwise.
EDIT - Ihe module seems to be expecting version 1.77, which might mean it was made with EE. I'll PM the author about it.
The module has been updated and is now 1.69 friendly again.
Have fun :)
Nice!
It seems the 2 day period the last cleric asks of you is actually 48 hours, so in the morning of the 2nd day after it might still not work.
technical report
i had played this mod years ago with no issues i think.
i installed the updated mod and when loading got a missing hak error, cep2_top_2_65.hak.
i installed the missing file, which i found on the cep 2.65 page, called cep2_2_65_quickfix.7z, and then mod loaded fine.
i believe i have cep 2.60 installed.
hope this info helps.
p.s. playing the mod so far i am at the point mentioned by MrZork above, with the skelly warrior and the kobold barby. egads.
i will humbly take his advice and slink away until later...
This comment and rating of mine were unearthed from the old defunct IGN Vault page.
"+ Contains a lot of original and amusing ideas, talking to NPCs in Choik and beyond was fun
+ Unusual henchmen with bug-free banter (even if you're a bit ahead of them their conversations will trigger)
+ Custom world with custom books
+ Time passes on resting
- Although listed as "medium" RP there was hardly any opportunity for roleplaying my character; apart from being allowed to skip the occasional smartass comment, the PC is predefined as a sarcastic ... teenager(?). Can be funny at times, but it also gets old fast (at least if you're not a sarcastic .... teenager(?) yourself).
- The level of polish could have been better, typos and logical errors in conversations were not an uncommon occurrence.
- Some conversations were just too goofy for me (there were occasional OOC jokes, too), and it took me some time to get used to the mod's style. Actually only my third attempt at playing it for longer than a quarter of an hour was successful, because I've found the initial conversations with the witches and the way the PC was introduced to the world not very convincing. Fortunately once I started exploring Choik it got a lot better.
- There was no option to tell Merina to stay out of melee battles which made dealing with her a bit annoying. For the first few levels I always told her to wait when the rest of the party got involved in a fight.
- No shortcuts, which resulted in having to walk to and fro through a few dungeon areas. In the end I used the console to jump between areas and save time.
Anyway, while it is not quite perfect, I had fun playing it. I especially enjoyed the abundance of witty and surprising ideas, which despite the goofiness sometimes made the scenarios even more realistic and interesting. :)
Thanks for sharing the mod, I look forward to playing part 2!"
Voted 8.50 on 11/01/09