This little prefab is a coutry mining village with mini puzzle quest built in - which I will probably keep developing it was I look for somewhere to settle.
I have been away from NWN for a while. Now I am looking for a world where I can play and contribute :) and this is my 'example piece' to show people what I can do. It isn't perfect, it isn't finished and I am NOT the best thing since sliced bread. However, I can put areas, together, design a basic quest and build the conversations and scripts I need to make it work.
I used to play / build for a PW called Champions of Vydor - I built small (and generally fairly low level) encounters that filled up all of those spaces behind doors. My wife and I built the Grave yard (and all the associated sub areas, farms, puzzles and quests) between between us, and I buily a series of social script systems that dealt with status, titles and alignments changes. *evil grin* That included a system that shifted a PC alignment 0.1 of a point towards chaotic every time they stole from a 'Citizen' NPC.
Having said that - I am not interested in heavy or enforced RP, and get really put off by a load of furries standing around preening their ears and talking. Nor do I particularly like Grand Quest worlds - where there is one huge central theme that dominates things. However, I want some structure to the world, and am more than happy to help develop that. Pure Action or heavy PVP puts me off just as m=uch as to much e=mbedded RP.
While CoV used CEP and CNR I am not a great lover of loads of HAK packs nor huge rules changes either.
LOL - I don't want much, do I?
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This is a lovely little module - granted, it's not very deep, but the design is nice and it's obvious you've put some time and thought into it :)
I had to laugh when I spoke to the female dwarf in the mines and she had a male voice - actually made me jump haha
Some tips:
- The workers in the mines should be doing something. Give them a pick and have them attack an invisible object in the wall, placing it in the onSpawn and onHeartbeat script slots. I have a similar script on my smith in my module, so he looks like he is beating the anvil etc. Or, if you would rather make it look like they are on a break, you could have them sitting in chairs or even just standing and chatting, and you could add immersion by setting up a trigger before you cross the bridge to make them speak lines to one another before you get to them. Let me know if you want me to show you how to do this :)
- One of my pet hates about the original toolset is the size of interiors vs. exteriors. Trying to make an interior similar size to the exterior building provided to you by the tileset is a pain in the buttocks. I noticed that the Smithy is a lot larger inside than outside, but that's just me being pedantic.
- I like it how all the doors close after you. Perhaps reduce the delay on this just a little so that it doesn't look like someone other than you has done it.
- The house interiors had a weird ambient sound to them. Try using House Interior Ambient Sound. The interiors were very nicely done visually however :)
- The sounds you placed were very appropriate and immersive, like the waterfall and the frogs. Perhaps add some bird sounds in Paltrove and some more animals, like chickens in the garden etc.
Thank you for sharing this :) It's a pretty little place and I'd like to play a module based around it. Let me know if you'd like any further advice. I am a novice, personally, but immersion is something I am passionate about. I'm always happy to help :)