Sean Maxhell Soul Path
As the name implies, this adventure is very inspired by the Dark Souls saga.
This adventure would like to be a soul-like game.
But what is a Soul-Like according to the author? (myself)
A Soul-Like described simply, is an adventure marked by action, the exploration of a path that finally leads to face a powerful enemy, a boss, in order to continue.
This adventure is inspired by Dark Souls III, it doesn't want to be the copy of Dark Souls, or the version of Dark Souls for NwN2.
Dark Souls and NwN2 are two very different games, with a different type of gameplay.
So what will you find about Dark Souls III and what won't you find in this adventure?
You will find the progression of the areas. You will be dealing with a single large map to be explored in progression. You will start from the cemetery, you will find yourself on huge fortified walls, in a swamp, in a cathedral.
All areas attributable in spirit to DSIII.
Do not lose sleep looking for Smouldering Lake and Archdragon Peak, I have found no way nor reason nor time to also insert a reminder to these two areas.
You will find a "Bonfire" system.
Of course you will find the Bosses! Some will remember those of Dark Souls, others for nothing.
You will find adventure companions, who will help you until the defeat of the boss on duty.
Killing enemies will not give experience, but gold.
With that gold you can buy experience points or equipment, under your management.
And of course frustration, in many forms.
What won't you find about Dark Souls III?
You won't find the story of Dark Souls; I wrote the plot of this adventure: The path of the souls by Sean Maxhell.
Much less cryptic than the plot of Dark Souls III, but told in a way to be discovered.
The final twist and mindblowing are guaranteed.
You won't find a Covenant system. Being a singleplayer adventure, I had no reason to think about it.
Firelink Shrine, not as you know it, not with its usefulness.
All management functions will be managed by "special" types of "bonfires".
What will you find that isn't in Dark Souls III?
I tested the adventure with several characters, the basic ones, preconstructed by NwN2.
Some characters not too battle-oriented had more difficulties than others.
But in the end I managed to balance it.
This adventure was meant to be difficult, and it will be, but perhaps with a powerplayer character it will seem incredibly easy.
I expect you to die a lot.
You will have to die, learn the shape of the areas, know where the enemies are, know what their strengths and weaknesses are.
And git gud.
You won't find the original NwN2 Crafting system, but you will find ways to upgrade the equipment.
Unfortunately, skills such as creating magical, wonderful items, weapons, armor, and alchemy are not supported.
But you will be able to exploit skills like, making traps, survival, intimidating, diplomacy.
Regarding some caster classes I recommend the feat to create wand; the road between a "bonfire" and the other could be long, and there is no rest in the middle.
You will find an equipment drop system like the first Diablo. Randomly created objects.
A "problem": the names of the equipment will be randomized in Italian. But it is not a big problem, you will have to deal with a distorted world, where words and the way you speak are also distorted.
So if you don't understand the name of your weapon it's not a big deal.
You will find darkness, so much darkness, annoying darkness. Having sources of light or darkvision with you will be a relief.
The Plot:
I don't want to give spoilers, so I don't even tell you how it starts.
Gameplay:
1 single player from level 1 to 30.
How to install:
Unzip the .mod file into the module folder.
While the .sef files are placed in the override folder.
I am not a lover of the external files of the override folder, but these are graphic effects of small impact, which will not create conflicts with other modules you are playing.
And believe me, they are totally worth it.
Requests:
I would like those who play this adventure to try to make some screenshots to show me how far they have come. I would add them to those on the download page.
Link to the forum: https://forum.neverwintervault.org/t/the-path-of-the-souls-by-sean-maxhe...
Known Bugs:
Reloading the game during the boss fight will remove the "creature generated by encounter" flag from the boss; invalidating the clash and not triggering its end.
If you need to reload during the boss fight, you must reload the autosave that takes place when entering the boss area, when the boss has not yet been spawned.
Edits and Revisions:
13/03/2020 - I have already found a bug. In the first dialogue there is an incorrect end dialog. I fixed and updated.
14/03/2020 - Fixed a problem where hater wraiths never drops their "hearts" (this is a spoiler)
LEAVE COMMENTS PLEAAAASE!!!
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Congratulations on the release!
I have no idea when I will get to play this but it looks very interesting.
Currently on this now, it defintely gives me a soulslike vibe from what I've played so far. Great work!
Pray the Sun! Thanks for the great module! Had a lot of fun playing through as a Weapon Master. Intimidate ended up being a bit broken however, making some areas easy to travel through (not the bosses, luckily).
I Love you. Really.
Knowing that someone is praying for the sun is the greatest satisfaction.
Thank you, thank you very much.
Not yet played DS games but this module is really good until, well let's just say I'm locked in Temple of the Ancient Cult and I can't get out even if big tree was burned down to ashes. I can use Home stone tough.
Do you mean that the big tree is dead and the greater souljar doesn't appear?
The door is still locked?
Anyway, before the battle, the game make an Autosave. If you load that autosave and re do the battle, will you still blocked?
Loaded previous save and it is still locked.
Stupid question. Have you tested if you save after killing minions, start combat with Tree and then reload if you or Compassion soul die?
The door opens and the brazier appears when the encounter from which Bosses and minions are generated becomes exhausted.
In that particular area, an autosave is done when entering the area, not when the boss appears and the door closes.
So by reloading, you should still have the door open.
I can't understand what problem may have arisen.
When you load the autosave, is the door still open?
When you kill the boss, is his essence created in the inventory?
When you kill the boss, do all the minions left die with him?
When you kill the boss, does the brazier appear?
Did you kill the boss in any particular way?
Answer these questions explicitly so that I can understand what's going on.
I've never had such a problem, and during tests that boss never gave me a single problem.
But I think that problems may arise if you reload the game in the middle of the fight.
Have you tried killing bosses and minions without reloading in the middle?
Starting from the autosave?
After all this, I can say that I'm sorry.
No need to be sorry. I save often and never overwrite them. :)
- When I enter the temple, autosave is made and then I order Compassionate soul to stand his ground.
- I walk down the stairs, wait for minions to be attracted and move back near entrance and watching out that Tree doesn't see me.
- I kill minions and repeat action above untill all minions are dead.
- When all minions are dead, I save game.
- I throw Fire Bomb on tree, run back to entrance and wait until fire bomb effect is over.
- I attack tree and kill it. If I fail I reload previous save
- After killing Tree, essence is in Tree's inventory but brazier not appears and door remained locked.
I've loaded previous save, leveled up my character and defeated tree in one run. Brazier appeared. Do you need save game made in temple?
I think the problem is an NWN2 bug.
I based the whole adventure spawn system on recognizing which creatures were triggered by an encounter trigger.
Most likely, spawned creatures lose the flag that makes them recognize as creatures generated by an encounter when the game is loaded or reloaded.
It's a bad shit.
Here's something worty to play.
Most locations and enemies look so familiar to the one who played DS3. Even playing this module for the first time I already knew where to go and what could expect me there.
The main exterior map is simply incredible, I have never seen anything like this in NWN2 before. Respawning enemies and soul brazier mechanics were also a great new experience in NWN2 for me.
Though I dont think adding your own name into the module was a good decision - I mean a conversation with the Judge.
A great work was done and it was definitely worth it.
Pray the Sun ;)
Thank you so much for the nice words, and I'm really happy that you pray to the sun.
As for the name issue, creating adventures for nwn2 is a hobby, I don't get anything but glory. So that's part of my little glory.
And more or less, that's the story of this character: sent to the realm of shadows with deception, and gone out as a friend of a dragon.
A bit like playing with Lara Croft, Geralt of Rivia, or John Sheppard, but without a background.
I'm enjoying the atmosphere of the game, but I've been running around in circles! Could somebody please give me a hint on how to get into the town?
After defeating the first boss, did you venture up the hill? Have you entered the temple of shadows?
Did you come out of the back door of the temple of shadows and reached the castle walls?
To overcome some areas of the castle walls you have to pull levers that open the gates, and you have to make your way entering the buildings to get out of the other side.
Until you get to the outside area of the second boss. To spawn him you have to approach the second door that leads to the village.
Seems like most of you are enjoying this.
DON'T FORGET TO VOTE!!!
Thanks for the info! I did go up the hill and have been to the temple of shadows, but keep going around in circles trying to find a way into the city - I have not encountered any levers, but I'll look for them now.
Thanks again - I finally found my way into the city walls!
Absolutely love this game. I haven't played a NWN2 game as fun as this in a long time but I have a question. I'm stuck in the Temple of Shadows and both exits (front and back door) don't light up and let me out. I talked to the lady and I need to get what was stolen from her. Please help so I can continue!
Don't light up?
Does it mean that they are locked?
Currently, I don't seem to remember that there is a part of the game where the temple doors are locked, probably not even if the priestess is attacked.
If you don't see the doors light up, there must be a problem in your NWN.
Especially because via script it is not even possible to activate or deactivate the doors, they can only be locked or unlocked.
Try to change the visualization method and see if something changes: exploration, tactics, first person.
They don't light up. I'll try a few more things then reload the module if it doesnt work. Thanks!
I'm still waiting to know how it ends...
Pray the sun.
I just finished this mod, and I am impressed with the originality (albeit I don't know these Dark Soul games) and the polish.
It is certainly unconventional. Excellent main map. Great story, once you figure it all out lol. You are truly on your own here, and the sense of disorientation ,confusion, and aloneness at the start was fantastic. Like the author, I won't reveal anything about the story for those who haven't tried it yet.
I will only advise you to be ready for a challenge. Keep some of your own notes on paper. Put your thinking cap on. Learn how things work as you go. If I can do it so can you. (and I use hardcore mode)
No crashes, no technical issues, all plot items worked fine. There was one Boss who was one of the hardest fights I have had in a long time ! A solid unique module, high on action but light on any roleplaying. I recommend it. Well done and thank you for some great enjoyment, author.
Oooooh!!!
Thanks to you for your comment and your appreciation, I'm really happy that you liked it, and that you pray to the sun!
Thanks thanks thanks!
Could I ask you what was the hard boss fight you are talking about?
Excellent module, recommended for anyone looking for a challenge. Everything works fine, no bugs, just a LOT of eye-straining darkness. The disorientation and lack of knowledge as you start out really adds to the atmosphere and the general creepyness of the setting. I can see a lot of effort was put in here in that all the minor details down to the companions portraits work seemlessly, thanks for all of your time and effort! One question, got all the way to the end....and after the hardest boss fight I've had in the game the Wicked Witch is Dead and I've got the spada and the essence for being there...so now what? Looked around and visited most of the major areas and not sure what to do next. Also, where do you find a 7 sided key for the crypt?
You Kill "Lenore"?
But... Do you found the dragon?
Do you visit the royal gardens?
Killing the "Wicked Witch" is not the main quest.
It is a very fun mod!
This is the first mod I completed while other several ones I could not go on.
It is a minor thing, but if the journal was showing what we need to do, it would be a bit nicer.
We need more mods like this.
Dark Souls doesn't have a Journal...
And if you are not praying the sun, I doubt you reach the end of the module.
I never played DS games. But I really enjoyed your mod.
I lost a few times, not knowing where to go, or what to do, but reading comments especially yours gave me some clues such as
there is more after defeating the priest.
Oh I did not find the dragon though. but the mod said I have completed and gave me the option to end the mod.
How do you get the exagon key? I don't remember if I put another way to pass the shadow portal. Do you fight the priestess sisters? That is the end of the game.
Anyway you have to explore the royal gardens catacomb to find the dragon.
An impressive work. Oppresive darkness. I've done all with a clerci fighter. Some fights are very challenging. I've killed every boss but i could'nt end the game with the priestess. Nevertheless it was a very good hack and slash module. ty
Thank you!
Why you can't end the game with the priestess?
Do you find the shadow dragon?
I come often to check comments and give help.
Finally started playing this.
Only problem so far is the trapped chests. I cannot set off the trap or destry them They just don't do anything.
I don't remember problems with the chests. Probably you have to take the damage if you are not able to disable them. Anyway nothing really important in chests.
Anyway some point in disable traps and unlock can be useful.
If you don't need a story to explain why you are hacking your way through a dark world this is the mod for you. I had never played Dark Souls so this was all new to me.
The most impressive thing about this is the main outdoor area. It's huge. It interconnects all the smaller areas so there's no need for an overland map. While the progression of enemies is linear, the map is broken into interconnected areas that you can poke around in looking for rescources, avoiding or attacking enemies, or seeking shelter and information.
While stealth and skills are very helpful, the main focus is on combat and much of it is not avoidable.
There is no journal and there are no map pins. If you have trouble keeping track of the game, I recommend taking a screen shot of the main area to annotate as you go.
There is a massived amount of treasure but both it and the "stores" are randomized. You cannot be sure of getting any specific weapon or bit gear so you will need to be a bit flexible in how you design your PC.
Overall this is a good mod for exploration and tactical combat.
p.s. I hit Level 30 a couple hours before I got to the end with plenty of fighting still to be done. This might be a great mod to try with Clangeddin's Level Cap Increase utility.
https://neverwintervault.org/project/nwn2/other/level-cap-increase-160
You will need to edit the mode before you start a new game, the directions are included in Clangeddin's download.
Why You said "you don't need a story?"
Don't you understand what happened to you and your party at the end of this adventure?
Don't you reach the area called "land of what the fuck"?
Moreover, the randomization of the objects makes the game very flexible and accommodating.
Think if I gave you the two-handed sword at the end of the game, like in Dark Souls?
With my method, on the other hand, you can cycle the shop, opening and closing it until the weapon you want to use comes out.
For the clangeddin's level cap, I don't know if my scripting allowing you to overcome level 30, cause I personally capped characters level by areas, so you have to put hands on my scripts also.
Maybe I should have add map pins for the bracers. Yes.
Probably you have to play DS3 to apreciate more this work.
Please don't misunderstand, I certainly appreciate your work. I stayed up all night Friday to finish it. Your map is a masterpiece. I'm just a hard rater by nature, so an 8 is what I consider excellent work, something everyone should play at least once. But I try to make my reviews useful to others who may perfer a different balance of story to combat.
re: the random treasure. Sometimes a random system just fails to deliver. It's a "bad roll of the dice" and the players need to be prepared for that. I figured out the trick with reloading the store to get other options as I've seen that used in other mods. I just had the bad luck to never get some of the items I really wanted or to not get them until it was too late in the game to matter any longer. I was able to work around it with a pretty flexible character able to use most weapons with only a slight disadvantage. Players who really like specific weapons or equipment might be in trouble and my comment was intended for them.
re: the Level Cap, The only area you would need to exceed the level cap would be the final one leading to the royals. It took me a couple of tries to kill the king and he had to fail one saving tthow for me to get him down. Clangeddin's mod includes instructions for editing the level cap on a module or campaign. If there is a level cap in the Soul object scripts it would be up to the players to edit that on the final one, but it would be up to them to decide. However I think your mod is fine as is and I just like to point out options for others to try.
I'm sure I'll play this again in a few months and I already have some ideas on a different character and tactics to try.
Have a great weekend!
Actually, I'm more worried every time you say the final area is the Royals, like you haven't finished the adventure, or that you think you've finished it anyway.
Because if you had finished the adventure, you would have necessarily had to write something satisfying my request, which you have not yet done.
I mean, the adventure ends when you finally escape the shadow realm.
I only brought up the Royals because it was an interesting battle and the only one that might still prove interesting at level 30+. After the Royals, there was not much point in fighting since I could not level up and had my gear maxed out. The Demilich might be a good one but that occurs a few levels earlier.
After this my PC was Bard 8/Ranger 13/Red Dragon Disciple 4/Arcane Archer 5. At level 13+ a ranger can move at full speed outdoors in stealth mode so I just snuck past most of the remaining enemies.
The dragon conversation was an interesting twist.
I got to wtf, watched the cut scene, got the convo with the portal. I clicked on option 1 and option 2 but nothing else happened and the dragon had nothing else to say. I exported my PC after that.
Okay, I understand where you got stuck.
In the brazier room, where everything is collapsing, where you witnessed the cutscene.
Behind the altar is the corpse of a priestess, who holds a key.
Only by having that key do I allow you to go through the brazier.
You need that key to open the room in the tower / crypt just behind the back exit of the temple of shadows.
A couple minor things. The DR on admantine shields does not work. It's a known bug. There is a corrected blueprint available in the Neverwinter Fixes project.
Damage resistance only works against energy attacks. It does not function correctly against slashing, piercing, or bludgeoning damage types. It may be a good idea to replace those properties in the item generation tables with some random feats or immunities.
Well, I'd say this is quite a nuisance.
But honestly I don't feel like having to fix obsidian programming errors as well.
Besides, I never noticed this problem when I was playing.
Most people don't notice them which is probably why they were never fixed. As I said, minor.