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NWN MODULES

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Title  The Plane of Hate
Author  Wintermute
Submitted / Updated  08-24-2002 / 08-24-2002
Category  Roleplay
Setting  Everquest
Gameplay Length  2 - 3
Number Players  2 + (3 + recommended)
Language  English
Level Range  Designed for level 20 characters
Tricks & Traps  Light
Roleplay  Non-existent
Hack & Slash  Heavy
Scope  Small
DMNeeded  No DM Required
Single or Multiplayer  Multiplayer
Max Character Level  20
Max # Players  Any
Min # Players  02
Min Character Level  20
Content Rating  Teen
Hakpak  Link
Description
This is the Plane of Hate from Everquest. I basically built the module to put some closure on this timesink of a game (talking about Everquest here). Every monster is part of an encounter, and each one will randomly drop the armor it is supposed to (like in the real game). So there is chance just like EQ, but I have bumped the odds way up. It is all hack n' slash, so don't expect any story here. Also, you MUST download the cloak hakpak, kudos to Kinarr, awesome work.

Files

NameTypeSizeDownloads
Wintermute24Hatereadme.txtWintermute24Hatereadme.txt
Submitted: 08-24-2002 / Last Updated: 08-24-2002
txt0.57b1256
--
The_Plane_of_Hate.zipThe_Plane_of_Hate.zip
Submitted: 08-24-2002 / Last Updated: 08-24-2002
zip742.24Kb1300
--
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Comments (9):

Posted by bro ( 63.184.xxx.xxx ) at 2004-08-01 09:25:00    
dude just make a CEP version that way all have it since most players use cep anyway

Posted by Anonymous ( ..xxx.xxx ) at 2004-01-31 08:04:00    
What Hak Paks do u need for this??

Posted by zuxx ( ..xxx.xxx ) at 2003-09-24 16:37:00    
Cant seem to enter the door to the next level, broken or just isnt finished ?

Posted by Wintermute ( ..xxx.xxx ) at 2002-09-25 17:38:00    
I view it as constructive criticism, and actually I have
heard the same thing from a number of people. I agree, the
zoning really sucks. But since the alternative would be to
make the mobs pop outside the buildings, I was hesitant.
After playing through it with friends a couple times, I
cann't agree more, the houses have to go.

I agree with you on the encounters, and most of the
encounters placed in the "bigger" buildings are setup to
swarm the foolish puller that just runs in the room
quickly. That was the original idea I wanted to come
across.

I am considering revamping this module to some extent,
probably like a final version without the smaller house
insides, and actually make the creatures accurate (Inny
would be much bigger, Haunted chests would be better
looking, and tweak the CR rating of some of the creatures).

Anyhow glad you liked it. I am working on Permafrost next,
its gonna be killer ;)

Posted by Lucios ( ..xxx.xxx ) at 2002-09-24 08:52:00    
I like the idea of romping through old EQ zones, if only for
the hack and slash fun of it all. BUT, speaking as a player
on a low end system (who atm can't afford to upgrade :/ ), I
would suggest one thing...

>>

Please don't make encounters INSIDE all the buildings. To
have to zone into the houses make my entry moot, considering
my team-mates have broadband and kill whatever's inside b4 I
enter. I KNOW I can enter b4 they do and deal with the
difference, and I have been in any mod we play.

It's NOT just that. It gets annoying waiting through
zone-ins for every...single...house.

Most importantly, if I remember the plane correctly, the
mobs would aggro when you neared the houses, and bumrushed
you outside. Either that or the puller would drag em out to
you. The zone, as it is now, just isn't... well... like the
EQ version in how dangerous or 'scary' it is.

The answer would be to create a smart encounter grid that
would spawn a creature at the doorway of the house it
'occupied.' A foolish or crazy puller would trip multiple
spawns if he ran haphazardly through the zone (like EQ).
But, a puller could figure out where the 'aggro ranges' were
if he worked at it.

The zone also needs more 'random encounters' outside, to
beef up the danger.

Thanks for making the mod though! Don't take this post as
griping. I respond because I like it and would like to see
it embellished.

Lucios


Posted by Wintermute ( ..xxx.xxx ) at 2002-08-25 13:23:00    
Plane of Hate
Readme v. 1.1

- After you beat Inny, you can port back down to S. Ro.
There will be a merchant now spawned in which you will be
able to buy any item that dropped from the Plane of Hate.
This is just in case you get very unlucky with drops.

- Take it SLOW in the various houses. If you run in you
are liable to trigger every encounter, then it is just
tough to clear the building.

- The druid ring does have a merchant that sells basic
temple items.

v.1.2

- The houses are number according to the map created by
Sertain T'Kell. Thanks to him, since I was never a puller
and didn't remember exactly how the plane was laid out.

- All houses that you can enter have a door. If there is a
doorway and no door, then keep looking, there is only ONE
door to each house (cleric house the exception).

- Also, this Plane of Hate is based on the old Plane of
Hate (pre revamp in 2001). The bosses are just Inny and
Maestro. Don't expect any of the "newer" plane bosses.

Email me if you have comments or feedback.

Posted by Impious_01 ( ..xxx.xxx ) at 2002-08-25 12:20:00    
What's the spawn time on Magi P'Tasi?

Posted by MynxXiLana ( ..xxx.xxx ) at 2002-08-25 03:58:00    
Keep them coming, another ex-EQ junkie with fond memories
of the planes

Posted by Wintermute ( ..xxx.xxx ) at 2002-08-24 22:54:00    
On getting the cloak hakpak to work, I followed Ryashu's
advice. Copy the neck_parts.2da file into your override
directory and it will work for sure (I have had many
friends do this exact same thing and it worked everytime).
Granted this is only a temporary solution, until they get
hak files working correctly with this sort of thing.

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