No restrictions, but evil will be at a disadvantage
Come defend the City of Clearweather form mauruading humanoids, evil bandits, and nefarious undead. This is set in the 'ficticious' City of Clearweather and it's surrounding areas and is the first in a series of modules taking you from the Sword Coast to the Dales.
This is a compilation of the old system into a single score. There were 18 that made this score of 5.94.
Posted by Chad ( ..xxx.xxx ) at 2002-08-26 08:53:00
Hey Scott, Thanks!
I have to admit, after playing it a few times I think the
school looked better on paper than it did in practice.
Rather unfortunately, a long-term persistent world I was
using this as the base of died almost completely in a
system crash I had last Tuesday. I think it's time to
leave well enough alone with the ole' school. Too bad,
most of what you and the others pointed out (specifically
the spawns) had been fixed. Ah well, live and learn, and
learn I have with two months of module design under my
belt. Now I'm acutally partnered up with someone who knows
the scripting language a lot more than I do, too.
If other module makers are looking at this, one thing I
cannot stress enough after working further on this module
is make quests for evil people, too. Two independant
storylines based on good/evil can really make a huge
Posted by Chad ( ..xxx.xxx ) at 2002-08-19 05:52:00
Sorry you didn't like it. It was made before I really knew
about the spawn points of encounters, but that's kinda
minor. As for the tavern--read the sign. If you hit the
tavern in the EVENING hours, the door opens just fine.
Posted by Jack ( ..xxx.xxx ) at 2002-08-18 03:06:00
Read MajorCyco's comments which convinced me to try it, but
it wasn't what I expected. First, I don't see how it could
be in the final versions category. There's at least one
building labeled as an inn or tavern in the city which
seems to have a typical impossible-to-open-by-any-means-
door, which usually indicates there's no interior for the
building. Second, the mod seems to be driven entirely by
encounters. While I'm not entirely opposed to this concept
myself, I personally do not care for mods where a designer
doesn't use them with care (which typically means no spawn
points were strategically used.. all enemies appear right
out of thin air). Despite the size of the city, there were
few conversations outside of the generic.
In the end, really, the only thing that made me quit
playing was the fact that the mod was little more than a
bunch of badly used encounters. I say badly because even an
old FPS game of Doom has better enemy layout than
the 'enemies appearing out of thin air right on top of you'
thing many NWN mods have. Hope that doesn't sound too much
like a flame, because it's not intended to be. It's just
that it's so easy to do a lot better than this.
Posted by MajorCyco ( ..xxx.xxx ) at 2002-08-02 13:14:00
Bioware's website shows that there are now over 500
modules published by fans. Having played about 30 of
them, many are not worth the time to download. I
categorize them as A) too short (one had only four
monsters!!!) B) Monster Zoo C) Diablowinter Nights
This module doesn't fit these categories. I thought it
was well done and has thus far, in my humble opinion, been
the best module I have played. Definately worth your
Posted by Chad ( ..xxx.xxx ) at 2002-07-24 08:29:00
A *SIGNIFICANT* upgrade to this module will be out in the
evening of 5/24 or sometime 5/25. It will make the module
version 2.0 and is going to include a readme file on all
the changes I made. I think I finished it too fast
initially wanting to get it done and I had a general
frustration with the scripting...then I saw all the scripts
here and realized, if I couldn't find it in the script
downloads, I bet I could find it in Spires of Ravenloft
(thank you to Ravenbuilder whose scripts are actually
effective enough yet simple enough for me to start learning
the language). What was originally going to be the first
module in a campaign has quickly become the 2nd--I have yet
to make the first, but 1st level characters in this module
are, to put it bluntly, screwed...and when I toned it down
it became too washed out and I didn't like it anymore.
Whew--with all this module construction (and
reconstruction) I've had zero time to play the single-
player campaign :-(. Then again, I've always liked to
create my own stuff...
Eventually I will release all the modules together in one
big zip file (there should be four or five when I'm done).
Wish me luck, folks.
Posted by Chad ( ..xxx.xxx ) at 2002-07-22 07:18:00
Update is uploaded. I have to say thank you to the people
who reported the bugs and remained patience with me. I've
got a question, though, for Kaneda. How did you finish the
module? The bug that I had to fix was so catastrophic to
the module it would have been impossible to finish without
Posted by Chad ( ..xxx.xxx ) at 2002-07-21 08:13:00
It's buggy. I watched a few people last night and saw a
whole bunch of stuff I need to change...badly. Keep an eye
out for an update today or tomorrow.
Posted by Harefoot ( 07/21/02 06:35..xxx.xxx ) at 2002-07-21 06:35:00
Hmm seems like the last person to post had to be quite
rude :(. Good constructive criticism is okay but not being
rude. Guess I will download this one and see what it is
Posted by Kaneda ( ..xxx.xxx ) at 2002-07-19 00:14:00
This MOD is boring My Half-Dragon got through the MOD with
The scripts are suck, thare's nothing spical in this MOD
exept Empty houses and demy doors.
My grade is: 3.
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