Probably don't need to say but is under Waterdeep.
40 (I think that's what the original said).
I haven't really tried to see if this works with multiplayer yet.
It is best if you start the module as a new character.
Any race can play.
Tricks & Traps
Hack & Slash
Any class can play.
No DM Required
Single or Multiplayer
Max Character Level
Max # Players
Min # Players
Min Character Level
Any alignment can play but being evil would not make much sense in this game.
Included in package.
This is my version of the classic Eye of the Beholder series. This module is as close to the original game as I could get with the NWN engine. As a die-hard EoB player, this was important to me. Unzip the 'mod' into your 'modules' folder and the 'hak' into your 'hak' folder.
Have anybody finished playing this mod? To me it seemed it can' t be finished. I can't go down to level 10. It is the same for lvl. 8 , I had to jump down through a hole to get lvl 9. I think it is a half mod...
Posted by PaulBlay at 2007-05-19 08:44:18 Voted 7.75 on 05/19/07
A lot of work obviously went into this and it's a pity that the author appears to have stopped work on it (Last post 2004 January, any way to contact Xaeryth?)
Maybe somebody who knows Eye of the Beholder will be able to pick it up and polish it up a little some time.
Posted by cmrenberg at 2007-02-28 10:29:30 Voted 10.00 on 02/28/07
I was disappointed with one of the reviews. I whole idea in the original game was solving puzzles rather that just your normal dungeon "hack n' slash", grab the loot and experience, upgrade, etc. This module was almost a copy of the original within the restrictions of NWN. In fact I got out my original clue/walkthru book to assist me in areas I was having problems. I really enjoyed the orginal and certainly enjoyed this one also. WAY TO GO. I appreciate the hours of work it must have taken to make this. THANKS!!!!!
Well, if someone is up to finishing this mod, in the same style that Xaeryth intended, they should probably go for it, since the last post he made appears to be January 7th, 2004!! It's now two years later, and no progress from what he had done before that date apparently :( If anyone knows where he is, please tell him we want him to finish this up. As for as henchmen, I will use the OHS system, and use at least one henchman similar to what is avail in EOB. Just some thoughts for now :) _________________________ Never pass up a good opportunity!
I wonder when this mod will be finished, as NWN2 will be out soon. While I don't plan on jumping up and going out to buy it when it comes out, I really don't wish to see NWN abandoned. I am already annoyed that you can't use any portraits in the new game, as your "portrait" is based on what your character looks like :( Please finish this mod, for those of us who do not plan on picking up the new game right away :) _________________________ Never pass up a good opportunity!
Posted by Isis Asyria ( 66.94.xxx.xxx ) at 2006-05-19 10:56:47
Are you still working on the final? I hope so, this mod is great and Id like to finish it. Thanks agian
Posted by miriam ( 200.122.xxx.xxx ) at 2006-03-30 04:28:19
Posted by abk4523 ( 146.115.xxx.xxx ) at 2006-03-23 15:57:15
I found the solution. The conversation script does not work. Changing to nw_ch_tactics should get it to work properly.
Posted by abk4523 ( 146.115.xxx.xxx ) at 2006-03-23 09:10:18
Oops, I should have been a little clearer. When I click on my henchmen to start a conversation, the conversation icon shows, but nothing happens, no dialogue. Any help?
Posted by abk4523 ( 146.115.xxx.xxx ) at 2006-03-23 09:05:50
Awesome remake of an awesome game. I may be late in commenting, but I just downloaded it. I was wondering though, when I click on my henchmen to bring up thier inventory, nothing happens. I used the toolset to check the conversations, and there is a thread for inventory. Was the problem corrected, or did I get an outdated copy? Hopefully someone is working on EOB2 and EOB3.
Posted by Sentinel69 ( 83.161.xxx.xxx ) at 2006-03-16 10:42:08
I am stuck between 2 doors.... the last door is asking for a copper key.There is no way back ,the first door is locked after entering . I looked in the walthrough ,the copper key is never mentioned in that.Why is it not in the walthrough... it's an essential item I think.
Are you still working on that project or you have dropped it?
I noticed 3 bugs by now and I have a suggestion:
1) Special questr L4 works infinitely, so you can obtain 20 levels just pulling the chain
2) I cannot open the door to the Drow Cleaver; it should be opened if both the chambers near the main chamber are closed but it doesn't
3) when hired characters refuse to talk to me.
you should try to use the CEP; it contains everything you need, so you souldn't need to download the hack file.
BTW: outstanding work!
Posted by garathane at 2005-09-18 10:37:26 Voted 10.00 on 09/18/05
wonderful adaptation !!
Posted by Garathane ( 80.100.xxx.xxx ) at 2005-09-18 10:35:59
I haven't finished yet, but it is one of the best. Good work, and fo on with it !!!
Posted by Garathane ( 80.100.xxx.xxx ) at 2005-09-18 10:32:01
I haven't finished yet, but it is one of the best. Good work, and fo on with it !!!
Any chance we are going to see the 2nd and third eye of the beholders from you????????
Would be nice :)
Oh and thank you for a great mod, only just started it, but it brings tears to my eyes at the memory of the first game I got on my amiga for chirstmas, all them years ago
Posted by Royal at 2004-04-30 09:27:11 Voted 3.00 on 04/30/04
I know it's conform to original but way too much puzzles that gets you stucked.
Posted by Dinnin Darkblade ( ..xxx.xxx ) at 2004-04-12 15:40:00
Actually, if you check the "Plot" box on the basic tab and then uncheck the "requires key to unlock" on the tab that you set the key tag then you can indeed pick the door AND make it Unbashable. This solves it. While I can do this, as can anyone else with the will power too do so, I would like to see the writer do it and re-post it to the net.
I would do so myself (fix/re-post the door issue, and possibly an addition to work around the missile weapon issue) but I do not wish to step on the toes of the builder whom has done such an excellent job recreating this wonderful game for us. If he would give me permission to do the changes and post it as a sepereate post, with all credit given of course, then I'll do so.
Hi Dinnin, as Xaeryth doesn't seem to be around at the moment, I can answer those 2 issues for you.
1) Yes, the difference in the game engine means you cannot chuck rocks or throw arrows without a bow in NWN. The only option I think is to hide a non magical sling/crossbow somewhere which is what I did in an accessible location, or start with the castle where you can pick up ranged weps, the castle is akin to the starting cutscene where the story is laid out and some background to whats going on is provided.
2) With the toolset, if you have a door locked and set with it needs a key to be unlocked, then it cannot be picked by a theif, you must get the correct key, which is a real pain, especially on level 4 and 5 where there are not enough dwarven keys to unlock all the gargoyle locks. I think if you make a door pickable, then it has to be bashable as well, which doesnt fit to well with EOB1.
But I'm sure Xaeryth will come up with his own solution to the pressure plate beyond the pit in level 2 when he releases his final version :)
Posted by Dinnin Darkblade ( ..xxx.xxx ) at 2004-02-18 07:47:00
Just some critisism on what so far seems to be an outragously great remake of the original.
1. Due to game engine differences it is much harder to aquire a working ranged weapon by the end of level one. Matter of fact, the only ranged weapon I recall coming across at all were the magic darts. This can be a problem. If you fail your lore check to ID the darts they are unusable, unlike the original game. This means you have no ranged weapons to chuck at the target dummy in level 2 to get across the pit. Perhaps add some non-magical ranged weapons, darts and/or shuriken (for those that like monks, I don't recall if a monk can use darts or not).
2. The doors in the beginning of level 2 were able to be opened with a thieves lock picking skill in the original game. This is not the case with your re-make. Perhaps this is intentional now that all classes can pick locks if they choose to take skill in that, perhaps its an oversight. Either way, allowing the picking of these locks "could" possibly allieviate the problems in item 1. If I recall correctly there was a sling and stones somewere behind the door to the right as you enter the level. Being able to open these doors with picks, and even a knock spell possibly, could allow for quicker and easier access to a ranged weapon to cross the pits and would still be inline with what was able to be done in the original game.
Just my 2 copper pieces worth. Thanks for making this module at anyrate. I can forsee myself and my friend getting hours of enjoyment out of this.
Ashantara, thanks for the 'kind' words. As I've stated previously, the Henchmen controls will be available in the final version (which I'm still working on). Keep an eye open for the next release.
Posted by gumpokc ( ..xxx.xxx ) at 2004-01-04 10:48:00
Nice dungeon, I've really enjoyed it alot even though I have not yet finished it.
2 minor problems though,
#1 henchman died, and I recieved the message that he had respawned, but.....He is not where he died at, nor has he appeared at any of the marked respawn points. No idea where he is.
#2 way to many mobs on static placement. especially mobs with visual effects. (ie tyrantfog zombies) lags the machine out. AMD 1.6 ghz with half a gig memory and soemtimes is at a crawl. Youmight want to consider using less static mobs, and using triggers/scripting to load additional mobs to lesses the load. This is a big problem when using such large zones as you are. Best fix, is to make more use of the triggers/scripting or break it into smaller zones.
I have currently finished level 1, most of level 2, and the ancient dungeon. working on the rest of level 2, then heading to level 3. started with a dwarf fighter, turned dwarf defender to see how it goes, and not doing badly, he is level 7/3 at this point.
***spoiler* if you see powder kegs , in some spots strategic usage of them can help alot!***
looking forward to next release, this is a good dungeon for hack and slash, best to start off with new chars.
Posted by Ashantara ( ..xxx.xxx ) at 2004-01-03 00:02:00
Great... I've finally met my first companino, but now that he's in my paryt, I can't even control his inventory or talk to him.
Sorry to say, but this is very disappointing. As disappointing as the fact that you didn't even bother to modify the fog color or any color for the areas which makes them all look rather boring.
What a pity, guess I won't go finish this one.
Posted by Ashantara ( ..xxx.xxx ) at 2004-01-02 20:36:00
I tried to e-mail you, but your address seems "out of order". ;)
I've just started playing your EOB module (and I really don't need a map -- I know this area by heart ). It's wonderful to see the original game brought to life like this!
I especially love the fact that you modified the potions instead of using the NWN ones. Or implementing the iron rations -- how cool is that!? (although they don't seem to have any effect on the character...)
That's the kind of detail that touches a fan's heart and brings little tears to the eye. :)
There are a few notes I've made, since you mentioned here that comments are welcome:
1. Some encounters are missing that are found in the original game (like the inital kobold encounter behind the very first door).
2. Maybe instead of making the mechanical walls as obvious as you did (i.e. the ones you originally needed to press a brick in the wall for them to open), you could place a tiny trigger on the floor or downside the wall (like a crack or narrow rift) that would remove the wall on activation, so that the players would have some searching to do -- you made it too easy on them, it's no fun.
3. Speaking of walls, why did you replace the illusionary ones by doors instead of making them appear (and later disappear) just like you did with the pits in level 2? I'm sure you could rewrite the script you used for the pits.
4. I'm missing the sound effects (like the evil laughter when you enter that room with an illusionary wall, followed by a whisper "Solid illusion!" ... remember?).
5. Perhaps you could try to match the area colors accordingly? It would look nice if the first few levels had red walls just like in the original, etc.
Last but not least, thanks for the laughter, e.g. when entering lvl 2 (enter passwort, etc. *harhar*) or with those dummies saying "Hit me if you can!". *lol* Hmm, you could replace the dummies with pillars or lamp posts, but that wouldn't be as amusing, now would it? ;-)