If you blitz the main quest you can do it in roughly 45 minutes. If you do all the side adventures it'll take several hours.
Tricks & Traps
Hack & Slash
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
Max # Players
Min # Players
Min Character Level
NOTE: Requires the LOK Chapter One Hak collection.
You are playing a beta copy of a module. As a result there will be bugs. The module can be played through start to finish and each quest by itself can be played through start to finish. Try to do them all at the same time and who knows.
I'm releasing this in an "As Is" condition because frankly I'd hate to see a lot of the work I did for this never see the light of day. The custom content, the scripting systems and the like should all be made available to people.
There several quests or interesting things to do around the town. Once you get started on the main quest there's no turning back. And frankly some of the side quests are more interesting in my opinion than the main one, do what you will with that information.
The module was designed for a specific level progression of 2 upwards but could support slightly higher levels at a guess. Encounters are generally created with these levels in mind. Encounter difficulty is based on numbers of creatures spawned not a vast assortment of possible types of creatures spawned.
Most encounters are designed to be tough. Some are very tough. At least
when played at the appropriate level and with the appropriate gear.
It will support multiplay to the best of my knowledge.
Encounter spawn is based on party level, party makeup, and party numbers and this includes henchman. A party of one sorceror should get significantly different spawn than a party of four PC warriors and two henchman.
There are several fairly large IMO side quests/adventure zones that will add
significantly the play time. The main quest assuming you know what you're doing takes roughly 45 minutes to go through. Add in the side quests and at a guess you _could_ have 4-10 hours of game time depending how circumstances out of my control. (how fast you play, are you playing the 'right' level etc). Can you see whY I got tired of beta testing my own module rather quickly?
Uncompress the archive and put the contents of the three folders in their respective folders in your NWN installation. I.E. the contents of Modules goes in your Modules, tlk in your tlk, hak in your hak.
Start NWN and load the LOK_ChOne_Beta module.
Create a new, or reuse an old, character. NOTE: Your charcter will be adusted for this module so you might wish to use a new one or a copy of an existing character.
Special Instructions / Concerns:
Of especial note is that the Lore skill is worthless. Don't waste points
in it on your first level and you won't be able to spend points in it on
higher levels. Identify is now done 'old school' use an identify spell
either cast by a mage or through a wand to ID items.
There are a LOT of changes to the basic underlying structure of some things. I highly recommend you either actually read the converation options in the starting area rather than blipping through them OR read the shiny red Players Handbook that you'll find in your inventory. You'll be much less confused in the long run.
Things of Interest:
A lot of custom content that in theory you won't find anywhere else. I've tried to make most areas of interest have at least one new to the world placeable or tile.
Several custom scripting systems for encounter spawn, npc control, flavor text, skill checks, truly versatile traps, the ability to equip non-identified items (which was a real bitch to get to work as well as it does) and such. Feel free to use these in your own modules although I'd appreciate credit of course if you do so.
Module maker or curious players make like to see more of Danmar's work.
"extremely rarely you'll see him walking the streets BACK into the house to vanish from sight" I guess it's my lucky day.
Henchmen control did not work for me. The module could be broken or it may be necessary to de-level and re-level to have these features work properly. I could not ask the rogue to do anything and after Tatter went to Limbo I could not hire any other one.
I wanted to see the author's own encounter system and found it pretty good overall although we only did one fight before the henchmen went on strike or something.
As I have mentioned this game has a different feel to it. Found quite a lot of probs though based on it being beta.
When I have eqpt identified and then give eqpt to hench he can't use it cos it's not identified?
As I mentined journal entries for cemetry and finding courier in sewers were not completed e4ven though I passed info/body onto sergeant and city watch.
Could not climb down from "treehouse in gobs area"
Chest in ogre cave. Game crashes if I try to open it.
Had a major gut feel about the capt and militia. Got into the keep and attcked by some militia while leaving BUT I could not mention any of this to nobody in the village.
The barkeep gives a hint he's not happy with capt but would not go any further.
Found a no. of keys in tinkers but no real use.
The seneschals house. If you do go upstairs you can not come back down again
OK xp for killing creatures was very small but would fluctuate dramatically sometimes 0xp sometimes 6 for the same creature. Did not receive any xp for killing yellowfang.
I,m afraid I did not enjoy the identifying system also asearch, dis trap and open lock. My character was a barb ftr but I did inc as many pts as possible on OL, Dis Trap and Search but no point really.
This game is more suited for multiplay with the use of a wiz/sorc and rogue prob being important. I am not to keen on using too many henchmen at lower levels.
Still very interesting. I'm afraid I do not believ the votes are correct and look forward to final version before I vote.
This is most definitely a different mod. As you mentioned I didn't inc any points on lore but whne you pay to have something identified and then hand it over to hench to use it's unidentified again (shields from bone caller). Have found the testing suit but no quest for it. This must be the best armour in NWN even epic stuff. Had to use it as had no curing potions to leave bones.
Found the courier in sewers but trader did not recognise this (or is there another missing courier)
WHy thanks. It was the work of a lot of trial and effort. You _have_ to chain cast scripts that way or it simply doesn't work. I won't go into the technical details but it's a loophole in the system that allows.
When all it would have frickin' took was a bit of coding in the actual game to do it. But I shant vent my bitter here over that 'feature'.
Posted by Tom_Banjo at 2006-04-17 05:15:23 Voted 10.00 on 04/17/06
your function for equipping unidentified stuff is much more complicated than i first imagined. it took me more than a few minutes to figure it out. it really is a brilliant system and i want to thank you for the many hours you must have invested in it. GREAT WORK! _________________________ ProjectQ Tom Banjo's Forest Expansion Tavern NPCs - Dart Players
Posted by Tom_Banjo at 2006-04-17 05:11:53 Voted 10.00 on 04/17/06
Oh as to your other question technically it's not a work in progress. My enthusasiam for it flagged long ago. Probably because of the x to nth times I played and replay, and re-replayed, each encounter/adventure zone.
SOme of the quests I'm sure are 'breakable' by doing things out of the orders that I did them in. Some scripted sequences sporadically never work. No idea why. Case in point Angeloi the barkeep, every so often she never runs out of the bar when you finish her personal quest and then just stands there like a goof in a way that destroys the ambiance. Other times Tatter doesn't make it out of the house if you turn him down as a henchman and extremely rarely you'll see him walking the streets BACK into the house to vanish from sight which is NOWHERE in his scripting.
In many cases I had to resort to nested recursive functions in order to cut down the failure rate to the only occasional sporadic one.
There's a rare random TMI from the city guards. Never did figure out what causes it but it doesn't cause any damage. MOre annoying that it indicates something isn't working the way I wanted it to 100% of the time.
I ran into so many little bugs especially with scripted behaviours where they'd only appear 1% of the time but script wise they should never have appeared ever which leads me to think that I'm pushing the system to hard and some cycles the scripts just don't get enough processor to run properly when certain things line up just wrong.
So in short. Just go through the module while the quests should work from start to finish, they may not. But each adventure zone should work in terms of providing you with things to do and see at the very least.
I would probably be remiss if I said no. :) So go ahead and send them to me via email danmar @ landsofkray or bugs @ landsofkray or via the PM or email system on the site Link Leaving them here is bound to get them lost or never seen over time.
What I'd like more is your reactions to what you see and what you don't and etc. I plan on doing something with NWN2 of course, something far less grandiose in scope than this so I you know actually release something while the game is still on the shelves. :)
Thank you for sharing this with us Danmar! _________________________ - Endoora -
The Glory and Freedom Chronicles
A Neverwinter Nights Persistent World Project
Development resumed as of 2009-JUN.
Hail all inspirational contributors!