Quester is a fully scaled randomly generated adventure system. Select one of 8 different start locations each in of the 8 different modules to start your adventure. Quester has hundreds of base areas and over 80 possible quests.
update March 23, 2011 some fixes and limited scaling for random encounters in OverQuest
You do not have to upload all of the modules in order to try this out, but you do need the campaign directory and starting module Chooser.mod from Quester.zip in addition to whichever module you decide to download to try out. Download all of them in order to play the full game.
Quester is now in campaign format to take advantage of the party editor feature and so you start in a tiny module called Chooser where you select your starting location. Access to the party editor can be found in the Pubs and Inns.
Based on feedback in the forums, I included documentation and debugging tools to help those that want to modify Quester in order to add their own quests. For that purpose ZBOX is just an extra area with items to give you access to the debugging features and is NOT a part of game play.
This is a SoZ style overland map module. Characters will be raised to a minimum leve just like in SoZ.
The update includes limited scaling for the random overland encounters.
THIS IS REQUIRED! Includes: Starting module Chooser, Campaign to put in your Campaign directory, Text documentation, module ZBox for access to debugging tools.
Posted by deremir at 2011-07-18 14:29:18 Voted 8.00 on 07/18/11
Good random generated adventure that uses the SOZ party creation, although I don't like the SOZ death mechanism, (I decided to change it back manually to the NWN myself)
Tried to put the sruins mod, but got message file is either in unknown format or is corrupt. Can you fix? Also, I too would like a guide on how to install. All the mods go into the mod folder in NWN2, but what about the other folders that are in the quester zip?
Thanks for any help you can give.
Sorry, to ask this but can someone provide a guide on how to install?
Do i have to make a folder to put inside my nwn2 campaign folder and put in there all the modules, or in the campaign folder goes only the file in the "quester.zip" while module files go into the mdules folder of nwn2?
thank you for your time and patience
I get a CRC error in SRuinQuest.zip - Everything else seems to be okay. Anyone?
Posted by mitchellmckain at 2010-11-20 10:19:25 Voted 10.00 on 11/01/09
There should be no required hak file unless you have an older version. By opening it are you talking about using the toolset? Which module is it? You should be able to open the module properties and if it lists quester.hak as a required hak file then you can just remove that. _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
I try to open the module and it says I'm missing the required Haks. I have placed the folder called hakfiles in the Haks folder. it still does not work, suggestions. I did not see in the files above a specific hak file, just the folder called hakfiles.
Posted by mitchellmckain at 2010-11-15 22:55:18 Voted 10.00 on 11/01/09
Yes that is a good point. The merchants in a city are not completely random as I have made them but will usually try to sell what others are not selling. On the other hand, such a situation could be explained by a shortage of such goods due to other circumstances.
Of course you know that each time you play IndoorQuest this will be completely different, right? _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
Posted by roadsaint at 2010-11-11 12:38:09 Voted 8.50 on 11/11/10
I have used these mods for levelling characters for other modules about 20 times and really like them for that purpose. The only problem I have had since the update is that in the Indoor mod I cannot find a weapons dealer. Whereas the merchants are now more varied, there were 6 in the Shopping area ,3 outside of it, and not one sold weapons!
Appreciate all the hard work that must have gone into something of this scope.
Posted by seraphimsage1 at 2010-11-09 18:23:57 Voted 9.00 on 11/09/10
A innovative idea, and though the module was not entirely perfect, the premise definitely has given me several ideas for future projects. Thanks. _________________________ My Website: Link
Posted by darant at 2010-10-26 04:37:23 Voted 5.00 on 10/26/10
oops, I actually voted on the wrong module. My bad. Sorry
Posted by darant at 2010-10-26 04:36:10 Voted 5.00 on 10/26/10
Good graphics sure, but a ridiculous deathtrap module. What a waste of time--precisely why I get tired of playing some of these submissions. No way out and no way to survive. The second level of the catacombs was comical as enemies start running in from every room. When a writer traps you unrealistically in his dungeon for your slaughter I have to vote as low as possible. It's petty.
Posted by PaulBlay at 2010-10-03 09:55:20 Voted 1.00 on 10/03/10
Please fix. :-)
Posted by mitchellmckain at 2010-09-06 02:26:24 Voted 10.00 on 11/01/09
soon... may be ready to upload an update soon. _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
Posted by mitchellmckain at 2010-09-06 02:25:22 Voted 10.00 on 11/01/09
FYI: I have done most of the work to incorporate the SoZ innovations into Quester and may be ready to upload an update. To incorportate the Party Editor, Quester will be in campaign format and you will choose the starting location in an initial area. There will be a new overland map module with many of the other features of SoZ including the Adventurer's guild which I am working on right now. I have just finishing revamping the scaling system so that should be greatly improved. _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
Posted by darant at 2010-07-31 02:45:57 Voted 5.00 on 10/26/10
Your lack of proper, standard area transitions is a fatal flaw.
Too much wilderness. Not enough enemies. My first level players are always getting killed (using Tony's Companion AI and Reeron's Increased Challenge modules. Don't know if that makes a difference.)
Also, the enemies don't drop enough loot.
Thank you.
Posted by mitchellmckain at 2009-12-31 09:45:14 Voted 10.00 on 11/01/09
I have the 1.23 patch and I am having no problems. What problems are you having? _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
Would it be possible for you to make this 1.23 compliant? It does not seem to work with the 1.23 patch.
Thank you.
Posted by mitchellmckain at 2009-11-26 05:22:17 Voted 10.00 on 11/01/09
UncleGerhardt, thanks for the feedback.
On the too hard monster issue, I would be interested in hearing details like your parties level breakdown, difficulty level and what you encountered and where.
Some locked doors have no keys. These dead ends are necessary because these are places where quests can add on a new area.
On the quest descriptions problems, details would be fantastic because this is an author's blind spot. What makes sense to me may not make sense to others. But yes giving directions on a randomly generated map is a difficult proposition. Most of the work on these quests is hunting for the target area. Anyway its something for me to think about.
Quester was designed for use with Tony's AI so that is not the issue. I need details on the inability to return fire, like area name, though I am doubtful that this is fixable. _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
Sooner or later I stumble always either upon a far to strong monster or a locked door wich forces me to backtrack a horrible long way :(
Is it possible to use "named" keys ? i.e. with a "Right-Click-Description" like "The door is locked, it has a spade-symbol above the keyhole." and a map-note with the Name "Door of Spades", so later when I find the "Key of Spades" it would be easier to remember/find ? I'm already fed up with numbered keys ^^.
The Quest-Descriptions are sometimes very strange and obscure - certainly because of the random Nature of the modules - but some basic directions would be nice - like "She wanted to go somewhere south of the Woods" or "He lives in a hermitage at the Base of the Mounain" so that I know at least that I don't need to break into every house of the Village to search for my Quest-Goals ?
It might be my use of Tony K's AI but sometimes I find some Enemies i.e. Barbarian Ghosts in some Pits that can happily shoot Arrows at me, while I can't get to them and I can't even return fire, because my Character can't get into a Shooting-Angle.
I hope this ramblings make sense, english isn't my first language ;)
Posted by eikona at 2009-11-11 13:57:59 Voted 8.00 on 11/05/09
That would be cool. I love the overland map, and was wishing just the other day that there was more to it. :)
Posted by mitchellmckain at 2009-11-09 17:22:47 Voted 10.00 on 11/01/09
Ok, I have been playing and exploring what SoZ has to offer and my first idea is to add an eighth module OverQuest focusing on the overland feature and with a starting area that gives you the possibility of starting the game with a pary of your own characters. _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
Posted by eikona at 2009-11-05 15:40:06 Voted 8.00 on 11/05/09
I may be able to help out with dialogue.. though I am unfamiliar with the toolset. Is there a way to send messages on this site? Feel free to drop me a PM or something if you're interested in such help..
(I am upping my vote cause I just spent several hours happily rambling around the town.)
Posted by mitchellmckain at 2009-11-05 12:28:04 Voted 10.00 on 11/01/09
Thanks for the feed back eikona, that is helpful.
Dialogue does indeed have a great deal of room for improvement, but I am sure you can understand that I had a great deal of more important things to work on. I mean I could easily work on this another 2 years before putting it out and still have much more to do. Nevertheless it is on my to do list for the next update.
I had music and took it out when the city was crashing the program for unknown reasons, but now that a total remodeling of the city into 2 parts solved the problem maybe its time to put music back in. But with hundreds of indoor areas putting music inside would be tedious work - but maybe a few area to break up the monotony.
*spoiler*
Hmmm... There are ways to improve your reputation like vermin bounty and temple donations. But I am not sure that helps after everyone turns hostile. Perhaps at least a cool down period would be a good idea, so if you go away for a while your reputation improves to a non-hostile minimum. _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
Posted by eikona at 2009-11-05 09:55:19 Voted 8.00 on 11/05/09
This is great! I've been having fun in the InDoors with my rogue. Thanks very much for this!
I only wonder if it's possible to add more dialogue or something to the NPCs. It's like land of the zombies, they all threaten to call the police if I don't leave them alone. That said, shouldn't it be guards?
**POSSIBLE SPOILER**
Another thing I've been wondering, when a companion kills an NPC, and you stand by him... is there anyway to "fix" the hostility from the townspeople? Maybe put in a quest that will restore neutrality? There's no warning that standing by the henchman will turn everyone hostile, and even if you ditch him later everyone remains hostile. I had no idea what had happened when it happened to me, I was zoning into a room when the 'will you stand by your companion' dialogue box popped up with no context as to what had happened. I'm assuming one of my henchmen killed an NPC, but I really have no idea, and now everyone attacks me on sight.
**SPOILER END**
Also, some music would be great to add. The silence is deafening.
Anyway, overall, I'm having fun, these are great. Thanks very much for this addition to NWN2.
Posted by mitchellmckain at 2009-11-03 16:16:24 Voted 10.00 on 11/01/09
*spoiler*
LOL Sorry, those Animus Elementals are unkillable, but they are easy to outrun and there is something that can remove them. You should consider them to be an annoying affiction like a curse or a disease.
SoZ... next on my agenda when I get tired of wasting time on other games... _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
Well, the Modules are working now... but Modules like this are screaming for a SOZ-like Party - a single Adventuerer is - IMO - not versatible enough for some of the Random-Encounters - my lvl 14 Dwarven Fighter/Rogue was totally owned by a Lich in the Mine-Quest i.e. I also had to run from a Animus Elemental, that just didn't want to die ^^. I will play more at the Weekend and vote then.
It sounds intriguing . . . it's on my list of things to play. Thanks for sharing with the community.
Posted by mitchellmckain at 2009-11-01 19:48:45 Voted 10.00 on 11/01/09
So.... No comments since all the modules were finally uploaded? _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone