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NWN Neverwinter Nights (NWN & NWN2) Modules Thread

Crispy

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Strap Yourselves In
rogueknight333 is especially devious in this subject because Swordflight has plenty of generically-labeled NPCs, but not all of them give cardboard cutout responses. Any one of them could surprise you with a side quest or something else useful.

Sneaky...
 

Poseidon00

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Joined
Dec 11, 2018
Messages
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rogueknight333 is especially devious in this subject because Swordflight has plenty of generically-labeled NPCs, but not all of them give cardboard cutout responses. Any one of them could surprise you with a side quest or something else useful.

Sneaky...

I recall PS:T doing something similar too. There is a rare chance for a random town NPC to give you the direct location of Pharod. Perhaps other quest bits as well, but I know that one.

Should be more common.
 

Pikoman

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Dec 30, 2023
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The Texts of Thaan, which I briefly covered earlier in this thread has dropped a new chapter. As I've said earlier in this same thread - the atmosphere and visuals are great and definitely the module's most notable stengths, while the encounter design is tough and difficult, but more so in an unfair and BS way more often than not. The dungeons themselves were cool though and complement the plot nicely, which I found interesting enough with some fitting Ravenloft-esque brutal twists.

Excited to try out the newest installment, I do think that the first module for some of its faults is something that a fan of the Ravenloft setting would definitely appreciate. I only hope that the author eased up a bit on the underwater segments and tinkered a bit with the encounter design. All in all, it's great to see that there are new module creators still doing pretty fleshed out campaigns for this game.
 

luj1

You're all shills
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The Texts of Thaan, which I briefly covered earlier in this thread has dropped a new chapter. As I've said earlier in this same thread - the atmosphere and visuals are great and definitely the module's most notable stengths, while the encounter design is tough and difficult, but more so in an unfair and BS way more often than not. The dungeons themselves were cool though and complement the plot nicely, which I found interesting enough with some fitting Ravenloft-esque brutal twists.

Excited to try out the newest installment, I do think that the first module for some of its faults is something that a fan of the Ravenloft setting would definitely appreciate. I only hope that the author eased up a bit on the underwater segments and tinkered a bit with the encounter design. All in all, it's great to see that there are new module creators still doing pretty fleshed out campaigns for this game.

Thanks, I will definitely try that. Crimson Tides of Tethyr was getting tiresome anyway. For some reason I just don't like that series of mods by Luke Scull.

By the way, if combat is unfair, I guess I'll roll a Trickery Cleric lol.
 

Grunker

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Btw something else entirely: I'm looking at what I want to do with Shadows of Undrentide. I'll probably be taking the same char through Hordes, so it has to have low-level and high-level appeal. My first thought was an Arcane Archer because I almost never play archers in RPGs and it seems like it would be very fun at high levels in NWN, but then I recalled my experience with the OC. Being bum-rushed by a thousand mobs on a bow build with nothing but a single retarded henchmen in the way of me and my enemies does not sound conducive to a good time.

Single class monk could also be on the table, I don't think I've ever played one in 3rd ed.

Thoughts, suggestions?

Single class monk is always a lot of fun, and the advanced combat animations adds several cool martial arts styles that are fun to see at high levels. Arcane Archer is good from start to finish and never gets old, you can get really insane in HoTU.

Shadows doesn't have the mob-army problem, so don't worry about it.

HoTU is the best of the original campaigns, and Shadows is short enough and the first chapter isn't bad imo.

If you aren't playing with advanced AI, you really should. By HoTU it makes a big difference.

Thanks friendo. What's advanced AI, a mod? Mordaedil said TonyK's AI would break PRC, so I didn't install that.

I use the henchman inventory and Battle AI mod, I have not noticed any issues. Enemies are much more likely to use all their skills against you, including summons and familiars.

It's very useful for companions especially. I like to get all my prebuffs in before battle, then let them hang back until I need them. But they are highly customizable and much better.

Could you share your entire modlist for inspiration? I’m curious.
 

Grunker

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Btw something else entirely: I'm looking at what I want to do with Shadows of Undrentide. I'll probably be taking the same char through Hordes, so it has to have low-level and high-level appeal. My first thought was an Arcane Archer because I almost never play archers in RPGs and it seems like it would be very fun at high levels in NWN, but then I recalled my experience with the OC. Being bum-rushed by a thousand mobs on a bow build with nothing but a single retarded henchmen in the way of me and my enemies does not sound conducive to a good time.

Single class monk could also be on the table, I don't think I've ever played one in 3rd ed.

Thoughts, suggestions?

Single class monk is always a lot of fun, and the advanced combat animations adds several cool martial arts styles that are fun to see at high levels. Arcane Archer is good from start to finish and never gets old, you can get really insane in HoTU.

Shadows doesn't have the mob-army problem, so don't worry about it.

HoTU is the best of the original campaigns, and Shadows is short enough and the first chapter isn't bad imo.

If you aren't playing with advanced AI, you really should. By HoTU it makes a big difference.

Thanks friendo. What's advanced AI, a mod? Mordaedil said TonyK's AI would break PRC, so I didn't install that.

I use the henchman inventory and Battle AI mod, I have not noticed any issues. Enemies are much more likely to use all their skills against you, including summons and familiars.

It's very useful for companions especially. I like to get all my prebuffs in before battle, then let them hang back until I need them. But they are highly customizable and much better.

Ah, I see that mod is actually specifically made to be compatible with PRC - it has a patch for it.
 

Lacrymas

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Pathfinder: Wrath
I don't remember the last time I played without TonyK's, so I have no idea what vanilla AI is like anymore.
 

Lacrymas

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Joined
Sep 23, 2015
Messages
19,211
Pathfinder: Wrath
If you are talking about the Henchman Inventory and Battle AI mod, that is TonyK's. I'm not aware of any other AI mod.
 

Poseidon00

Arcane
Joined
Dec 11, 2018
Messages
2,434
The Texts of Thaan, which I briefly covered earlier in this thread has dropped a new chapter. As I've said earlier in this same thread - the atmosphere and visuals are great and definitely the module's most notable stengths, while the encounter design is tough and difficult, but more so in an unfair and BS way more often than not. The dungeons themselves were cool though and complement the plot nicely, which I found interesting enough with some fitting Ravenloft-esque brutal twists.

Excited to try out the newest installment, I do think that the first module for some of its faults is something that a fan of the Ravenloft setting would definitely appreciate. I only hope that the author eased up a bit on the underwater segments and tinkered a bit with the encounter design. All in all, it's great to see that there are new module creators still doing pretty fleshed out campaigns for this game.

Curious, is combat necessary, or is stealth an option?


Btw something else entirely: I'm looking at what I want to do with Shadows of Undrentide. I'll probably be taking the same char through Hordes, so it has to have low-level and high-level appeal. My first thought was an Arcane Archer because I almost never play archers in RPGs and it seems like it would be very fun at high levels in NWN, but then I recalled my experience with the OC. Being bum-rushed by a thousand mobs on a bow build with nothing but a single retarded henchmen in the way of me and my enemies does not sound conducive to a good time.

Single class monk could also be on the table, I don't think I've ever played one in 3rd ed.

Thoughts, suggestions?

Single class monk is always a lot of fun, and the advanced combat animations adds several cool martial arts styles that are fun to see at high levels. Arcane Archer is good from start to finish and never gets old, you can get really insane in HoTU.

Shadows doesn't have the mob-army problem, so don't worry about it.

HoTU is the best of the original campaigns, and Shadows is short enough and the first chapter isn't bad imo.

If you aren't playing with advanced AI, you really should. By HoTU it makes a big difference.

Thanks friendo. What's advanced AI, a mod? Mordaedil said TonyK's AI would break PRC, so I didn't install that.

I use the henchman inventory and Battle AI mod, I have not noticed any issues. Enemies are much more likely to use all their skills against you, including summons and familiars.

It's very useful for companions especially. I like to get all my prebuffs in before battle, then let them hang back until I need them. But they are highly customizable and much better.

Could you share your entire modlist for inspiration? I’m curious.

- Creature override compilation- changes the look of the vanilla monsters to be much less offensive on the eyes.

- Neverwinter Nights Facelift- changes the look of the vanilla tilesets to be less offensive on the eyes.

- Customize character override hak- I simply like to change the look of my armor without needing skill points or dice rolls, too much of a hassle.

- Advanced combat animations pack- adds more variety and they are quite good. sometimes enemies will use other styles too.

- All of the Beamdog graphic enhancements, the player character ones, and the weapon changes. I will have to explore the alternative ones suggested.

- AI mod

- PRC
 

Grunker

RPG Codex Ghost
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Joined
Oct 19, 2009
Messages
27,957
Location
Copenhagen
The Texts of Thaan, which I briefly covered earlier in this thread has dropped a new chapter. As I've said earlier in this same thread - the atmosphere and visuals are great and definitely the module's most notable stengths, while the encounter design is tough and difficult, but more so in an unfair and BS way more often than not. The dungeons themselves were cool though and complement the plot nicely, which I found interesting enough with some fitting Ravenloft-esque brutal twists.

Excited to try out the newest installment, I do think that the first module for some of its faults is something that a fan of the Ravenloft setting would definitely appreciate. I only hope that the author eased up a bit on the underwater segments and tinkered a bit with the encounter design. All in all, it's great to see that there are new module creators still doing pretty fleshed out campaigns for this game.

Curious, is combat necessary, or is stealth an option?


Btw something else entirely: I'm looking at what I want to do with Shadows of Undrentide. I'll probably be taking the same char through Hordes, so it has to have low-level and high-level appeal. My first thought was an Arcane Archer because I almost never play archers in RPGs and it seems like it would be very fun at high levels in NWN, but then I recalled my experience with the OC. Being bum-rushed by a thousand mobs on a bow build with nothing but a single retarded henchmen in the way of me and my enemies does not sound conducive to a good time.

Single class monk could also be on the table, I don't think I've ever played one in 3rd ed.

Thoughts, suggestions?

Single class monk is always a lot of fun, and the advanced combat animations adds several cool martial arts styles that are fun to see at high levels. Arcane Archer is good from start to finish and never gets old, you can get really insane in HoTU.

Shadows doesn't have the mob-army problem, so don't worry about it.

HoTU is the best of the original campaigns, and Shadows is short enough and the first chapter isn't bad imo.

If you aren't playing with advanced AI, you really should. By HoTU it makes a big difference.

Thanks friendo. What's advanced AI, a mod? Mordaedil said TonyK's AI would break PRC, so I didn't install that.

I use the henchman inventory and Battle AI mod, I have not noticed any issues. Enemies are much more likely to use all their skills against you, including summons and familiars.

It's very useful for companions especially. I like to get all my prebuffs in before battle, then let them hang back until I need them. But they are highly customizable and much better.

Could you share your entire modlist for inspiration? I’m curious.

- Advanced combat animations pack- adds more variety and they are quite good. sometimes enemies will use other styles too.

This one?

https://neverwintervault.org/projec...kpak/alternate-combat-animations-pack-acp-v40
 

Poseidon00

Arcane
Joined
Dec 11, 2018
Messages
2,434
The Texts of Thaan, which I briefly covered earlier in this thread has dropped a new chapter. As I've said earlier in this same thread - the atmosphere and visuals are great and definitely the module's most notable stengths, while the encounter design is tough and difficult, but more so in an unfair and BS way more often than not. The dungeons themselves were cool though and complement the plot nicely, which I found interesting enough with some fitting Ravenloft-esque brutal twists.

Excited to try out the newest installment, I do think that the first module for some of its faults is something that a fan of the Ravenloft setting would definitely appreciate. I only hope that the author eased up a bit on the underwater segments and tinkered a bit with the encounter design. All in all, it's great to see that there are new module creators still doing pretty fleshed out campaigns for this game.

Curious, is combat necessary, or is stealth an option?


Btw something else entirely: I'm looking at what I want to do with Shadows of Undrentide. I'll probably be taking the same char through Hordes, so it has to have low-level and high-level appeal. My first thought was an Arcane Archer because I almost never play archers in RPGs and it seems like it would be very fun at high levels in NWN, but then I recalled my experience with the OC. Being bum-rushed by a thousand mobs on a bow build with nothing but a single retarded henchmen in the way of me and my enemies does not sound conducive to a good time.

Single class monk could also be on the table, I don't think I've ever played one in 3rd ed.

Thoughts, suggestions?

Single class monk is always a lot of fun, and the advanced combat animations adds several cool martial arts styles that are fun to see at high levels. Arcane Archer is good from start to finish and never gets old, you can get really insane in HoTU.

Shadows doesn't have the mob-army problem, so don't worry about it.

HoTU is the best of the original campaigns, and Shadows is short enough and the first chapter isn't bad imo.

If you aren't playing with advanced AI, you really should. By HoTU it makes a big difference.

Thanks friendo. What's advanced AI, a mod? Mordaedil said TonyK's AI would break PRC, so I didn't install that.

I use the henchman inventory and Battle AI mod, I have not noticed any issues. Enemies are much more likely to use all their skills against you, including summons and familiars.

It's very useful for companions especially. I like to get all my prebuffs in before battle, then let them hang back until I need them. But they are highly customizable and much better.

Could you share your entire modlist for inspiration? I’m curious.

- Advanced combat animations pack- adds more variety and they are quite good. sometimes enemies will use other styles too.

This one?

https://neverwintervault.org/projec...kpak/alternate-combat-animations-pack-acp-v40

Yep, the very same.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
19,211
Pathfinder: Wrath
I've used those animations in the past, but I found them to be too Hollywood-esque and now only prefer to see them on bosses or special enemies.
 

almondblight

Arcane
Joined
Aug 10, 2004
Messages
2,674
Reptile God is extremely well made and polished to a mirror shine, one of the best modules ever made

It's funny, because I see Reptile God occasionally mentioned, but nowhere near as much as modules like Aelund Saga, Luke Skull's trilogy, Darkness over Daggerford, Swordflight, Prophet, Dance with Rogues, etc. I only gave it a shot because it sounded like it was decently well received and I was looking for a more down to earth module.

Are there any other overlooked high quality modules that people recommend?
 

luj1

You're all shills
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Eastern block
It's funny, because I see Reptile God occasionally mentioned, but nowhere near as much as modules like Aelund Saga, Luke Skull's trilogy

Infinitely better than Luke Scull's modules. It actually grips you, the story, the plot, the characters. Like Swordflight. That never happened to me with Luke Scull's modules. Here is my review,

Against the Cult of the Reptile God (Rich Baker)
:5/5:

This is an excellent module. Very well written and straightforward classic adventure. Puzzles were nice and dungeons usually took me a while (I took my time). Also nice traps that took advantage of the new scripting in EE. There are a ton of details to uncover. This is a very polished module with quite high density of content. Takes you from level one to around level eight. Lots of class-specific reactivity. I only encountered one spelling error (jeweler dialogue) and one minor bug which fixed itself upon reload. There are many classic DnD monsters so you also learn a lot. Crafting is just right. The final battle is epic and resembles something out of HotU. Characters are likeable and memorable such as the ferryman, and others. Lots of "human" stories too, such as the dog you take with you (Fang). This is a rollercoaster of emotion deserving of the highest excellence. Definitely this module is better than entire games.
 

Grunker

RPG Codex Ghost
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Copenhagen
Still a mightily confused about how the patch file works after reading up on it. Does this look right? I checked if things were loaded using the CTRL+SHIFT+12 Debug menu, at it seeeeeeems to be OK? The haks in the hak folder are showing under HAK: and the hak files in the patch folder are showing under PATCH:.

I is confuse

My nwn.ini:
oKA09TB.png


userpatch file:
OZwDtQj.png
 
Last edited:

Pikoman

Educated
Joined
Dec 30, 2023
Messages
65
Curious, is combat necessary, or is stealth an option?
Stealth isn't really a viable option, no. Encounters(at least in the first part, don't know about the second yet) are designed in such way that almost everything is done by an ambush trigger of mobs popping out of nowhere and homing towards you. Hence my biggest criticism of the series.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,823
Still a mightily confused about how the patch file works after reading up on it. Does this look right? I checked if things were loaded using the CTRL+SHIFT+12 Debug menu, at it seeeeeeems to be OK? The haks in the hak folder are showing under HAK: and the hak files in the patch folder are showing under PATCH:.

I is confuse

My nwn.ini:
oKA09TB.png


userpatch file:
OZwDtQj.png

Your configs look fine at a glance, what's the confusion, do they not work? The distinction between /hak/ and /patch/ is just to keep things organised - the packs in /hak/ get loaded by the respective modules that require them and only apply to those modules, whereas the ones you put into /patch/ and list in userpatch.ini get loaded by as general overrides, same as the /override/ folder but less messy.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,805
Location
Eastern block
Curious, is combat necessary, or is stealth an option?
Stealth isn't really a viable option, no. Encounters(at least in the first part, don't know about the second yet) are designed in such way that almost everything is done by an ambush trigger of mobs popping out of nowhere and homing towards you. Hence my biggest criticism of the series.

Uncanny dodge should be good
 

Pikoman

Educated
Joined
Dec 30, 2023
Messages
65
Curious, is combat necessary, or is stealth an option?
Stealth isn't really a viable option, no. Encounters(at least in the first part, don't know about the second yet) are designed in such way that almost everything is done by an ambush trigger of mobs popping out of nowhere and homing towards you. Hence my biggest criticism of the series.

Uncanny dodge should be good
Deffo, fired up Chapter 2 briefly and you have stealthing archers assraping your poor itemstripped PC from the trees as the first main quest segment. Other impression is that mounts and mounted combat are going to feature a bit prominently, considering that the first side quest was about me healing a horse and then the NPC giving me items that give me Mounted Combat as a feat as well as boosting the Ride skill. That's an....interesting decision, but I can't remember the last time I used mounts at all so at least there's going to be something fresh for me. I do expect that I'm going to be using the Mounted Combat feat often, shit - I remember the first part pushing me to equip an item with the Dirty Fighting feat and I actually used it for a certain bosslike encounter. The module does have you grasping for straws at times, especially if you intend to keep a good alignment.

Forgot to mention, but an evil PC would definitely have an easier run as well. The mcguffin items you seek act as decently useful buffing or healing items and you can freely respawn right in the middle of the action, but all of those actions lead to evil shifts which is a no-no for my pally.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,805
Location
Eastern block
I'll try out that module for sure. Playing Crimson Tides of Tethyr right now and it's ass.
 

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