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Topic: nwn - two good modules


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Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 21-Aug-08, 05:33:06
A word to the wise -- think twice before you install new patch 1.69

It brings lot of new content you do not see unless you play modules who use it

It adjust some script commands -- good for modders

Introduce new Purple Dragon Knight class -- only good in modules who have mounts

It brings few bug fixes -- real few
More notable fix is for the so called crypt maze in SOU
Crypt maze no longer crash your game

Depending on your luck it either introduce or resolve big compatibility issues under windows xp

But seem to work much better with vista now

All damage reductions versus simoultaneous multiple types of damage have been adjusted
Now you must reduce all involved types at once -- or the blow you receive deliver full damage in spite of your partial protections
This mean that weapons like halberds and katanas are much more difficult to resist
It also mean that dragons can mess you up real bad real quick -- their melee assault is slashing and piercing

Evards black tentacles spell has been adjusted -- this fix mean more harm than good
Other spells are left bugged like before and so spellcasters have one less good weapon in their arsenal

New game option flags are added to nwnplayer.ini file
Some are for multiplayer -- some for graphics -- some for gameplay rules

If you have problems with patch, reverting from 1.69 to 1.68 may not work and a full reinstall may be needed

Patch claim to improve performance overall
I am witnessing a slight degradation instead

All considered patch 1.69 is a double edged sword
Try at your risk

Wish my opinion? Stay with 1.68 -- wait for 1.70 if they ever make it

-fox
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 18-Jul-08, 22:28:39
Two modules for single player.
Real very true good quality.


1) Sands of Fate
Multi-module adventure. 3 modules total.
Require CEP 2.00
Adventure is designed to take character who finished HOTU and bring him to level 40.
Optimal play is at Hardcore level.
Any class is welcome.
Single class characters have easiest life.
Multi class characters may have harder life.
Equipment for all taste is present.
Not many traps.
But many surprises. Some are very anal. Save often!
Arcane Archer is character who best avoid the nasty surprises.


2) Aielund Saga
Multi-module adventure. 6 modules total.
Require CEP 1.52 + CEP 1.53 hotfix.
Adventure is designed to take fresh newborn character to high levels. Around 37 or 38.
Any class is welcome.
Good usage of traps.

Correct haks and extras to get for Aielund Saga are those listed in download page of _final_ module.
Ignore other downloads listed in download pages for _previous_ modules.
Author did update his work to use newer CEP, but forgot to update download lists too.

Alternative way to get all correct downloads is to find Savant Page on the web.
Savant is author. There he list what is needed (with links), without error.

Resting limitation is in place. Once every 5 game-hours.
Spellcasters are warned.

One required hak is the EMS. Enhanced Magic System.
It redefine most spells, correcting bugs for most part, but nerfing some powerful spells as well.
You may not like the EMS hak. So there is a fake EMS too.
If you do not want to use the real EMS, delete the real EMS and put the fake EMS in place, correctly renamed.
Readme with instructions are present. Read.



Gift from me.
Resting limitation can be erased :-)

Open Aurora Toolset.
For each module in Aielund Saga...

1) load the module. Ignore warnings from Aurora and hit Yes to continue loading.

2) open the Edit menu. Go to module properties.

3) a window will appear, listing many scripts associated to events.

4) press the ... button for the resting event.

5) a window will appear, with a script loaded in.

6) somewhere in the script there is a variable set with a number 5.
Variable name is self explanatory.
5 is the number of hours required before next Rest.

7) set the variable to 0, to disable limitation and return to rest-when-you-want behavior.

8) hit F7 to save and compile script. Takes a moment.

9) close script window and close window with the ... buttons.

10) save module from File menu.

11) repeat from 1) with all other modules.

Remember. All modifications to a module have effect when starting a new game.
Saved games are unaffected.



Both modules are much fun and very well made.
They last lot of hours too. Good stuff :-)

-fox
 
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