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Topic: NWN Server

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Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 28-Oct-15, 22:31:36
Oh, and the bastards at Webs.com have apparently FROZEN my web site there....so I can no longer use that site to upload any of the required game files (HAKs or TLKs or even the module file itself). I was also using that web site to host some of the ROM2 patchers.

So....if anybody has suggestions for a better FREE web host please suggest one because until/unless those suckers unfreeze my site....


is D-E-A-D (dead).
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 28-Oct-15, 22:23:21
I realize this is about 10 years too late since almost nobody here plays NWN anymore, but I FINALLY managed to get a server status web page running for my NWN server. It's currently formatted pretty poorly (which I hope to clean up later) but at least it works. It queries my NWN server and determines if that NWN server is currently ONLINE or not. If it is ONLINE, it also gives a report of in-game module date, time, the time remaining before the server auto-restarts and finally (if there happen to be any players online) gives some details on those players too. The server date is probably confusing because I modified the standard NWN calendar to be closer to the calendar in my Empyrean world pencil and paper world. To minimize the work involved, I basically just renamed the 12 months (Jan thru Dec) to the 12 month names in my Empyrean World setting.

At any rate, you can check the status page out at:

Of course the status page will only work if I have my computer ON and also have the web server running. Feedback is always welcome....so post your thoughts/ideas. Eventually, I hope to expand the information on here to include other in-game information (perhaps on kingdom status, economy information, or even reports on the weather and random in-game events). My NWN server updates the status information every 6 seconds, so it should be very near to real time information.

Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 14-Oct-14, 01:27:02
Yes, I'm still periodically fiddling with the NWN game.

1) I started my own Empyrean World module (but didn't get very far on it). I do have a few nice features though. For instance, I have a nice (most importantly tested and working) system where you earn XP by doing each of the new secondary skills and you only gain new levels in those skills from the XP you earned DOING that skill. It's actually working out to be pretty close to what I wanted years ago for World of Torr.

2) Speaking of which, I'm also periodically still fiddling with the World of Torr module. I've recently added in chat commands. You can now invoke a few new features simply by typing the commands into the player chat window (which can also be set to hotkeys, which makes it super easy to invoke). The biggest/best one so far is being able to pray to your deity without having to find and use a shrine/temple. Being able to do this allowed me to also now give bonuses to all the shrines. Each shrine/temple can now have a unique bonus added to your prayer attempt. I've also tried moving some of the map regions around a bit and adding in totally new regions, but my damned Toolset keeps crashing on me when I do and in the process it winds up corrupting the module file and I have to revert to a previous and uncorrupted file. It's annoying as hell. As a result, I've put the planned map revisions on the back burner for a while. My next plan is to add in character class bonuses to FAITH skills for clerics, paladins, etc. I have no problem with scripting the bonuses. My problem is figuring out what those bonuses ought to BE. I don't want to unbalance the FAITH skill by making the bonuses too high, but surely faith-based character classes should get some leg up compared to the other classes when it comes to using the FAITH secondary skill??!!

I also can no longer keep my NWN server running 24/7. The strain on my poor notebook computer is just too much. So I only run the server when I'm home and playing myself (sorry). So if you want to play, email or message me.

Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 16-Apr-14, 00:04:28
For those who care, I put my NWN server back online (running World of Torr module again).
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 27-Feb-14, 15:04:38

you ever considered trying one of The Elder Scrolls games? Western RPGs.
Names like "Morrowind" (TES 3, 2002), "Oblivion" (TES 4, 2006) and "Skyrim"
(TES 5, 2011), I am sure you have heard of them.
But maybe you have no clear idea of what games these are?

A collegue is showing me his Oblivion. These are Single Player games only, and
highly moddable (for Oblivion there is over 28K mods available, over 30K for

The core of the game is that you have a huge open world free to explore as you
see fit. There is a main questline which you can choose -any time- whether to
follow or abandon and resume at a later moment.
There are plenty of side-quests, yes.

The game puts no pressure on you about anything. You are left on your own
devices. Your character is highly customizable (more in Oblivion than it is in
Skyrim) and will get better at what ever he does, simply by doing it.
There is no concept of experience points to be gained, and you become better at
what you do simply by doing it. For example, if you want to improve your
lockpicking skill you have to pick locks. Eventually you will skill up.
There are trainers that will train you in a skill, in exchange for a fee, but these
have 1) to be found first, and 2) you can only train a limited amount of times per

And while there is to fight, in these games, fighing is in no way a core part of the
gameplay. For example, in Oblivion you can walk for minutes, enjoying the
environment, without encountering a hostile soul.

The difficulty of the game is adjustable on the fly at any given time, even in mid
combat. You can make things real easy or real tough, suit your taste.

The spot in these games is on the exploration of the world.
The landscape is dotted with places of interest (hundreds!): caverns, ancient
elven cities, abandoned forts... all with plenty of foes within, traps to avoid, locks
to pick, and loot to grab. So when you want to fight a lot you can delve in one of
these places.

Things respawn. Almost everything will respawn: foes, loot, locks, traps.
A dungeon will restock and refurnish in 3 game days since your last visit, unless
you keep visiting it (resetting the countdown everytime). In Skyrim I am told that
this happens either in a game week or a game month (it varies with the place).
Mods exist to change these game rules anyway so expect to be able to bend
your game to your will. Just find the mods for it.

In Oblivion I am told that the surface landscape is about 16 square miles in size
(that makes ~50 square kilometers). But then there is the underground and the
interiors, collectively making another 200 square miles of territory.

Wonder how much time it takes to see it all? Some players can log in scary
amounts of gameplay hours (600, 1000, more...) -- There has to be some valid
reason if these games can keep a person interested for so much time. One of
these days I will try it myself and see what is what.

I am told that Oblivion, though older, has more "depth" than Skyrim does. But I
am told that Morrowind, though even older, has even more depth than
Oblivion does.
I think much depends on what game you have played first. I also know that some
people are rebuilding Morrowind using the engine of Skyrim (the mod is called
Skywind, a WIP as we speak).

For now I am seeing Oblivion (on my collegue's laptop), and -mods or not- I am
finding it very very interesting.

Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 07-Jan-14, 20:00:44
Ok, over this frigid extended weekend, I set myself a task of extending the mines several levels deeper. I started with Holindale (elves) and Mogar (dwarves). After some initial playtesting, this is DEFINITELY a major improvement to the world. It's been on my TO-DO list for soooo long. It's nice to finally get to it. Just about 4 more mines to go (Jehlom Village, Urik, Duhari Desert, and fiddling with the Withertop Dragons lair) and the whole mining economy should be much more play-balanced (not to mention the life of any would-be miner PCs much more dangerous).

Come join the fun. I could really use an Item Crafter to make some gloves belts boots and cloaks for me. So I urge you to focus your new characters on Item Crafting skills.


P.S. If anyone is having trouble connecting or needs help setting the game up on their computer, just email, Instant Message me, or even post to this forum. I'd be happy to help.
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 02-Jan-14, 22:45:10
Two things in one post (like killing two birds with one stone):

1st, posting this just to lay claim the being the first person to post Phantasia forum in the new year 2014 (woohoo!!!).

2nd, a reminder that my NWN server is still live 24/7. So anyone wishing to play, please feel free. I could use some playtesters and some advice/ideas on what else to change/add to the World of Torr.

Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 17-Feb-13, 21:24:08
If you buy the "Neverwinter Nights: Diamond Edition" version, you have _everything_ (base game + exp 1 + exp 2 + premium modules + world editor) in one slick package.

Nowaday it is sold cheap.
Here is a link where they sell it brand new at 10 dollars:


Author: MattWentNuts (mattwentnuts [at] gmail [dot] com)
Date: 17-Feb-13, 14:13:48
is it possible to download the expansions? or do i have to buy them? i only bought the original game...
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 16-Feb-13, 23:43:14
You'll find everything you need to download CEP 2.3 (or 2.4 if you prefer) here:


To play on my server, you'll also need some additional files (download the first three on the list) here:


Hope to see you there. If not, enjoy NWN either way.

Author: MattWentNuts (mattwentnuts [at] gmail [dot] com)
Date: 15-Feb-13, 21:20:47
hey i'm matt and im new to this whole community.

i was hoping to find a ROM server here, but a NWN server would be cool aswell, the only prob is i cant get it updated to 2.3 i got my 1.69 version alrdy... help me plz
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 15-Feb-13, 06:31:04
I'm still plugging away at my World of Torr modifications. Anyone who wants to play along can do so. You'll need:

- base NWN game (SoU & HotU expansions too)
- CEP 2.3 (or later)

- custom HAKs & TLK file available at:


Though the GameSpy support is discontinued, there are several NWN community master servers up and running. The best one can be found by following:


But in case you can't (or won't) get that to work, you can still direct connect to my server IP at:

Hope to see you there.
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 05-Jul-12, 23:32:56
I am a little late but: Happy Birthday, NOVA.

Make sure to do something special on your special day.
Do not let it become an ordinary day, or you will be sad :-)

As for NWN and Resting...

There is no good way to limit the amount of HP regained by Resting. Maybe I explained this to you already in the past? Or was it someone else?

Anyway: Resting is hardcoded. The game shall simply stomp over a-n-y-t-h-i-n-g you try in order to mess with the Resting _while_ the Resting is happening. You can only intervene after the Resting has been done -- so your divine damage solution is fine.

Be at ease, and if someone ever complains that you could have done better, tell him to check his facts -- preferrably in the most arrogant way you can come up with, so it will *burn* even more once he surrenders to the evidence. Not even need to be there when it happens. You just know it *will* burn.

Man, today I am venomous. I just poisoned an asp to death by yelling "bitten!". Been flat cold for the last 3 minutes -- looks dead.
This is one of those days that... bah, nevermind.

Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 29-Jun-12, 01:46:19
I'm still plugging away at this thing. I scored a major (for me at least) victory yesterday when I finally figured out how to mess with the game content files and concoct my own revisions in the Torr HAK file. I changed the core stats of a few armor pieces so they make more sense in Torr (specifically the base weight and base cost of full plate armor). I also merged a big HAK file made by someone else which expands a bunch of magical item properties into the Torr HAK. So you now need NEW custom HAK and TLK files to play my server (which I haven't yet managed to load to the web site).

I also wrote some of my own scripting so your character is no longer fully healed by RESTING. Instead, you only get a max of 20% of your peak hit points (prorated if your rest is interrupted for any reason). Though the game engine has your character recover hit points while resting, now the points you should not have gotten back are given back to you as DIVINE damage when the rest event is finished/interrupted. I realize this task may seem pathetically simple for you programmer types, but it was a major task for a dolt like me. I've play tested it and it works exactly as I intended. It's sweet.

I also changed the XP table AGAIN. It's now even easier to gain higher levels. This should make it more rewarding, give you a fighting chance against the tough Torr monsters, and balance the fact that I also removed virtually ALL of the good gear from the shops. Now you HAVE to craft what you use (except the really mundane stuff which you can still randomly find in stores). You can always sell your crafted items of course. But you can no longer just stock up on wads of cash and buy yourself high level gear (unless another player crafted it and is selling it). It's so much more fun having to figure out how to learn the crafting skills, gather the materials, and then actually craft all your own gear (armor, weapons, helmets, boots, you name it).

With the new item properties available and the modified armor table, I've been able to tweak and fine tune the weights of things to be VERY accurate. Titanium and Mithril are now realistically lighter weight (the ingots as well as items crafted from them). Gold and Angilian (dwarf star iron) are more dense and thus heavier than steel as are any alloys made from them.

There is so much still to do with Torr, but inch by inch this thing is coming along nicely. I just wish more of you were joining in the fun.


P.S. I suddenly got a year older today (it's my birthday). I swear I don't feel that old !!!!
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 16-May-12, 02:26:12
Not that anybody here cares, but I took about a month hiatus from my World of Torr Neverwinter Nights server (I burned out after about 16 months making changes/fixes to the module).

Well, I guess I got some of my mojo back, because I put the server back up two days ago and I'm excited to tackle some more fixes to this fantastic module (though my brain is hurting and my wish list is VERY VERY long). Anyone/everyone is welcome to join me, to offer advice, and particularly to participate with making modifications to this spectacular NWN module. Knowledge of C++ programming would be most beneficial (I don't happen to have it), but anyone with two brain cells and a pulse has something to offer.

If you decide to join in, you will need the following:

1. special HAK files (which you can get at


You can also get the entire modified module (revision 03P is the latest I have uploaded) if you desire to look at use it or just laugh at it

2. CEP 2.3 (find it on the web)

3. version 1.69 of NWN plus both the SoU and HotU expansion packs

You will find my server (mixed in with two other Torr servers) in the Roleplay tab of Gamespy. Mine is the one with version 03Q slapped on the end of the module name (currently). Or you can direct connect to my server at IP

Much gratitude to Gray Fox for his awesome update of the Torr module to NWN v1.69 and for his most excellent (and flawless) Fox Inn Room rental system. I never could have accomplished either of those tasks, not even after a hundred years of trying. Thank you very much.

Author: Jultknight (jultknight [at] gmail [dot] com)
Date: 04-Sep-11, 07:18:17
hello nova . i cant find your server...what is the ip address?
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 23-Aug-11, 00:14:50
I'm still hosting World of Torr. But I'm up to version 02 now (changed from 01 revisions to 02 when I modified the HAK file). I modified and renamed the required HAK file so that I could alter the character level XP table (the original was nonsense and the numbers were just ridiculous). This new HAK file is downloadable from the lindsaygames.com web site noted in my original post below.

I also moved the server to the ROLEPLAY tab in GameSpy so it would appear next to the other two World of Torr servers.

This module is just mind-bogglingly awesome. But I need more players and more playtesters. And of course I could use more scripters and modders to help with the revisions to this thing. I'm drowning and WAAAY out of my league trying to tackle this thing solo.


Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 21-Feb-11, 23:38:54
Yes, I agree. Starting a brand new character on Torr can be very daunting. Everything costs you money (even the food your character must eat every simulated 4 game hours) and yet you have NO gear to start (and even what you do manage to acquire begins to wears out as soon as you start using it). And until you begin to know more about the geography of the world, it's confusing as to where you can and where you definitely should not go.

But, I'm making minor alterations to hopefully improve on that experience. Since so few of us are playing, it means tweaking the systems to accommodate solo in addition to large party play. And I'm making progress (albeit inch by inch). There are a lot of open gaps and unfinished areas out in the wild country between the civilized kingdoms. I'm documenting those undeveloped regions and hopefully I'll come up with some ideas to fill them in.

I'm keeping a faithful README file documenting (as best I can and in excruciating detail) every single alteration I'm making. I also have a "wish list" file which currently has 35 individual improvements/alteration ideas noted.

I also created my own composite color map of the entire world by exporting every outdoor area thumbnail bitmap and stitching them all together. It's really pretty cool looking and does an EXCELLENT job of helping you navigate around. In one document, you can zoom in and view every minute detail of one corner of one map zone or zoom all the way out and view the entire world as a whole. As a result of this effort, I have discovered a handful of mapping errors which I am systematically correcting.

I'm in the process of documenting every single craftable item in the module and compiling that list into a tabbed excel spreadsheet. My mind is about to fry and there probably at least a thousand items to document. Once again, this effort has uncovered a bunch of data entry errors (with the item blueprints themselves) plus a bunch of items which exist as blueprints but for which no crafting recipe was created (so the players cannot actually craft them). Once I have the entire list, I plan to fill in all the missing gaps with craftable item recipes and probably a bunch more item blueprints as well.

It's a gargantuan task which I am so far tackling solo. But this module has such phenomenal potential it really warrants the effort. Without question this is the best NWN module I have ever seen. With a bit of massaging and tweaking, it could be even better.

The only unfortunate part is that so few people are playing. I could really use more eyes/ears for playtesting, ideas, feedback, suggestions, and (ideally) participation with making the actual module changes. And it would help tremendously if someone had my back up against those demons, dragons and mega undead which appear to inhabit the dark corners of Torr. Dying alone in the hostile regions of Torr is very costly. Or more literally the act of dying is not nearly so costly as having to choose the RESPAWN option. Ressurection by your buddies is MUCH less expensive.

Come join me. This module really is fantastic!!!

I have a ventrillo channel for real time audio chatting while playing. I can post the details for that as well once I get home and can look them up.

Author: Jultknight (jultknight [at] gmail [dot] com)
Date: 16-Feb-11, 15:00:39
i recommend to download CEP 2.3 for playing on your server ... Dont know for why but before im having the CEP 2.2C and i was not able to come into your server.I are to erase all old hack file and re-download the CEP 2.3 and i could go on your server.

Really hard to start a newest character and finding gold.

Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 15-Feb-11, 22:04:11
Sounds good. I'll pass by now and than, but dont have much time currently. Just be patience :)
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 10-Feb-11, 18:56:00
I'm back to running a NWN module. This time it's a totally different one than I've run in the past.

It's called World of Torr. This thing is designed for large numbers of players. It has a very indepth economy system, law system, really cool item crafting system and an elaborate tradeskill system. You get XP for exploring, crafting, unlocking doors, almost everything you do successfully earns you XP. The prices for items throughout the world change constantly in response to what items are being bought and sold. So popular items sold to merchants for profit will drive prices (and your future profits) downward over time. It has a means for glorious success as well as catastrophic failures when you are attempting to do just about anything. There is a hunger and fatigue system, a gear wear system where your items wear out over time and must eventually be replaced, but you can also attempt to craft them again and repair them if you have the proper tradeskills.

It has a ritual magic system where you can join together with a coven of others and create or summon things no individual could. It has a religion system where anyone can improve their FAITH score and receive favors from their god(s) when praying at temples and shrines spread out across the world. There are eight civilized kingdoms where the legal authorities govern and a lot of wild territories in between. Random events occasionally fire like massive raids on the cities or meteor strikes or dungeon cave ins. If you break the law, you get arrested and put on trial where other players can testify on your behalf (and improve your odds of being found innocent) or even lobby for your execution. You can hire your own personal merchants who will set up stores to sell your unwanted gear and you can even rent housing in each of the kingdoms where you can find a nice bed to sleep in as well as persistent storage containers to hold your spare stuff. Both the PC merchant and your home require continuous rent payments whether you are online playing or not. Fail to make a rent payment and you get evicted or merchant quits. You can pre-pay either of them if you want (and have the gold).

I'm trying to make alterations to adjust these various scripted systems to make up for the fact that there are very few players than were intended. This thing would run best with at least 30 or 40 players. It's not perfect, but it really is the closest thing I've found yet of a module as I would have created one. Frankly this thing is awesome. One again, it's called World of Torr and you can read more about it at www.worldoftorr.com

I'm hosting it in the PW ACTION tab. You'll need CEP2 and a few extra HAK files in order to play. I'm hosting those HAK files at www.lindsaygames.webs.com

Come check it out. I could use more play testers and feedback/suggestions.