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NWN Neverwinter Nights (NWN & NWN2) Modules Thread

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racofer said:
The only mod you need is a whole new game engine.

Keep thoughts like that to yourself. I don't want the next D&D game to be NWN2 : New Edition Cut.
 

felicity

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FeelTheRads said:
I suppose it's more a thing of not worshiping the gods, rather than not believing in their existence. Even so, I fail to see what would the benefits be for one who doesn't worship them, especially if he knows about the wall. Like, "Wut? Fuck gods, I'll just go in that fucking wall! lol". Rebellious, but stupid.

Stupid maybe, but it's not a good reason to put them on the wall. It requires a convincing explanation if the plot is going to be the least intelligent. Perhaps in FR people do not need to explicitly worship a god to be considered not a Faithless? It seems reasonable that as long as you share some ideologies with the gods then you're not a faithless. It also seems reasonable that your beliefs make you what you are, not your words. Remember in PS:T Dak'kon said belief is power and even gods can sway under the power of mortal if his belief is strong enough. So if we go along this line, we can explain Faithless as someone who is hedonistic (what strikes your cord at the moment, different from happiness seeking) and apathy to everything else. The chaotic nature of their beliefs gives power to the Entropy and thus threatened the multi-verse which is supposed to be a balance of laws and chaos. It's not a perfect explaination if you go really technical I believe you can still find holes but at least it sounds convincing.

This makes me want to replay PS:T. I miss the exploration style, instead of a argumentation style that has a pretty clear thesis and anti-thesis like in KOTOR2 and MoTB. In PS:T different ideologies contest with each others, there is never a set answer - when you find one it immediately diverges to another branch of questions. I was not the crusader on a march to an emotional victory over a trivial debate which concerns mostly knee-jerk rebels. Instead it was an exploration to unknown realms and a tour to philoso-myths that resembles heavily of philosophies from ancient civilizations.
 

Texas Red

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FeelTheRads said:
Well, faithlessness seems like a bit of a counterfactual argument in a universe where gods demonstrably and tangibly exist.

I suppose it's more a thing of not worshiping the gods, rather than not believing in their existence. Even so, I fail to see what would the benefits be for one who doesn't worship them, especially if he knows about the wall. Like, "Wut? Fuck gods, I'll just go in that fucking wall! lol". Rebellious, but stupid.

Look at it from Gann's perspective. In the religion of Rasheman they believe in spirits, to which he has dedicated his life. The good nature gods allow it in a limited form. Suddenly he finds out that he *has* to worship a foreign, alien god for salvation. This would be the same as you converting to Islam, religion of the people that you probably despise and consider barbaric. It would be really difficult to force yourself to follow the rights of this new god, his uncivilized traditions and his fanatic priests. Gann didn't want to live eternally in the domain of a god that he didn't understand or particulalry like and chose rather a chance of somehow escaping the wall or hoped that the pain wouldn't be that terrible.

There are plenty of planes, as Kaelyn mentioned, that don't of gods because they are primitive or simply too far off from other, more civilized planes. Kelemvor explained that he at first let some of the faithless slip, since he judged them from a mortals point of view. He said that this resulted in others becoming aware that they can escape the wall if they just acted nobly in other matters. Sooner or later a generation loose from the previous ones would become to doubt the Wall and want to live a life where they aren't forced to pray every day and complete empty rituals.
Stupid maybe, but it's not a good reason to put them on the wall. It requires a convincing explanation if the plot is going to be the least intelligent. Perhaps in FR people do not need to explicitly worship a god to be considered not a Faithless? It seems reasonable that as long as you share some ideologies with the gods then you're not a faithless.

Nope, Kaelyn said that ritual is everything. You can be an asshole who takes a minute to pray and he will pass on to the domain of his god. A noble philosopher who can't force himself to be a slave of some god would have to go the wall.

Remember in PS:T Dak'kon said belief is power and even gods can sway under the power of mortal if his belief is strong enough. So if we go along this line, we can explain Faithless as someone who is hedonistic (what strikes your cord at the moment, different from happiness seeking) and apathy to everything else. The chaotic nature of their beliefs gives power to the Entropy and thus threatened the multi-verse which is supposed to be a balance of laws and chaos. It's not a perfect explaination if you go really technical I believe you can still find holes but at least it sounds convincing.

That's why Kelemvor stopped his judging from a mortals perspective. If too much people believe in atheism, some gods will lose influence or die, other gods would steal their portfolios and cause an extreme imbalance. Souls would have no place to go, faith based plaines would die out, the Weave would crash or something worse may happen as with the Netheril where mortals wielded enough power to challenge gods, empires would fall without their divine support etc.
 

FeelTheRads

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Well, those gods should make their existence (and terms) known to everybody if they want to be worshiped, no?

Kinda like this god everybody keeps yapping about should. :roll:
 

Texas Red

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FeelTheRads said:
Well, those gods should make their existence (and terms) known to everybody if they want to be worshiped, no?

Kinda like this god everybody keeps yapping about should. :roll:

Gods have their own wars and competition and the shit they pull to get more power, creates wars, terror and confusion(as with Myrkul, Bane and Cyrics who became greater gods thanks to a bored Greater Power). They can't extend their influence through areas which are dominated by other gods, some of them who don't appeal to the local populace. As with PS:T, the Lady of Pain simply blocks access to other gods and the people are happy with that, since they have their own beliefs and traditions. Gods aren't all powerful, the demi and intermediate powers are actually rather weak, who die out if they lose a handful of their believers.

You can't convert some civilization in to believing in you when you show up and state that everyone will be going to hell unless they bow to him. They probably have their own imaginary gods or mages who have great power and act as gods of sorts. Probably dissent would arise and notables would not want their subjects to divert their loyalty. Plus this area would be, as I said before, be invaded by several gods wanting more power.

Also should be mentioned that gods have different portfolios. Some god holds sway over something like inventions and he can't muscle in to a random area.
 

Jasede

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Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
But they did. They walked Faerun just ~30 years ago during the Time of Troubles, and priests get spells and perform miracles all the time.

Not believing in gods in Faerun is like not believing stones exist.
 

Texas Red

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Jasede said:
But they did. They walked Faerun just ~30 years ago during the Time of Troubles, and priests get spells and perform miracles all the time.

Not believing in gods in Faerun is like not believing stones exist.

And the same gods caused immense suffering, wars and were killed by plain mortals. So a god you worshiped had his portfolio stolen by some dick like Myrkul, whom you now had to bow to and who also destroyed your town.

By that time you would say fuck you to the, the gods who were supposed to protect you and who turned Faerun in to their bloody playground.
 

Vaarna_Aarne

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FeelTheRads said:
Well, faithlessness seems like a bit of a counterfactual argument in a universe where gods demonstrably and tangibly exist.

I suppose it's more a thing of not worshiping the gods, rather than not believing in their existence. Even so, I fail to see what would the benefits be for one who doesn't worship them, especially if he knows about the wall. Like, "Wut? Fuck gods, I'll just go in that fucking wall! lol". Rebellious, but stupid.
Lichdom just keeps on becoming a better prospect.
 

FeelTheRads

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Dark Individual said:

I'm talking in the general sense. As is gods in general should make their existence known since you said there would be those who don't know about their existence. It's not about a specific god, just everybody should know about their existence and then, I guess, choose whether to worship them or not.
 

hal900x

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The reason I loved and still love NWN is the lone wolf + sidekick model. Hands down, my favorite grouping model and something that is so fun for me, I'll overlook a lot of faults. Especially if the sidekick has good AI, which the henchmen mod pulled off well enough.

The reason I dropped NWN2, about 4/5 through the original campaign, is because I didn't like micro-managing a realtime combat party. Especially since, as a PnP veteran, I insisted on playing on "D&D Hardcore" mode, and the AOE spells cast by retarded party AI were causing me much suffering. Party AI is shite in this game.

Of late, I have heard high praise for some of the later compaigns, especially the first followup official campaign. I would only give this game another try if there was some way to replicate my NWN 1 party experience. Given the high number of mods, both MODifications and MODules, available these days...maybe I can obtain that experience?
 

VentilatorOfDoom

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hal900x said:
The reason I loved and still love NWN is the lone wolf + sidekick model. Hands down, my favorite grouping model and something that is so fun for me, I'll overlook a lot of faults. Especially if the sidekick has good AI, which the henchmen mod pulled off well enough.

The reason I dropped NWN2, about 4/5 through the original campaign, is because I didn't like micro-managing a realtime combat party. Especially since, as a PnP veteran, I insisted on playing on "D&D Hardcore" mode, and the AOE spells cast by retarded party AI were causing me much suffering. Party AI is shite in this game.

Of late, I have heard high praise for some of the later compaigns, especially the first followup official campaign. I would only give this game another try if there was some way to replicate my NWN 1 party experience. Given the high number of mods, both MODifications and MODules, available these days...maybe I can obtain that experience?

Solution:

Step 1) Download and use TonyK's AI mod, this gives you a lot of options to specify the behaviour of every partymember

Step 2) Be clever enough to not memorize Fireballs and the like with your Party-members, use Flamearrow or whatever other partyfriendly Spells exist, there are plenty of them.
 

hal900x

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Sure, but gimping my chars isn't my favorite solution. I am more interested in a module that allows me to solo or solo +1, to simplify the party management. When I get around to it, I'm gonna look for some solo modules. I will try the AI mods out there for sure.
 

dolio

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Conan Chronicles is mostly solo (+1 for perhaps 2/3 of the first module), and quite enjoyable.
 

felicity

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A dance with rogues? That's a NWN1 module, unless there is a NWN2 module that features rape that I don't know of. ADwR is a good module, fun gameplay and there are LOL porns when you're bored.

hal900x said:
The reason I loved and still love NWN is the lone wolf + sidekick model. Hands down, my favorite grouping model and something that is so fun for me, I'll overlook a lot of faults. Especially if the sidekick has good AI, which the henchmen mod pulled off well enough.

The reason I dropped NWN2, about 4/5 through the original campaign, is because I didn't like micro-managing a realtime combat party. Especially since, as a PnP veteran, I insisted on playing on "D&D Hardcore" mode, and the AOE spells cast by retarded party AI were causing me much suffering. Party AI is shite in this game.

Of late, I have heard high praise for some of the later compaigns, especially the first followup official campaign. I would only give this game another try if there was some way to replicate my NWN 1 party experience. Given the high number of mods, both MODifications and MODules, available these days...maybe I can obtain that experience?

NWN2 TonyK AI is even better than NWN1's one, for example there is an individual interface for AI options, so you can tell your mage switch to overkill casting mode on the fly, not only when out of combat like NWN1. You do need to manage companion's spellbook however, I see it as an improvement. Henchmen in NWN1, even with TonyK AI, cause friendly fire as well, and you can't control their spellbook like NWN2. I never take mage henchmen in NWN1.

MoTB is the first expansion pack that got a lot of praises here. It is good if you like gameplay elements from games like Fallout. There are many skill checks, dialog trees and C&C. The combat is shit though. Community modules in NWN2 is definitely worth playing but the number of them are far fewer than NWN1, and the gameplay length is usually shorter. The module size is about ten times bigger for example Subtlety of Thay has a size of 419.9 mb. It's absolutely worth the download though, especially if you like classic PnP you'll love this module. Generally community mods are of good quality. NWN2 is very moddable, check out Kaedrin's PRC pack, everything in there 100% works as descripted, no sloppy work around.

Take a look at my mod list, they helped me better appreciate NWN2.
 

circ

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MetalCraze said:
Wasn't warlock a yet another DnD3.5 stupidity aka casual class developed specially for games?

Anyway - unless there is a mod that totally rewrites all NWN2 story, characters and quests NWN2 is still shit.
Unless there's a mod that totally redoes every single texture, all the graphics and upgrades polygon counts, NWN2 is still shit. And that's just for starters. No Mod in the world is going to make it playable.
 

KKKthulhu.

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felicity said:
A dance with rogues? That's a NWN1 module, unless there is a NWN2 module that features rape that I don't know of. ADwR is a good module, fun gameplay and there are LOL porns when you're bored.

Yea that's the one. They don't have something similar for NWN2? I could never get into NWN2 because of insert yet another camera joke here.

When the thread title contained both NWN and pleasurable I immediately thought of Dances. It's better than the OC, I'll give it that, even though polygon porn creeps me out.
 

Texas Red

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hal900x said:
The reason I loved and still love NWN is the lone wolf + sidekick model. Hands down, my favorite grouping model and something that is so fun for me, I'll overlook a lot of faults. Especially if the sidekick has good AI, which the henchmen mod pulled off well enough.

The reason I dropped NWN2, about 4/5 through the original campaign, is because I didn't like micro-managing a realtime combat party. Especially since, as a PnP veteran, I insisted on playing on "D&D Hardcore" mode, and the AOE spells cast by retarded party AI were causing me much suffering. Party AI is shite in this game.

Of late, I have heard high praise for some of the later compaigns, especially the first followup official campaign. I would only give this game another try if there was some way to replicate my NWN 1 party experience. Given the high number of mods, both MODifications and MODules, available these days...maybe I can obtain that experience?

You can solo both of the expansions. In MotB you have to go for an hour or so with a companion, after which you can tell them fuck off. In ZoS you create a party but you can solo it or go with a single cohort. Though in regards to MotB, not taking companions would be strange since they are what makes the game so great.
 

VentilatorOfDoom

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hal900x said:
Sure, but gimping my chars isn't my favorite solution. I am more interested in a module that allows me to solo or solo +1, to simplify the party management. When I get around to it, I'm gonna look for some solo modules. I will try the AI mods out there for sure.

What gimping? Newsflash: Fireball isn't the best spell ever. There are plenty of party-friendly spells that deal a lot of damage. Firebrand for instance.
 

felicity

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1.23 patch is out BTW. I can only find the beta patch notes here.

Looks like a huge update, many more script functions and a in game auto-downloader for multiplayer. I'd wait a bit until modders catch up with the new stuff.
 

Devadatta

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Have they fixed the disappearing party members bug yet? I had to quit mid-game due to that, I was enjoying myself too.
 

hal900x

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VentilatorOfDoom said:
hal900x said:
Sure, but gimping my chars isn't my favorite solution. I am more interested in a module that allows me to solo or solo +1, to simplify the party management. When I get around to it, I'm gonna look for some solo modules. I will try the AI mods out there for sure.

What gimping? Newsflash: Fireball isn't the best spell ever. There are plenty of party-friendly spells that deal a lot of damage. Firebrand for instance.

I could make the argument that removing the possibility of using any offensive AoE spell is gimping the gameplay, choices etc. Clearly, you feel that isn't the case with any individual character's combat power. I won't argue that point with you, since you used the term "newsflash". Instead, I will take your advice and just use Firebrand.
 

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