Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

Dark World
20 条留言
Spaghetti Pirate 2024 年 12 月 15 日 上午 10:24 
Refugee Camp:

From the Crossroads go west, then south, then west again, cross the brigde and search in the southeastern corner of the map.

this module is great but this stuff was not.
hkdonflies 2023 年 8 月 10 日 上午 10:36 
where is the refugee camp
werelynxo 2019 年 1 月 10 日 上午 8:09 
Seriously that ending.. you are killing me Xuubraiel/Ondaderthad ;)

Last piece of feedback:
- impossible to get huntress rune as the transition to icelake is only from icelake and not to icelake
- castle tower west there is flying corpse
- in nw castle there is openable door without transition
- there was a typo in ktara conversation
werelynxo 2019 年 1 月 4 日 上午 10:40 
- rats in desert restless sands upper temple don't leave rat tails
- upper temple has no exit. Portal placed in that area doesn't work
- bones in plain of morr have wrong description
- barrel in Azgard tower is called chest
- no exit from isle of morr crypt area
- lots and lots of repetititve encounters
werelynxo 2019 年 1 月 3 日 下午 1:52 
Some additional QA:

- rarely does a skeleton drop skeleton knuckles needed for most crafting recipes
- crafting is complicated and buggy, reagent chests eats items (maybe it empties after successful crafting?) so there is nowhere to leave crafting items at all
- crafting books weigh 6 lbs each, that's too much. It would be better if game would put variables "Knows_CraftDivine_BastardSword" etc. on party members when books are read. The descriptions could tell what items can the book make.
- areas are designed to form a maze, map pins are missing most of the time, there is lots of backtracking
- sjinks in mulgo incarceration in mulgo village have weapons!
- mulgo merchants fight other mulgos and speak "bla bla <unrecognized token>"
- barrel in lower zuln caves have wrong description
- skeleton bones are often locked..
- NPC portraits are often missing
Ondaderthad  [作者] 2018 年 12 月 30 日 下午 3:17 
thanks for your comment. The original version was already on neverwintervault.
werelynxo 2018 年 12 月 29 日 上午 11:31 
Played in co-op mode with 1 firend on NWN:EE with the version from workshop (which is updated in regards to original)

- could use more bags of holding (currently only found % weight reduction, bot full)
- lots of backtracking through respawning mobs or costly portal (drops are not worth much)
- could use journal for quests/crafting/item collectors
- there are better stirge models out there ;)
- skeletons fight other skeletons (might be intended)
- not every ghoul drops tears
- summons of both PC and NPCs are unsummonned after few seconds
- Kanika opens only during the day despite readme. It is also bugged and won't make healing kits.
- NPCs attack "statues"
- typos: "protien" - Desert Beetle description; "Jedidiah" - Darina Weaver & "Jebididah" - actual NPC name; "!I"-Sibbed Lashelle

We are still playing and having fun!

I also strongly suggest posting the module on neverwintervault. :)
Zetamax 2018 年 9 月 11 日 上午 12:28 
attempted a solo playthrough, but any time I try to load a save in doctors cells at the beginning my character takes max health magical damage on spawn in.
ImperialPanda 2018 年 5 月 4 日 下午 10:54 
Welp too late for that. I'll just have to work around it since I'm pretty far along in a solo save
Ondaderthad  [作者] 2018 年 5 月 4 日 下午 4:00 
Please Note:
Even if you play this module Solo it is a good idea to run it in a server. This way you can upload a new version and still play your character where you left off.
If you run it using the normal play and save you cannot make changes to the module without starting a new game from scratch.
My modules are tagged persistent world for this reason.
Ondaderthad  [作者] 2018 年 5 月 4 日 上午 6:24 
yes it does. I will fix it in the next update. In the mean time you could just delete the doors. The guards unlocking them is only a cosmetic feature. Would be nice if it worked properly.
ImperialPanda 2018 年 5 月 3 日 下午 10:08 
Hey,

I read that you fixed the main gate to not lock at nigh. The west farm gate is locking still.
Ondaderthad  [作者] 2018 年 4 月 29 日 下午 7:26 
Ah yes there is always some problems with the overrides. Thanks for letting me know.
ImperialPanda 2018 年 4 月 29 日 下午 6:54 
I was using "Henchman Inventory & Battle AI Mod" which upon review allows for enemy ai to use stealth, making it so all the mobs were hidden when i walked into a room. Removing it made it so the Goblins in the rats were not sneaking.
Ondaderthad  [作者] 2018 年 4 月 26 日 上午 5:45 
Thanks but Please tell me which NPC and where it appeared so I can fix it for everybody else.
ImperialPanda 2018 年 4 月 25 日 下午 6:10 
Hey Ondaderthad,

I fixed it, it was a conflict with a npc ai hak.
Ondaderthad  [作者] 2018 年 4 月 25 日 上午 4:41 
I didn't notice that. In which area was it?
The whole module is using standard Nwn encounters so maybe some spawn points are too close?
ImperialPanda 2018 年 4 月 24 日 下午 10:53 
Question: Why do enemies just pop in out of nowhere and get automatic first attacks?
Ondaderthad  [作者] 2018 年 4 月 24 日 下午 3:30 
I took a group of players "back then" all the way to the end of the story. It takes several days of solid play but is well worth it. This is an Epic Saga.
Xuubraiel did a wonderful job for the areas decorations without using the CEP. Remarkable job also incorporating all the voice acting from the original campaign in this mod conversations.

Unfortunately there is some lag with some scripts ie. the guards opening the doors on the bridge and a few other places. But not bad for a 14 years old module. One of the best IMHO
equilicua 2018 年 4 月 24 日 上午 11:01 
A very curious module, thank you very much.