Author Topic: NWN: mods  (Read 7883 times)

Offline Andyr

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NWN: mods
« on: September 17, 2005, 01:54:28 PM »
Having only just got a computer capable of playing NWN, I have no idea about mods or how to use them.

There's a large number of quest modules available to play. Currently I am on dialup so am not particularly interested in them, though I will happily hear recommendations. I prefer stuff that is in the Planescape or FR setting, involves roleplay and doesn't hideously break canon (no killing the Lady of Pain at level 3, no +10 weapons like in HotU, no levelling up every 2 minutes etc).

Are there any other sorts of mods, for example adding more Prestige Classes or making subrace or deity have an effect on anything? Any more pnp-related stuff? Things that you can slot into the original campaign and expansions. If so, does anyone have any good recommendations? As an idea of what I am after, I am not looking for the TDD-equivalent mod that people love because it makes their characters OMG SO L337 ADN YUO CNA MEET ADN KILL DR1ZZT LOL!!!!11111111111 I want stuff more in the vein of Fields of the Dead, Cleric Remix, Song and Silence.

I do not have a net connection on my computer so cannot play the Premium Modules. I played the original Witch's Wake episode 1 (when it was free) and that was pretty good.

A guide of how to use mods might be handy too if it is not explained adequately in the packages themselves. :) I've done some Googling but a lot of the advice given appears to be from the sort of people who have no clue what they are on about.

As an aside, as an experiment my current character is a NE human female Ranger 4. I plan to progress onto Shadowdancer and Assassin; should be interesting...
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Offline BevH

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Re: NWN: mods
« Reply #1 on: September 17, 2005, 09:10:14 PM »
SP has some prestige class mods.† Also, Neverwinter Vault is a good place to look for mods.† I haven't tried any myself, but my son-in-law has recommended some of them.† Wish I could remember which ones...† ;D
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Offline Mongoose87

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Re: NWN: mods
« Reply #2 on: September 30, 2005, 09:23:51 PM »
You might want to avoid rangers in the future... NWN uses 3e rules instead of 2.5, so they're rather underpowered, and can put a damper on your role-playing with frequent deaths.

Offline Borsook

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Re: NWN: mods
« Reply #3 on: October 01, 2005, 12:41:44 AM »
Well, I'd say rangers are overpowered in 3e. That's why they lost some of their capabilities (e.g. lower hit dice) in 3.5e.
Anyway there's a great mod that changes the way hirelings work (gives you more control over them) and improves AI, I'd recommend that. Sorry I don't remember the name (been ages since I've played NWN-in the long run I find it boring-no party=no strategy), but it's to be found at the Vault I think.
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Offline Andyr

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Re: NWN: mods
« Reply #4 on: October 08, 2005, 11:32:06 AM »
You might want to avoid rangers in the future... NWN uses 3e rules instead of 2.5, so they're rather underpowered, and can put a damper on your role-playing with frequent deaths.

I am familiar with the 3.XE system. :)

At the end of HotU I was a Ranger 10/Assassin 5/Shadowdancer 12, which seemed to work well enough. Neither the Animal Companion nor the Summoned Shadow were very useful, though. In future I might then drop either Ranger and Assassin for pure Rogue/Shadowdancer, or else go Ranger/Assassin so the summons are better.
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Offline Andyr

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Re: NWN: mods
« Reply #5 on: October 09, 2005, 07:04:41 AM »
Ok, so can anyone point me to a page explaining how to install and use the various types of mod, what a 'hak-pak' is and where the files go, and so on?

Are there generally compatbility issues from having lots of addons installed?

Is there a system equivalent of WeiDU to easily uninstall things I no longer want?
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Offline Borsook

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Re: NWN: mods
« Reply #6 on: October 09, 2005, 07:33:00 AM »
Ok, so can anyone point me to a page explaining how to install and use the various types of mod, what a 'hak-pak' is and where the files go, and so on?

Are there generally compatbility issues from having lots of addons installed?

Is there a system equivalent of WeiDU to easily uninstall things I no longer want?
No weidu-like thing for NWN... Most mods are separate modules and do not cause any issues with eachother. hak-paks are files with new content (mainly graphic - models/textures) and you put them in a folder called Haks or something (it'll be in the readme), they're simply things that can be used by different mods and thanx to them mods are only ~50 mb not ~500mb ;D At Bioware's official page you'll find some mods and link to most of the big sites with/about mods.
« Last Edit: October 09, 2005, 07:35:09 AM by Borsook »
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Offline St. Josephine

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Re: NWN: mods
« Reply #7 on: October 09, 2005, 10:09:25 AM »
Be aware that some hak-paks can screw up quests and such.  I installed a sort of "Ease-of-use" one my first time around, which let me stack items and have more control over my henchmen.  Well, I had an essential quest where you needed to collect a certain number of items and present them to someone to start a battle and the game wouldn't recognize that I had enough (it was only recognizing one), even when I unstacked them.  I tried all sorts of things, trying to CLUA (or whatever their thingy is called) and I finally had to uninstall the mod to finish the quest.  This wasn't in the main game, though; just one of the expansions. SoU I think.
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Offline Borsook

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Re: NWN: mods
« Reply #8 on: October 09, 2005, 10:21:48 AM »
Be aware that some hak-paks can screw up quests and such.  I installed a sort of "Ease-of-use" one my first time around, which let me stack items and have more control over my henchmen.  Well, I had an essential quest where you needed to collect a certain number of items and present them to someone to start a battle and the game wouldn't recognize that I had enough (it was only recognizing one), even when I unstacked them.  I tried all sorts of things, trying to CLUA (or whatever their thingy is called) and I finally had to uninstall the mod to finish the quest.  This wasn't in the main game, though; just one of the expansions. SoU I think.
They corrected that one in some next version, remember reading about it. It was the quest with the shards of the mirror/crystal or whatever was it.
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Offline Andyr

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Re: NWN: mods
« Reply #9 on: October 09, 2005, 12:38:39 PM »
Is there an easy way to uninstall stuff?
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Offline Borsook

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Re: NWN: mods
« Reply #10 on: October 09, 2005, 01:27:32 PM »
Is there an easy way to uninstall stuff?
Yes, NWN mods do not overwrite or patch game files, BIOWare made a really mod friendly game, you just delete files from folders and presto mod gone.
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Re: NWN: mods
« Reply #11 on: October 09, 2005, 01:34:32 PM »
If you don't mind me budging in-

For the most part, NWN mods don't alter the official campaign.   Almost all of them are, as you said, 'quest packs'- totally new mods that have no ties to the official campaigns what-so-ever (like the Witch's Wake).  Some of them are the worst of the worst, and some are much better then at least the NWN basic official campaign.  Check through the Hall of Fame if you want more of them that are decent (not to say that everything there is decent- but most of it is :)).

Installing things for the official campaign is done in two ways- through assosiated hak paks and override folder.  Unlike BG, it's generally a good idea to put nothing in your override folder; bioware strongly recommends against it.  Putting stuff in the override folder has crashed games, screwed up patches, messed things up to the point of needing a reinstall, and so on.  It also has done nothing but helped someone enjoy the game (I know someone who went and overrided all the music files in the game with Nightwish and Blind Guardian.  Whatever makes you happy, I guess.)- just make sure you know what you're doing first.

Hak paks basically hold the custom content- they're usually paired up with the 'quest mods' (actually, let's just call them 'modules'; anything else is a 'modification' or something, <i>yeah</i>).  If someone who makes their module wants a monster that's not included in the official toolset to be there, they can do it through a hak pak.  Hak pak's on there own will not mess up anything- they can sit and dance in your hak pak folder forever.  When you open things up in the toolset and apply it to a module (or the offical campaign), bad things (or good!) can happen then.  It can overwrite things already in the module, basically.  In general, it's not a good idea to apply a hak pack to anything unless specifically told to.

(I'm sorry if what I'm saying seems obvious.)

The only thing that comes to mind that you may be interested in is the PRC, which if assosiated with a module or the official campaign allows you to play with more prestiage classes.  Some of them are insanely overpowered, and some of them don't fit the story at all- however, if you fiddle with it, you might be able to find one that you like and seems interesting.  Obviously, it's not supported by Bioware, and no one will respond to your prestiage class (and no special items for you, either)- but it's interesting enough.

http://nwnprc.netgamers.co.uk/

I don't really know of anything along the line of cleric remix, song and silence, and so on (unfortunately).  Almost everything in the engine is hardcoded, and people generally want to make their own modules, not fiddle around with others.  I know there have been various attempts to turn things in to DnD 3.5 and to add new weapons and basic classes- I've also never heard of any of that being completed.

For installing- .mod files go in the module folder, .hak files go in the hakpak folder, .bmu files go in the music folder, .tlk files go in the custom talk folder and .bik files go in the movie folder.  If something needs to go in to the override folder, you'll usually be told.

For uninstalling, simply delete the files.  There's no easier way.  Just make sure if it's a .hakpak or .tlk or whatever that you've went and unassosiated it from anything you still want to keep around (IE, if you added the PRC to the official campaign and want to uninstall the PRC, make sure it's not still locked to the offical campaign, as if it is, you won't be able to run it).

Sorry for the long post.

Offline Andyr

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Re: NWN: mods
« Reply #12 on: October 09, 2005, 03:38:30 PM »
Thanks for that, mka - that sort of info was what I am looking for. :)

I think I found that link somewhere else, too, so you providing it too hints that perhaps it is a more well-known (and hence possibly better) site. I am not too fussed about other players not seeing my PrCs as I am not fussed about playing mutiplayer.

Any quest modules you would recommend?
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Offline Borsook

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Re: NWN: mods
« Reply #13 on: October 10, 2005, 01:07:01 AM »
Thanks for that, mka - that sort of info was what I am looking for. :)

I think I found that link somewhere else, too, so you providing it too hints that perhaps it is a more well-known (and hence possibly better) site. I am not too fussed about other players not seeing my PrCs as I am not fussed about playing mutiplayer.

Any quest modules you would recommend?
There's module recreating the very begining of BG. ;D
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Offline Andyr

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Re: NWN: mods
« Reply #14 on: October 10, 2005, 03:10:43 AM »
Is it any good? How much of the story does it have?
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Offline Borsook

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Re: NWN: mods
« Reply #15 on: October 10, 2005, 03:24:21 AM »
Is it any good? How much of the story does it have?
Just the begining it ends some time after Gorion's death. It's Ok, if only were it longer (unless the author did some more I've deleted NWN ages ago) I also enjoyed the mod (or mods it was a series) something with Blackguard in the title, about fulfilling ethos of evil, nice for a change. Oh, you probably know that but there's a gap between 1st and 2nd expantions which was filled in by modules made by people (there was even a contest to do so), some of them are better (in terms of story) than the expantions themselves.
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Offline Andyr

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Re: NWN: mods
« Reply #16 on: October 10, 2005, 07:39:09 AM »
some of them are better (in terms of story) than the expantions themselves.

Not very hard. :P Thanks, I may try them out...
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Re: NWN: mods
« Reply #17 on: October 10, 2005, 10:03:43 PM »
Any quest modules you would recommend?

I don't really know your tastes, so, er, I'll recommend an assortment of modules I've enjoyed?† Some of these are uncompleted series- I know there are plans for more IA and HC, and perhaps one more AHTtD.† All of them seem relatively solid on their own, however.

++ Shadowlords/Dreamcatcher/Demon.† This seems to be the first series everyone recommends.† The series doesnít get really good till Dreamcatcher, but Shadowlords is alright (especially for when it came out).† Set in the Forgotten Realms; some modules are pure roleplaying, and some pure dungeon crawls.† Good and evil paths.

++ Stefan Gagne's mods.† Unfortunately, the (at least first) Penultima series is basically impossible to get through because it was made so long ago, but I strongly recomend both EE mods and the Hex Coda (+ Melee Maidens).† The EE mods are basically psychological- the first is totally story based (you follow a set path), while the second is more roleplaying.† Hex Coda (+ MM) are something totally different- I can't think of anyway to describe it, but Iím going crazy waiting for part two.

++ Blackguard I, II, III.† I really wasn't fond of this- too much hackíníslash for me, and the spelling/grammar/ebil got to me after a while, but it's one of the few modules that allow you to play an evil, peasant slaughtering absolute jerk.† Maybe I'm just too used to playing rogues with insane bluff skills.† It's set in the Forgotten Realms- your character is a servant of Talos, in fact.

++ A Hunt Through The Dark.† Set in the FR, playing a drow- good is supported as much as evil, though.† You travel through the Underdark, and by the sixth module, are wandering around on the surface.† This is mostly Hack'n'slash with some interesting roleplaying opportunities.

++ Island Adventures.† I have yet to play the second one.† Set in the Forgotten Realms, and directly inspired by Baldur's Gate- in fact, your character has a certain mission involving the children of Bhaal.† The beginning is a little slow, and in the first module, the romance thing seems to come out of nowhere- but overall, it's solid.

++ The Wanderer I & II.† Quite unlinear, and I often found myself getting lost and confused (which happens often).† Lots of hacking, lots of talking, and lots of your actions actually meaning something for once.† (In other words, no matter what you do, itís likely someone will hate you.† Too bad.)


Sigh, another long post.

There are a ton of other wonderful modules out there (some which I like better then the ones I listed), but you'll likely be able to find at least one or two you enjoy.† I hope.

Offline Andyr

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Re: NWN: mods
« Reply #18 on: October 11, 2005, 02:49:42 AM »
Cheers.
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Offline Borsook

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Re: NWN: mods
« Reply #19 on: October 11, 2005, 02:57:03 AM »
@Mka - nice list... maybe I should reinstall NWN? If only it had more then 1 PC...
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Offline Veloxyll

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Re: NWN: mods
« Reply #20 on: October 11, 2005, 05:50:23 AM »
Any quest modules you would recommend?

++ Stefan Gagne's mods.  Unfortunately, the (at least first) Penultima series is basically impossible to get through because it was made so long ago, but I strongly recomend both EE mods and the Hex Coda (+ Melee Maidens).  The EE mods are basically psychological- the first is totally story based (you follow a set path), while the second is more roleplaying.  Hex Coda (+ MM) are something totally different- I can't think of anyway to describe it, but Iím going crazy waiting for part two.
If you like Terry Pratchett style humour, you shouldn't have a problem getting through Penultima, it's pretty neat all things considered.
EE 1 rocked. I never got round to playing 2.

Also, search nwvault for Bone Keening, it was pretty neat.

been a while since I played NWN though, so I can't really recommend anything recent. I tried to get into the Shadowlords series, but it just didn't grab me.
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Re: NWN: mods
« Reply #21 on: October 13, 2005, 09:36:54 AM »
If you like Terry Pratchett style humour, you shouldn't have a problem getting through Penultima, it's pretty neat all things considered.
EE 1 rocked. I never got round to playing 2.

Also, search nwvault for Bone Keening, it was pretty neat.

been a while since I played NWN though, so I can't really recommend anything recent. I tried to get into the Shadowlords series, but it just didn't grab me.

I actually just started playing through the Penultima series; I'm up to module 3 in the rerolled part.  The problem isn't with the humor, though (which is great), it's with the bugs.  They aren't that bad if you're expecting them, and the only time they're a major problem is when you have halfling henchman in the third(?) module- if you go in to sneak mode, or do pretty much anything besides attacking, resting, or casting spells, they tend to bug out on you and be unusable.  There's also occasional NPC's who will attack monsters when they're supposed to be remaining hiding, occasionally getting themselves near killed.  This is, I guess, because 2F hasn't updated it since the new AI has been patched in.

Rerolled noteably has none of these problems (at least, that I've noticed so far).

EE1 was great, and I thought EE2 was even better better.  Then again, when it comes to 2F's modules, I'm a fangirl, so my opinion needs that grain of salt.

(Bone Keening was great, too.  I had forgotten about that one.)

Offline icelus

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Re: NWN: mods
« Reply #22 on: October 13, 2005, 09:54:38 AM »
Has anyone played the Eye of the Beholder mods for NWN?  If so, good?  bad? 
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Re: NWN: mods
« Reply #23 on: October 13, 2005, 09:57:42 AM »
Tales of Arterra - The Lost, and the sequels, Tales of Arterra - The Awakening 1 & 2.  - The henchmen made the game for me, it was an entertaining story, but so often the mods feel lonely and they were great - reactive to plot elements and often they had interjections into confrontations.

The Aielund Saga (Parts 1 - 3 are finished and the Epilogue chapter is in progress) wonderful and the author helpful, but it requires a lot of hak paks and CEP which was a deal-breaker for me until I got DSL.

A Harper's Tale 1 - 3, was fun.  Your henchman is always the opposite gender of your PC and I believe it only works (story-wise) for an elf, half-elf or human of good-alignment.

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