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NWN Neverwinter Nights (NWN & NWN2) Modules Thread

rogueknight333

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Jul 31, 2017
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348
The basic build concept is fine. It could be more optimized in many ways, but what you have is playable. In addition to the good advice already given by other posters, I might suggest that once you are into Epic levels and no longer need them to mazimize BAB, Blackguard levels will tend to offer less than Rogue levels, so you might want to take more levels in the latter and less in the former, unless you really want to be primarily a warrior for RP reasons. More Great Strength feats (or if you really want more HP Great Constitution feats) would probably serve you better than Epic Toughness feats as well. Epic Fiendish servant is probably not going to be all that useful, as even allegedly high level default summons tend to get destroyed in a few seconds against epic-level Swordflight opponents. I upgraded a few types of summons enough to be at least somewhat useful (Balors from the Gate spell, familiars/companions in Ch. 3, high level elementals from the Summon Creature spells in Ch. 4), but Blackguard fiends were not included. I suppose it is possible I will at some point get around to also upgrading some of the other summon types, but probably not. Fixing all the issues with Bioware's default content is too much work.

Your choice of skills to focus on is odd, even though Heal and Lore would probably be relatively more useful in Swordflight than they are in most modules. Are you aware that you can skill dump (i.e., you can decline to spend all of the new skill points you get on a level up and save them for later, for example, saving points on Fighter or Blackguard levels, then spending all of them on a Rogue level when you have access to the most class skills)?
 
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Sabotin

Scholar
Joined
Jun 16, 2016
Messages
191
I think it'd be a better idea to have summon/pet buff items in the style of the ranger/druid berries in Ch2. The effects could be based on the user's level and creature type even, with different buff sets for undead/elementals/animals/outsiders. That way you could avoid having manual edits every module and have some power scaling.
 

Nerevar

N'wah
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Make the Codex Great Again! Pathfinder: Wrath
0Bimsfg.jpg


Well Tyrants of the Moonsea was good. Really left on a cliffhanger though (fucking squids have tricked my character two modules in a row). I was unaware that you should use a character imported from either the first two modules or Darkness over Daggerford another group of adventurers recognizes you and you get to pick what your character did previously.

Out of the enhanced modules DoD is better however TotM being part of a series with a very good build up in the first two modules I actually liked CToT more. The module really caters to longsword users if you pick a weapon with all the best weapons you find being longswords. But if you are coming from CToT you'll have your standard NWN items to upgrade.

I guess I should finally go beat SF 4 now but I really don't want to roll another Pal/RDD/Sorc. Hmmm....
 

Lacrymas

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Pathfinder: Wrath
Isn't Bard better as a Pal/RDD? The song seems more beneficial than anything the Sorcerer gives you for such low investment in it.
 

Nerevar

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Make the Codex Great Again! Pathfinder: Wrath
Gotta mess around with alignments if you want to do that.

Also I go all sorc in epic levels with that build the standard 8 Pal/22 Sorc/10 RDD split.
 

rogueknight333

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I think it'd be a better idea to have summon/pet buff items in the style of the ranger/druid berries in Ch2. The effects could be based on the user's level and creature type even, with different buff sets for undead/elementals/animals/outsiders. That way you could avoid having manual edits every module and have some power scaling.

That might be a good idea. It is certainly simpler and more versatile. The downsides to something like the berries are that they require players to engage in more active buffing, and give them yet another consumable item to keep track of, in a game that already has a lot of both. On top of that if it is customized to have different effects depending on level, summon type, etc. it might not be that much simpler than just editing all the relevant summon scripts. Furthermore, giving the summons special powers, rather than just buffs, is hard to do without a whole new creature blueprint.

At one time I had the idea that it might be cool to improve the weak summoning spells and perhaps some other poorly designed spells and abilities through special class-specific quests: e.g., mages go on some special quest to find new arcane lore, a Shadowdancer goes on a sojourn to the Plane of Shadow and gets to summon a better Shadow ally, a Blackguard commits some atrocity to earn the favor of his deity and gets a better fiendish servant, etc. I never actually implemented all that (again, too much work - maybe in some other module or game), but you can still see a faint trace of that original concept in the way the improvements to familiars/companions in Ch. 3 and to summoned elementals in Ch. 4 are unlocked through early game quests.

Incidentally, if anyone cares, I also just recently uploaded a new version of Ch. 4. No big changes, just fixes a few minor bugs that can crop up.
 
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djcamodude

Novice
Joined
Oct 28, 2019
Messages
2
Hey rogueknight, so I just finished playing Chapter 1 and 2 of Swordflight as a Fighter/Bard/RDD and it wasn't the most compelling playthrough, probably something to do with me not being as proactive with buffs, scrolls and wands as I should be.

I was just wondering what builds would you suggest for someone to get the most of Swordflight? I'm leaning towards a pure cleric or one with couple of paladin levels. Just wanted your opinion, though any else with an idea can shoot too.
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Hey rogueknight, so I just finished playing Chapter 1 and 2 of Swordflight as a Fighter/Bard/RDD and it wasn't the most compelling playthrough, probably something to do with me not being as proactive with buffs, scrolls and wands as I should be.

I was just wondering what builds would you suggest for someone to get the most of Swordflight? I'm leaning towards a pure cleric or one with couple of paladin levels. Just wanted your opinion, though any else with an idea can shoot too.
Barbarian
 

rogueknight333

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Messages
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Clerics are somewhat OP in NWN so they tend to be a bit easier than most other classes you could play. Whether that is a good thing or not I suppose depends on whether you are looking for more or less challenge. If you have a tendency to neglect buffing, however, that might not hold since Clerics are all about buffs.

Dedicated warriors tend to have fewer tactical options than casters and Rogues, in NWN as in most RPGs, so are perhaps not the most interesting choice, though they are perfectly viable.

Rogue/Warrior multiclasses are a solid choice for Swordflight. They are decent in combat, and get lots of skills and special tricks that Swordflight will provide many opportunities to make use of.

Mages can be difficult to play, especially at low levels, if you do not know what you are doing, but can be a lot of fun if you do, and are probably one of the stronger classes at higher levels.

Barbarian

Some might be inclined to dismiss this suggestion as being inspired by an ulterior agenda, but if one does want to play a straight forward warrior Barbarian has more advantages in Swordflight than in most modules. Extra skill points are very useful in the series (especially if combined with a few Rogue levels), and there are also more significant advantages to some Barbarian class skills like Intimidate than is typical. They will gain access to special content (along with Druids and Rangers) through the tracking ability they are presumed to have.

Ultimately it really comes down to your personal preferences and playing style since Swordflight is meant to be playable by, and indeed to have special content for, any reasonable build.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,001
Pathfinder: Wrath
How do I run NwN in French? I have the Diamond Edition on GoG.
Go to you library, find the game, click on it and you should see the language options on top of the drop down "menu" that appears. Or choose the language through GOG Galaxy when you install it.
 

djcamodude

Novice
Joined
Oct 28, 2019
Messages
2
Clerics are somewhat OP in NWN so they tend to be a bit easier than most other classes you could play. Whether that is a good thing or not I suppose depends on whether you are looking for more or less challenge. If you have a tendency to neglect buffing, however, that might not hold since Clerics are all about buffs.

Dedicated warriors tend to have fewer tactical options than casters and Rogues, in NWN as in most RPGs, so are perhaps not the most interesting choice, though they are perfectly viable.

Rogue/Warrior multiclasses are a solid choice for Swordflight. They are decent in combat, and get lots of skills and special tricks that Swordflight will provide many opportunities to make use of.

Mages can be difficult to play, especially at low levels, if you do not know what you are doing, but can be a lot of fun if you do, and are probably one of the stronger classes at higher levels.

Barbarian

Some might be inclined to dismiss this suggestion as being inspired by an ulterior agenda, but if one does want to play a straight forward warrior Barbarian has more advantages in Swordflight than in most modules. Extra skill points are very useful in the series (especially if combined with a few Rogue levels), and there are also more significant advantages to some Barbarian class skills like Intimidate than is typical. They will gain access to special content (along with Druids and Rangers) through the tracking ability they are presumed to have.

Ultimately it really comes down to your personal preferences and playing style since Swordflight is meant to be playable by, and indeed to have special content for, any reasonable build.

Thanks for the help! I'll probably try a rogue/fighter mix, perhaps even a barbarian. The cleric thought was mainly for me to get used to constant buffing, but I'll probably save it for a dwarf evil run instead, to get the other options in chapter 3 and because I saw the Gate spell was buffed and I love the RP of being an evil cleric.
 

Hot Coldman

Educated
Joined
Jul 28, 2017
Messages
90
Clerics are somewhat OP in NWN so they tend to be a bit easier than most other classes you could play. Whether that is a good thing or not I suppose depends on whether you are looking for more or less challenge. If you have a tendency to neglect buffing, however, that might not hold since Clerics are all about buffs.

Dedicated warriors tend to have fewer tactical options than casters and Rogues, in NWN as in most RPGs, so are perhaps not the most interesting choice, though they are perfectly viable.

Rogue/Warrior multiclasses are a solid choice for Swordflight. They are decent in combat, and get lots of skills and special tricks that Swordflight will provide many opportunities to make use of.

Mages can be difficult to play, especially at low levels, if you do not know what you are doing, but can be a lot of fun if you do, and are probably one of the stronger classes at higher levels.

Barbarian

Some might be inclined to dismiss this suggestion as being inspired by an ulterior agenda, but if one does want to play a straight forward warrior Barbarian has more advantages in Swordflight than in most modules. Extra skill points are very useful in the series (especially if combined with a few Rogue levels), and there are also more significant advantages to some Barbarian class skills like Intimidate than is typical. They will gain access to special content (along with Druids and Rangers) through the tracking ability they are presumed to have.

Ultimately it really comes down to your personal preferences and playing style since Swordflight is meant to be playable by, and indeed to have special content for, any reasonable build.

Thanks for the help! I'll probably try a rogue/fighter mix, perhaps even a barbarian. The cleric thought was mainly for me to get used to constant buffing, but I'll probably save it for a dwarf evil run instead, to get the other options in chapter 3 and because I saw the Gate spell was buffed and I love the RP of being an evil cleric.

Live free.. go barbarian! ,-)
 

Inf0mercial

Augur
Joined
Jan 28, 2014
Messages
264
So i took a Pure Monk and a Pure wizard Necromancer to Chapter 3 and around Zazimport in Swordflight my thoughts are this.

As a second school maxing out illusion would have been a better choice then Evocation i forgot how aggressively powerful some of the later illusion spells are, but basically Wizards go from ok low level to kind of a struggle in Calimport to having a real struggle outside with the armies but then you hit level 15-16 and have enough blasting power and buffing power you can mostly sit back and pick off powerful targets or clear a room.

Once you get level 9 spells the power spike is unreal, lets see Summon balor has solved so far for me with not one other spell used, The entire lich area, the entire rouge Pirate area, that assassin mage house area.

Its unreal how powerful it is but considering your scraping and crying till you get there it feels earnt nearly. The real big spike points for the Necromancer was like i said level 9 spells that are amazing and level 7 for finger of death which with specialisation gives out a DC 28 at level 15, lets you basically one shot every boss with decent odds for success i give some examples i got Spider queen on second cast, Hobgoblin mage 1st cast his melee boss guy first time 1 cast second time 3 rd cast of it, considering their bonus is like plus 20 it only takes a middling roll for them to die, later on the ability to simply point at the boss in the room and watch it die is amazing.

Its why theoretically a speced Illusion char should be able to throw out things like colour spray and Phantasmal killer with high DC to things also Rouges which are a wizards Bane should die to those spells easily.

Basically ignore Summons ignore Utility, go full Blaster in town on your own, then go mostly buffing out of town with some high damage spells to kill bosses or mobs.

Monk is, i want to say its never a bad time or stupidly hard time but if you run into some elemental's you really need to have found a resistance item/potion because you can't use the spells, that's the real struggle, one of the actually amazing things is the sheer speed you have, combined with spring attack for no AOO and you can outrun every single enemy for room to heal if you have space, you feel like the flash with like 100% move speed or more, but yeah the lack of any native elemental resistance is a pain, my plan is basically monk 20/SD 1 then more monk for that SR with the speed and hide in shadows it will basically be immortal with monk saving throws and Spell Resistance going so high, nothing quite like walking into a finger of death and Resisting it.

It i will say feels amazing to wander through every trap in the world and take zero damage with the high uniform saves, nothing like being able to leave the mage in a room till last because half the time it fails to breach your SR and when it does you need to roll a 1-3 to fail your saving throw.
 

Jason Liang

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Oct 26, 2014
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Crait
This is why Druid is my favorite class (with Necromancy expertise). Finger of Death and you have the bear to make the levels easy until you get to Finger of Death
 

rogueknight333

Arbiter
Joined
Jul 31, 2017
Messages
348
As a second school maxing out illusion would have been a better choice then Evocation i forgot how aggressively powerful some of the later illusion spells are...

Not sure about Illusion being a good complement for Necromancy. The problem with focusing on Illusion is that there are just not very many offensive Illusion spells, most of those are bordering on being redundant if you also have Necromancy, and many mobs are going to be immune to them. Undead, for example, are going to be immune to most spells from both schools. Relevant Illusion spells are:

1) Color Spray: potentially useful but being a Lvl 1 spell limits its power (easier to save against).

2) Phantasmal Killer: Basically a lower level version of Finger of Death. The good part of that is you get it sooner and can cast it more frequently, the bad is that it is somewhat less powerful, as above. It also is stopped by Mind-Affecting Immunity, while Finger of Death is countered by Death Immunity. Obviously very situational which of the two is better. As a general rule mobs immune to one will be immune to the other, so it often does not matter.

3) Mass Blindness/Deafness: Blindness is a great status effect because almost nothing is immune to it, so this could have been a very useful spell if not for the fact that there will almost always be a better Lvl 8 spell. Sunburst, for example, also inflicts Blindness, does damage on top of that, and is more rather than less effective against Undead. Though Sunburst testing Reflex Saves while Mass Blindness opposes Fortitude saves could make the latter better in some cases.

4) Weird: Alternative to necromantic Wail of the Banshee that ignores Death Immunity but is countered by Mind-Affecting Immunity. As with Phantasmal Killer, which is better is very situational where it matters at all.

Another advantage to focusing on Illusion is that you can get one of your Focus feats for free by making your caster a gnome.

...Its unreal how powerful it is but considering your scraping and crying till you get there it feels earnt nearly. The real big spike points for the Necromancer was like i said level 9 spells that are amazing and level 7 for finger of death which with specialisation gives out a DC 28 at level 15, lets you basically one shot every boss with decent odds for success...

My upgraded Gate spell is a bit OP. This is partly for reasons of verisimilitude (Balors are supposed to be one of the most powerful creatures in the setting so it seems kind of stupid if one dies in 5 seconds which is all too likely to happen if Bioware's default Balor went up against a Swordflight mob) and partly to benefit evil characters, since it now also shifts alignment (though a good caster could get away with the occasional use of the spell).

I am also not as obsessed as some module builders with making bosses immune to everything. As a rule, I figure that in Swordflight even "trashmob" fights can often be very difficult and grueling, so if players balance that out by finding a way to cheese the occasional boss fight then more power to them. There are exceptions to that, though, and there will tend to be more bosses with a large repertoire of immunities as one gets into the later chapters.

Monk is, i want to say its never a bad time or stupidly hard time but if you run into some elemental's you really need to have found a resistance item/potion because you can't use the spells...

The usual trade off with Monks is that you get very significant defensive bonuses but tend not to have a lot of offensive punch.
 
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eXalted

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Dec 16, 2014
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1,213
Are Persuade/Intimidate/Buff and Crafting worth investing in Swordflight?

Also in Aielund?
 

rogueknight333

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Are Persuade/Intimidate/Buff and Crafting worth investing in Swordflight?

Yes. Having a high score in one of the three conversational skills can frequently be helpful. Opportunities to use crafting skills are limited, but there definitely are some.

Also in Aielund?

Persuade is, not sure about the other conversational skills. AFAIK, crafting is not.
 
Joined
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As a note, if you have spare skills points, crafting can be useful in campaigns where money is limited. Useless things like caltrops and other vendor trash can easily be crafted into traps, which sell for far more gold. Works out well for classes with high INT needs.
 

Andysks

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Dec 23, 2019
Messages
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Hi all, first time here. I didn't know there was a spot on codex where people talk about modules made with nwn and nwn2. I just found out, and I thought I'd say hi and introduce myself.

A while ago I released my NWN2 campaign on the nexus since I had technical trouble doing so on the vault. Some people told me that they hadn't seen my work because of that, and therefore I'm dropping this here.

The campaign is called Return of the Exile, and it still can only be found on nexus. If you play it and have any question or need any help, I am always available ☺.
 

Riddler

Arcane
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Bubbles In Memoria
Hi all, first time here. I didn't know there was a spot on codex where people talk about modules made with nwn and nwn2. I just found out, and I thought I'd say hi and introduce myself.

A while ago I released my NWN2 campaign on the nexus since I had technical trouble doing so on the vault. Some people told me that they hadn't seen my work because of that, and therefore I'm dropping this here.

The campaign is called Return of the Exile, and it still can only be found on nexus. If you play it and have any question or need any help, I am always available ☺.

What kind of campaign is it? What is the focus?
 

Andysks

Novice
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Dec 23, 2019
Messages
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Hi all, first time here. I didn't know there was a spot on codex where people talk about modules made with nwn and nwn2. I just found out, and I thought I'd say hi and introduce myself.

A while ago I released my NWN2 campaign on the nexus since I had technical trouble doing so on the vault. Some people told me that they hadn't seen my work because of that, and therefore I'm dropping this here.

The campaign is called Return of the Exile, and it still can only be found on nexus. If you play it and have any question or need any help, I am always available ☺.

What kind of campaign is it? What is the focus?

It's tough to explain to be honest. Think about it in the style of the original campaign, or Baldur's Gate. You just travel the world doing quests. The main story is on the epic side of things. Planar travel, gods and all that play an important role. Nothing is rushing you doing it though. I think I really tried to offer as little railroad as possible. Some of the specifics that would characterize the campaign would be

  • Custom world. I also include the world map as an reference image.
  • 60-70 hours of gameplay
  • Custom loadscreens
  • MotB resting system
  • 9 companions and a camp hangout
  • Influence system
  • More than 200.000 words of dialogue
  • More than 200 areas to explore
  • Of which 2 villages and 3 big cities, deserts, snow lands, flatlands, swamps etc.
  • 20 map points on the world map
  • About 60 quests.
  • Open world feeling
  • Plane traveling (The lore is close to Planescape cosmology)
  • Greyhawk pantheon to replace the Faerun one
The above are just copied from my nexus upload. If you want to read more you can follow the link. Also, AhTravesty does a playthrough on youtube at the moment. You can check it out if you want to see how it looks before playing :).

https://www.nexusmods.com/neverwinter2/mods/1147?tab=description&BH=0

https://www.youtube.com/watch?v=EDyiP2J5iFA&list=PLHLuB2j80VfIOUcZ3KrgbAlwItQebqxQL
 

Riddler

Arcane
Patron
Joined
Jan 5, 2009
Messages
2,354
Bubbles In Memoria
Hi all, first time here. I didn't know there was a spot on codex where people talk about modules made with nwn and nwn2. I just found out, and I thought I'd say hi and introduce myself.

A while ago I released my NWN2 campaign on the nexus since I had technical trouble doing so on the vault. Some people told me that they hadn't seen my work because of that, and therefore I'm dropping this here.

The campaign is called Return of the Exile, and it still can only be found on nexus. If you play it and have any question or need any help, I am always available ☺.

What kind of campaign is it? What is the focus?

It's tough to explain to be honest. Think about it in the style of the original campaign, or Baldur's Gate. You just travel the world doing quests. The main story is on the epic side of things. Planar travel, gods and all that play an important role. Nothing is rushing you doing it though. I think I really tried to offer as little railroad as possible. Some of the specifics that would characterize the campaign would be

  • Custom world. I also include the world map as an reference image.
  • 60-70 hours of gameplay
  • Custom loadscreens
  • MotB resting system
  • 9 companions and a camp hangout
  • Influence system
  • More than 200.000 words of dialogue
  • More than 200 areas to explore
  • Of which 2 villages and 3 big cities, deserts, snow lands, flatlands, swamps etc.
  • 20 map points on the world map
  • About 60 quests.
  • Open world feeling
  • Plane traveling (The lore is close to Planescape cosmology)
  • Greyhawk pantheon to replace the Faerun one
The above are just copied from my nexus upload. If you want to read more you can follow the link. Also, AhTravesty does a playthrough on youtube at the moment. You can check it out if you want to see how it looks before playing :).

https://www.nexusmods.com/neverwinter2/mods/1147?tab=description&BH=0

https://www.youtube.com/watch?v=EDyiP2J5iFA&list=PLHLuB2j80VfIOUcZ3KrgbAlwItQebqxQL

Thanks!

Is there any reactivity one should be aware of before starting? Is there more content for certain classes or races etc?
 

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