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Are there any recommended NWN or NWN2 forgotten realms mods?
I am looking for an exploration type mod set in the forgotten realms. There are quite a few NWN and NWN2 mods, anyone recommend any that you can explore around in the Forgotten Realms?
I like exploration and challenging combat. Doesn't have to be sandbox world but something with some explorable environments.
The best FR mod I know is Trinity (for NWN 2). I'm not sure it's exactly what you seek (more than half of it happens in a dungeon), but it's really worth playing. It's set in the Dalelands and you get four companions right from the start.
As NWN 1 you should try 3 modules by Alazander AL1:Siege of Shadowdale, AL2:Crimson tide of Tethyr and AL3:Tyrants of the Moonsea. They were designed as Premium Modules in mind by a guy from Ossian (Darkness over Daggerford, Mysteries of Westgate for NWN2). Or mod made by Hugie : Perchance to dream, other most are more miss than hit.
If someone know any good good for NWN2, I'm more than interested.
As NWN 1 you should try 3 modules by Alazander AL1:Siege of Shadowdale, AL2:Crimson tide of Tethyr and AL3:Tyrants of the Moonsea. They were designed as Premium Modules in mind by a guy from Ossian (Darkness over Daggerford, Mysteries of Westgate for NWN2). Or mod made by Hugie : Perchance to dream, other most are more miss than hit.
If someone know any good good for NWN2, I'm more than interested.
AL3 was supposed to be a premium module, but atari cut the whole premium module program before it was ready for release, AL3 is a bit short but AL 1 and 2 are great.
I just had a go at this, which has shot straight to the highest ranking of the NWN2 mod listings in the past couple of months.
It's not bad. A spellcaster-oriented mod, with limited resting and perma-death (albeit with 'replenish spell' potions and 'raise dead' scrolls blotted around everywhere) - its main draw is the inventive use of different spells outside combat. So you can cast Clairvoyance to receive information about enemy types in any given area, you can attempt to cast Charm Person, Sleep, or Dominate Person in conversation to overcome potential combatants, you can polymorph into a troll, then use the form as a disguise to negotiate in safety with a group of giants, etc, etc. Unfortunately, the module tends to be unnecessarily overbearing in letting you know when these opportunities have risen ('You have a sudden premonition that you could shoot a Magic Missile at the usable Icicles hanging from the ceiling directly over the troll, if you wanted to make this battle easier on yourself').
The level design's got quite a lot of ambition to it:
It's still ugly, as only NWN2 can be; in close-ups, particularly, those pointy rock textures look absolutely horrendous. But the scope of the wildernesses is definitely impressive.
The weakest element is the pacing, which is thankfully somewhat mitigated by the variety in enemy encounters. The entire first sequence, in particular, an escape-the-dungeon-crawl with a single Barbarian party member and a level 4 PC, followed by a trek through a couple of wilderness areas, isn't lacking for imagination and even has a couple of small divergent paths...but it just goes on for too fucking long.
Writing is...par, I guess. Nothing too bad, though it could've gone through the copy-editing wringer once more to catch various bits of missing punctuation and the repeated spelling of 'possess' as 'posess'. There are plenty of unique items with detailed descriptions, and a couple of awkward attempts at humour (there's about a dozen NPCs in the main town hub, and the modder decides four of them will be there for nothing other than to make explicit pop-culture references when the player clicks on them. Okay.) The two companions seem to be pressed on you; as with lots of these mods, the limited dialogue pretty much cajoles you into becoming their BFF.
I'm going to replay MotB, and wanted to play around with the companions a little. Does anyone know if there is a companion respec mod released for the OC/MotB?
Near as I can tell, the character editor only allows me to "de-level" companions to Level 1 in their class. Which isn't really optimal, though it's the solution I'll be using if I can't find another one.