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NWN The Blades of Netheril: Doom of Icewind Dale - NWN1 OC sequel DLC from Ossian's Luke Scull

Turn_BASED

Educated
Joined
Jul 2, 2022
Messages
305
Oh yeah! its time.

4nCrjTZ.jpeg
Wtf is that yen? Did you only pay the equivalent of 25 cents in USD for this?

Edit: nvm that’s gotta be Chinese yuan, I had no idea that they used the same symbol for their currency. $5 is still a steal tho
 

Luke Scull

Ossian Studios
Developer
Joined
Aug 22, 2019
Messages
99
Remove magical items from random cupboards/chests in Shadowdale and the surrounding farms.
So I just bought Doom of Icewind Dale. After exploring the first town a bit I found a sapphire and 1,000 gp in a chest sitting on the side of the street. I immediately thought of this LOL.
Which town is this? It's been a while since I did a run through, but I can't see a chest with 1,000 gp and a sapphire in the toolset.

Locked chests with valuables in a city docks area makes sense to me. If it was unlocked, it's probably an oversight and something I'll fix in an update.
 

Yosharian

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Messages
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Location
Grand Chien

Luke Scull

Ossian Studios
Developer
Joined
Aug 22, 2019
Messages
99
Luke Scull, any chance you could provide, without spoilers, of course, a clue or general idea what classes the available henchmen will be in DoIWD so as to give prospective players like me a better idea what class their character should be in order to avoid too many e.g. Illusionist / Monks in the party at the same time?

Man, that was a long question...
There's a bard, a warrior-priest, a mage, a rogue, and a barbarian among the henchmen.
 

Turn_BASED

Educated
Joined
Jul 2, 2022
Messages
305
Remove magical items from random cupboards/chests in Shadowdale and the surrounding farms.
So I just bought Doom of Icewind Dale. After exploring the first town a bit I found a sapphire and 1,000 gp in a chest sitting on the side of the street. I immediately thought of this LOL.
Which town is this? It's been a while since I did a run through, but I can't see a chest with 1,000 gp and a sapphire in the toolset.

Locked chests with valuables in a city docks area makes sense to me. If it was unlocked, it's probably an oversight and something I'll fix in an update.
I was on a bender last night, sorry. They were split up. One had a sapphire in it, the other had over 1k gp. In the first town with all the refugees. I think the one with the gold was locked but I was like wow who's leaving this stuff outside lol

Anyway not trying to crap on the module, I'm having a good time and thanks again for keeping these going. I'll continue to buy whatever premium modules you put out.
 

Nerevar

N'wah
Patron
Repressed Homosexual
Joined
Jul 10, 2017
Messages
1,151
Location
Balmora
Make the Codex Great Again! Pathfinder: Wrath
So I imported one of my characters from OC. A certain henchman remembers stuff I did for them do they still have the same conversation if I make a new guy or didn't do the henchman sidequests?
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,806
Phew, was growing roots here! Skimming the store page, it all sounds good but this bit in particular about the new music "bringing Icewind Dale to life in all its majestic beauty" - setting high expectations to go in with that one. :-D

Gargaune Will you review?
Yeah, should be good for it. At 10-15 hours, I'd say play through it next week and have a review the week after.


P.S. Luke Scull, who posted a keyholed screenshot on your GOG page? I've come around on the feature, it's useful, but probably not the best promo material.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
19,135
Pathfinder: Wrath
Contrary to my previous statement, I decided to buy it to support the overall project and further campaigns for NWN. Long campaigns are rare due to the nature of the beast. Hopefully, the entire thing gets made and isn't left at 2 out of however many chapters/parts it should've gotten. It says 7, but creative undertakings sometimes have a mind of their own and decide to either be shorter or longer than you originally planned, so I wouldn't force myself to create 7 parts if the muse juice runs out at 5.
 

Crispy

I feel... young!
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Messages
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Strap Yourselves In
Luke Scull, I've noticed, in the starting town, that the shadows for many of the buildings pop in and out once you run around and/or rotate the camera. I've tried with both my override and hak folders empty. Haven't seen this with any other module.

Disabling the option 'Enable Environment Shadows' clears it up, but obviously looks worse.

Any ideas?
 

Luke Scull

Ossian Studios
Developer
Joined
Aug 22, 2019
Messages
99
Luke Scull, I've noticed, in the starting town, that the shadows for many of the buildings pop in and out once you run around and/or rotate the camera. I've tried with both my override and hak folders empty. Haven't seen this with any other module.

Disabling the option 'Enable Environment Shadows' clears it up, but obviously looks worse.

Any ideas?

Odd. I'll do some investigating.
 

Crispy

I feel... young!
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Strap Yourselves In
Luke Scull, I found another graphical anomaly. Kinnuki's unique helm (which can't be removed) casts some pretty bizarre ray-shaped shadows, especially from indoor light sources:

5RRZW1I.jpg


Your module also seems to be an exquisitely good example of the bad hitching/stuttering problem NWNEE experiences when there are a good number of NPCs on the screen at once, which is something that to my knowledge is impossible to completely eliminate.
 

Crispy

I feel... young!
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Strap Yourselves In
Another complaint: I don't understand what's going on with the A.I. of my henchman. In other modules, equipping any of my party members with a missile weapon still allowed them to (intelligently) swap back to their primary melee weapon(s) once an enemy was close enough to them. Not true here. Kinnuki, for example, when manually equipped with a heavy crossbow +1, will stupidly rush up to an enemy and continue trying to shoot at it while within melee range. He's also, incidentally, really stupid when it comes to his spell usage, constantly provoking AoO's on himself by unnecessarily casting spells with foes right on him when he should be using his greataxe. I might have to disable his spellcasting altogether.

Some of the dialogue options with henchman that I'm accustomed to, even in e.g. TotM, are missing. I can't tell stealthy characters when to stay hidden, for example. There are no buffing requests or "play your bard song now" from my henchmen, either.

What the hell? This is supposed to be a "premium" module!
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
19,135
Pathfinder: Wrath
Another complaint: I don't understand what's going on with the A.I. of my henchman. In other modules, equipping any of my party members with a missile weapon still allowed them to (intelligently) swap back to their primary melee weapon(s) once an enemy was close enough to them. Not true here. Kinnuki, for example, when manually equipped with a heavy crossbow +1, will stupidly rush up to an enemy and continue trying to shoot at it while within melee range. He's also, incidentally, really stupid when it comes to his spell usage, constantly provoking AoO's on himself by unnecessarily casting spells with foes right on him when he should be using his greataxe. I might have to disable his spellcasting altogether.

What the hell? This is supposed to be a "premium" module!
Do you have TonyK's AI installed? If yes, remove it for this module. If not, install it. Sometimes it conflicts with the scripts of the module itself and makes party members and NPCs go coconuts. On the other hand, the base game AI is very bad and has been forever, so you should have it installed generally.
 

Crispy

I feel... young!
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On the other hand, the base game AI is very bad and has been forever, so you should have it installed generally.
I don't mean to argue with you, and thank you for the tip, but this module, being Premium, shouldn't require TonyK's A.I. scripts to behave in the same way that a module such as Tyrants of the Moonsea does, which is free. And does NOT require anything extra to behave like I described above.

But, I'm willing to try it just to see if it improves things with DoIWD. Is this the correct version of it to install for NWNEE and, if so, and I just want to use the hak version, do I just simply copy the download's .hak files into the Documents\Neverwinter Nights\hak folder?
 

Lacrymas

Arcane
Joined
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Messages
19,135
Pathfinder: Wrath
On the other hand, the base game AI is very bad and has been forever, so you should have it installed generally.
I don't mean to argue with you, and thank you for the tip, but this module, being Premium, shouldn't require TonyK's A.I. scripts to behave in the same way that a module such as Tyrants of the Moonsea does, which is free. And does NOT require anything extra to behave like I described above.

But, I'm willing to try it just to see if it improves things with DoIWD. Is this the correct version of it to install for NWNEE and, if so, and I just want to use the hak version, do I just simply copy the download's .hak files into the Documents\Neverwinter Nights\hak folder?
That one is meant to be used with the module installer that I recommend you use too. If you don't want to use it for some reason, use this version of TonyK instead. The EE version of Tyrants of the Moonsea isn't free btw.
 

Crispy

I feel... young!
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Strap Yourselves In
The EE version of Tyrants of the Moonsea isn't free btw.
You're right, my mistake, but my point on it still stands.

I used the hak version of the one I linked above and now both Kinnuki and Shaelyn seem to be properly switching between their missile and melee weapons. Big improvement. I'll keep testing to see if anything weird happens, but I'd prefer the hak version since it's so easy to remove if necessary.

Edit: they both say version 1.08, so I think they're essentially identical.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
19,135
Pathfinder: Wrath
The module installer makes everything easy to install and uninstall, so don't be hesitant to use it, especially if you play NWN regularly and want to try a lot of modules.
 

Grunker

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On the other hand, the base game AI is very bad and has been forever, so you should have it installed generally.
I don't mean to argue with you, and thank you for the tip, but this module, being Premium, shouldn't require TonyK's A.I. scripts to behave in the same way that a module such as Tyrants of the Moonsea does, which is free. And does NOT require anything extra to behave like I described above.

But, I'm willing to try it just to see if it improves things with DoIWD. Is this the correct version of it to install for NWNEE and, if so, and I just want to use the hak version, do I just simply copy the download's .hak files into the Documents\Neverwinter Nights\hak folder?
That one is meant to be used with the module installer that I recommend you use too.

Interesting. The people on the PRC Discord warned against using NIT. I modded manually for that reason.
 

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