Specific module recommendations?

There are many versions of Rhun. The one I use has the module titled “Rhun 2009_J” I think it is a modified version. It is one of the versions you can run as single player, indeed, but it requires a little fine-tuning for things to work properly in such an instance.

Thanks. I’ll try that version, if the one I brought up has any issues. So far however, it seems to work alright, except for one major gripe I found, that is, ammo actually has weight, screwing over any low strength characters and in the long run everyone without Bags of Holding.

I went and checked the one you’re using and it is newer, with several added systems. Will try it at a later date, but looks like you found the better option.

Yeah it is, according to the module’s last edited date. However, playing in singleplayer caused a crash issue to crop up after some time twice, my guess is either because of the regular character exports (for use in an actual PW), subrace system, certain heartbeat scripts or in my first encounter two recall portal items that shouldn’t exist on the same time on one character.

I tried setting up a solo private server on Diamond Edition and hopefully it won’t end up the same way.

Hi Olivier,

If you want something a bit different, and a challenge, then I recommend my own very unusual mod, Soul Shaker … Soul Shaker | The Neverwinter Vault

If you have ever played System Shock 2 (and liked that), then you may like this module, as it pays homage to it by being a kind of spiritual successor to that.

It is not an easy mod and requires thinking to understand and bypass the Watchers when you first encounter them.

Dealing With The Watchers Video … “Soul Shaker Alarm System” … https://youtu.be/JgQGMACjaag (link is external)

And I am still here (on the boards) to help/advise/guide/chat through it if you need be.

A suggestion anyway. :slight_smile:

Lance.

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I’d like to add to Werelynx’s suggestion that anything by Udasu is good., It is! I think Accursed Tower is fabulous. Also Eye of the Beholder by Rick “Dark” Francis and team is a favorite of mine. EOB 2 Darkmoon is also good. For me, the type of module depends on the mood I am in. Sometimes I want story. Other times just slash and burn

Hi TimG,

See my post above yours … If you want a really different style/challenge (NWN1), then you may find Soul Shaker something completely different. And I am still around (at the moment) to help guide/feedback if you need it.

NB: It is very different. :wink:

Cheers, Lance.

SPOILER ALERT********

Aribeth’s redemption is broken, alas. NPCs attack you on sight outside the walls of Neverwinter after you meet Lord Nasher

@XorinaHawksley I did not have this problem the last time I played this. Perhaps there are some other factors at play.

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I didn’t have this problem either.

SPOILER ALERT *********

I think I know what the matter is. I killed the two archeologists after the start room, then ignored the lizard folk afterwards

Am trying again without doing what I did previously and will let y’all know how it goes. It’s a great module. Intriguing. A kind of appendix to the OC, though have not completed the OC yet, as the 3rd and fourth chapter is a bit of a drag.

On the too many containers point, I take it you’re not keen on Monty Hall modules?

I guess? Though off the top of my head I can now only think of two modules that clearly made me think of this term, The Bard’s Tale adaptation and Tyrants of the Moonsea, and I liked both modules despite this (perceived) flaw.

What I don’t like is that it’s kind of a convention in NWN modules to put loot containers everywhere, without there being much rhyme or reason to it (why would heroes feel compelled to rummage through random barrels on the street - why are there even barrels on the street, or are they trashcans? :stuck_out_tongue_winking_eye: - or why would they be taking a peek inside common folks’ chests in their houses - unless they are thieves, but most modules allow to rob people in broad daylight without consequences?).

So there is this RP/story-telling issue, though I could overlook it if the looting was fun at least. But usually it isn’t, because it doesn’t really pay off most of the times. Picking up 1 GP as loot when good stuff costs hundreds or thousands of GP is not a reward, it’s a pointless chore. Same even with picking up a potion when you already have a score of potions that you don’t use.

Don’t get me wrong, 1 GP or a potion can be a great reward in the right context, if the module is balanced accordingly, but in most modules I feel it’s superfluous junk loot that is just there because it’s easy to copy the OC’s (equally weak) loot system and people have become accustomed to it. I don’t feel like much thought has gone into how much fun it actually is to run from container to container for such meagre rewards. You might say noone is obligated to do that, it’s just unnecessary OCD / completionist behaviour, and you would be right in most cases, but you can never know what you’re missing until you’ve checked. There’s a (small) chance that some containers might actually contain something important that you’re expected to pick up. Ok, maybe I have Fear Of Missing Out, too, lol. But I always think if the author put it there, it must be for a reason, so I won’t just ignore it.

Anyway, I much prefer it if authors put thought into the loot system, respect a player’s time and favor e.g. one container with worthwhile content in a place that makes sense over randomly placing 10 containers with measly rewards all over the place.

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Sice I’ve invented the autolooting system for containers in the open, this is no problem anymore. You may loot all the 30+ containers (i. e. at the harbour of Neverwinter) with a simple click, no time is wasted. And maybe you’ll make a good fetch!.

So like a wand of looting?

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I want this wand of looting!

I recall referring to the Monty Hall nature of the OC humorously to Mr Oster on Twitter,
and that you could burglarise townsfolk in their own houses with gay abandon without them batting an eyelid, unlike Baldur’s gate, when the cops were called if you were seen.

Personally I open EVERY box, chest, bookshelf and cupboard I see, even then books and torches are worth a GP each.

I believe your protagonist needs to front load themselves with quickly sellable treasure, jewels and cash in episode 1, as upgrades get expensive very fast once episode 3 comes around.
This is where high lore and appraisal significantly improves wealth

A page of my inventory is filled with magic bags.

Maybe my statement was a bit misleading. Sorry. Since it’s not possible to determine the treasure script of a container in version 1.69 of the game, a properly programmed autolooting function is not possible here. So this feature is only available in my module “Bloodfeud”.

This has changed in EE, maybe an EE-developer can do some scripting?

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