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Lilura: I doubt it's better than Swordflight (:P), but I'll give it a whirl. Thanks for the heads-up.
Different strokes, one thing to note is, depending on your choices, Dance can be half porn.
Anyone have a list of good mods to try that don't require the CEP? I tried installing Aielund, but the CEP is egregiously large--even though my computer was telling me I had 5 GB free, I couldn't finish unzipping it (I run the game on a partition on a Macbook, so my space is a bit more limited than most). Looks like Swordflight might not require it, although I'm a little leery of starting a module that seems to be in progress. I'm mostly interested in modules that will allow me to take the same character from low levels to high levels (along the lines of SoU-Hordes), which is why the Aielund Saga appealed to me...the premium modules, for instance, felt way too short. So far, I've started Tales of Arterra, which I do expect will keep me busy for a while.
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white_lancer: Anyone have a list of good mods to try that don't require the CEP?
If I remember correctly, most of the modules in the first post are cep-free, but don't remember for sure.
Hi all.

Can anyone recommend a really challenging, long module? Preferably with a lot of pen-and-paper feel and overall challenge level, having to build your character wisely, etc., and preferably with at least 60-100+ hours of game time?

So far I've found Tortured Hearts 1 & 2 that perhaps fit this description. Any others?

Thanks!
Post edited March 03, 2017 by fluent2332
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fluent2332: Hi all.

Can anyone recommend a really challenging, long module? Preferably with a lot of pen-and-paper feel and overall challenge level, having to build your character wisely, etc., and preferably with at least 60-100+ hours of game time?

So far I've found Tortured Hearts 1 & 2 that perhaps fit this description. Any others?

Thanks!
Taken together, Swordflight 1,2,3 must be about that long and is among the most challenging modules at least for fighter types(I don't play spell casters). Your character must be optimally built, and you must use all available resources (buffs, potions).
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fluent2332: Hi all.

Can anyone recommend a really challenging, long module? Preferably with a lot of pen-and-paper feel and overall challenge level, having to build your character wisely, etc., and preferably with at least 60-100+ hours of game time?

So far I've found Tortured Hearts 1 & 2 that perhaps fit this description. Any others?

Thanks!
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PeterScott: Taken together, Swordflight 1,2,3 must be about that long and is among the most challenging modules at least for fighter types(I don't play spell casters). Your character must be optimally built, and you must use all available resources (buffs, potions).
That sounds great. Do you import your character from each game into the next one, i.e. it's "one" long module? Thanks!

Edit - Looks like you can. Nice.

Would anyone be interested in seeing a Let's Play of either Tortured Hearts or Swordflight? I might start one of them and do a YouTube series for them. I have an older (unfinished) one for Saleron's Gambit as well I could finish.
Post edited March 03, 2017 by fluent2332
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Leroux: I just have time for one suggestion right now (besides, once you get me started this list would go on and on :D ), but I noticed the Fate of the Auren series by Fester Pot wasn't mentioned yet: <span class="bold">Almraiven</span> and <span class="bold">Shadewood</span>, a third part is in the making. It's a series for wizards or sorcerers with a connection to the Land of Dead, light on hack and slash, focusing more on story, roleplay and puzzles, and it's quite unique, with beautiful area design and music, an intrigueing story and setting, a little mystery, a little horror/suspense and eerie atmosphere.

And yeah, everyone should check out Baldecaran's Prophet series and Stefan Gagne's Excrucio Eternum (both already listed), they're ingenious.
Yeah I have played neverwinter nights almost two years ago.. I've played both almraiven and shadewood custom modules and I have fun playing it...But the third module - the fate of the auren seems to be abandoned I've tried to contact fester pot on neverwinter vault but he keeps saying it's on the works and that was almost a year ago.. I don't know about his whereabouts but the two modules is worth a try.
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Xanders025: Yeah I have played neverwinter nights almost two years ago.. I've played both almraiven and shadewood custom modules and I have fun playing it...But the third module - the fate of the auren seems to be abandoned I've tried to contact fester pot on neverwinter vault but he keeps saying it's on the works and that was almost a year ago.. I don't know about his whereabouts but the two modules is worth a try.
What's wrong with saying it's in the works, even if that was a year ago? Keep asking the same question, keep getting the same answer. Seems reasonable to me. As for his whereabouts, well he hasn't posted on his blog in a while (which I've pestered him about), but it's pretty EZ to see that the guy is active on the Vault. And I was just talking to him on PM the other day, so it's not like he's MIA or anything.

***

Anyway, here is the latest post from my blog: Baldur's Gate-esque Campaigns for Neverwinter Nights
Post edited March 06, 2017 by Lilura
I've moved on from Tales of Arterra--the game itself was intriguing, but it didn't really fit my style of play. Too many ridiculous magic items from very early on, especially for your henchmen (and the henchmen are so powerful it makes the player character feel redundant). Also, the first part of the first module was very linear...I'm hoping I simply missed something I was able to do after getting the henchmen, because the only path I found led to an area that was too high level even for my ridiculous allies. The city is so large, though, that it's a little tedious running around to try to make sure you're not missing something.

In its place, I've started The Wanderer, which is the opposite of Arterra in many ways (although the sprawling design of the areas remains). As the original post said, it starts out very slowly, but I am enjoying it...mostly. I do wish I hadn't played as a Rogue, however, as (minor spoilers) you don't seem to get a companion or anything, so large groups of enemies or enemies with damage reduction/sneak attack immunity (or enemies that I simply miss with my sneak attack attempt) have been nearly impossible to deal with, especially as you can't really get magic items to make up for your shortcomings. That aside, it feels a lot more realistic than most instances of NWN that I've played, especially after playing the ludicrous item-fest that was HotU, and it gives a nice sense of time/character progression that doesn't feel forced. I wouldn't want to play it with a low-Charisma character, though, or one that struggles without support.
Darkness Over Daggerford developer, Damian B aka Luspr, has shared the first part of his insights into DoD's development, beginning with this comment. If you have any questions for him, now is the time to ask! You may comment anonymously on my blog if you don't have a Google+ acc.
Post edited March 10, 2017 by Lilura
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white_lancer: I've moved on from Tales of Arterra--the game itself was intriguing, but it didn't really fit my style of play. Too many ridiculous magic items from very early on, especially for your henchmen (and the henchmen are so powerful it makes the player character feel redundant). Also, the first part of the first module was very linear...I'm hoping I simply missed something I was able to do after getting the henchmen, because the only path I found led to an area that was too high level even for my ridiculous allies. The city is so large, though, that it's a little tedious running around to try to make sure you're not missing something.
If I recall, the first module and early bits of it were the weakest parts of Aterra, but even that is good once you figure out what's actually going on. Bit of a sad story of bunch of folks trying different methods of dealing with bad stuff. It gets awesome and super epic later on. If you really dislike being ridiculously powerful towards the end, it's not for you. Otherwise, I'd suggest giving it a new try.

In its place, I've started The Wanderer, which is the opposite of Arterra in many ways (although the sprawling design of the areas remains). As the original post said, it starts out very slowly, but I am enjoying it...mostly. I do wish I hadn't played as a Rogue, however, a...
I think I made the same mistake, but it turned out fine after I multiclassed to a ranger. Felt right for the setting too.
Yeah, I'll have to give Arterra another shot. I don't generally mind playing a ridiculously powerful character...actually, I'm mainly looking for modules that will allow me to start at a low level and eventually progress to high-power, which Arterra certainly fits. I think seeing the crazy equipment the henchmen got seemed a bit ridiculous and redundant so soon after playing through HotU, so perhaps I'll be more interested in it with some distance between those campaigns. :)

The first part of The Wanderer just felt so different from most other campaigns, so I enjoyed it a lot for its uniqueness...even though solo Rogue was pretty difficult. So far, I'm not enjoying the second part as much, though...at least at the start, it reverses a lot of the things that made the first part feel so unique. It's nice actually to have henchmen, but it may have gone a little overboard in that at this point, and the leisurely pace is suddenly replaced by something a lot more urgent. I'm certainly still interested and will continue the game, but it's got a way different feel.

I've also been playing Firestarter's Ravenloft campaigns...honestly, I might recommend just skipping the first installment and starting with the second one. The first module (Return to Ravenloft) had some cool stuff in it and was not awful or anything, but I found it to be glitchy and overall lower quality, and I'm not sure you're really missing too much if you just go straight to Beyond the Gate. That's where the storyline really kicks off, and it's both more interesting and much better done. The first module I played mostly as a change of pace from The Wanderer, while I got legitimately invested in Beyond the Gate.
Ex-Ossian developer Damian B continues his insights into DoD development. It's now question time so feel free to fire away. (I'd rather you post with an identifier but anonymous users may post comments, too).
Post edited March 16, 2017 by Lilura
Can someone explain how to enable ACP for these modules? Jarmo mentioned it at the begining of this thread.
I tried downloading both:
-the main file: put the .hak in hak and override folders, .tlk in the tlk folder;
-and beta files: same process
and both times I ended up having the ACP menu as a part of my crafting menu, but when I select a fighting style nothing happens.
Next I used NWN explorer to extract the hacks (on clean install) and ended up:
-flying when I select the assasin's style
-mounting a horse when I select the others

This is becoming hilarious I know... So please, if anyone can help me...
Detailed instructions would be much appreciated :).
Post edited April 01, 2017 by danilo.zejak
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danilo.zejak: Can someone explain how to enable ACP for these modules? Jarmo mentioned it at the begining of this thread.

Detailed instructions would be much appreciated :).
I'm not sure and... I think it changed from version to version...
but my guess would be to unintuitively, just put the .hak to the override folder and nothing else anywhere else.

It's confusing because there's stuff for players and there's stuff for module builders and no indication what is what.
Might work for some modules but not for others, might break some incompatible modules. :/