The Maimed God's Saga Campaign Release in 8 Days
#51
Posté 22 août 2010 - 02:50
The sundial is set off the same script, so that's probably a good indicator.
Your companion will then see some lights across the harbor, so it was necessary for it to be at night.
#52
Posté 22 août 2010 - 02:50
Turns out, my character's constitution is drained. Then all of my spells have been used already. My companion and I are both at 1 hp. I'm in the manor, but not allowed to sleep or regain abilities because we're "hot on the trail" of the villain. I'm screwed, aren't I?
#53
Posté 22 août 2010 - 03:02
#54
Posté 22 août 2010 - 03:03
jackkel dragon wrote...
Er... I think I'm near the end of Act 2, but I've run into a huge problem. Note: I don't have any saves from before the problem, as I didn't expect it.
Turns out, my character's constitution is drained. Then all of my spells have been used already. My companion and I are both at 1 hp. I'm in the manor, but not allowed to sleep or regain abilities because we're "hot on the trail" of the villain. I'm screwed, aren't I?
You can give yourself cure and restoration scrolls or potions in the console: http://www.gamefaqs....ts-2/faqs/46452
DebugMode 1
giveitem nw_it_spdvscr401
...
giveitem x2_it_spdvscr402
...
DebugMode 0
It's that or redo a lot of the module.
EDIT: What Tiberious said.
Modifié par nicethugbert, 22 août 2010 - 03:07 .
#55
Posté 22 août 2010 - 04:03
Tiberius209 wrote...
No. Keep going. Tyr is with you.
Nice. I'm not sure what to interpret that as. Full heal (ForceRest) before big bad? Joke? Serious comment relating to the module theme?
Tyr works in mysterious ways...
Too bad about a certain character... don't want to spoil it here, though.
Edit:
Modifié par jackkel dragon, 22 août 2010 - 04:04 .
#56
Posté 22 août 2010 - 05:53
I got my own just thought I would pass that info on in case you want to field spoiler questions about your module etc without the general forum seeing all the secrets.
#57
Posté 22 août 2010 - 07:09
Almost finished, I think. I believe I found a funny easter egg in Act 2... raising the question: Is there going to be a sequel of any kind for this module?
This is a great module, I've been waiting for a powerful story-driven experience like this for a while now, and Faerun in this module is far more interesting than the default.
#58
Posté 22 août 2010 - 07:36
jackkel dragon wrote...
This is a great module, I've been waiting for a powerful story-driven experience like this for a while now, and Faerun in this module is far more interesting than the default.
Agree with this. Faerun in this mod is a much darker, nastier place where corruption lurks around around even the most brightly lit of corners, and the gods are real bastards. As a character, my cleric remains totally devoted (even more so), but as a player, I was really pissed off with Tyr when he explained .. certain things. Gave me a real impression of how the gods are so removed from their followers, even from their clergy, that we're all just gamepieces to them. Very interesting stuff.
#59
Posté 22 août 2010 - 11:45
Make my own forums? How so?
jackkel dragon,
What easter egg? There are some throughout, but I'm curious to hear what you found that points to a sequel.
#60
Posté 22 août 2010 - 03:30
then click create project
then create a "discussion" and put the link here or just on your vault page or both etc.
I would show you mine but its a pre-beta so I dont want people to see spoilers, but Im pretty sure its set to anyone can access anyway lol
#61
Posté 22 août 2010 - 05:13
Tiberius209 wrote...
jackkel dragon,
What easter egg? There are some throughout, but I'm curious to hear what you found that points to a sequel.
Grr... the "book" just got taken away from me... I think it was (roughly) : "Saleron's Gambit: The Unwritten Epilogue." It said that everyone did heroic things, then died. Near the end some of the wording was confusing to me, said something about SG not continuing and something about "wouldn't you rather have more of the Maimed God Saga?" or somthing like that... Could have been a reference to how long TMGS took to make?
I also found a book named after a usename that's familiar... can't remember it exactly (starts with "Al.")
#62
Posté 22 août 2010 - 07:02
I'd also really like to recommend the module to everyone. I think I'm approaching the end now and it's a hell of a ride. I usually don't like story-based mods because they tend to be very limiting to the player and very linear but this mod is very cleverly designed, gives the player choices and it doesn't hold hands. It's a real treat.
In fact, I was planning on not playing much these last few days but I've had a hard time putting it down.
#63
Posté 23 août 2010 - 11:57
Yes, there were several in-jokes as you both caught onto. As for hints about future TMGSs, they are definitely there, but after the long development process for this campaign, I'm not sure I have time to follow any of them up.
#64
Posté 24 août 2010 - 08:47
Tiberius209 wrote...
jackkel dragon and Leinadi,
Yes, there were several in-jokes as you both caught onto. As for hints about future TMGSs, they are definitely there, but after the long development process for this campaign, I'm not sure I have time to follow any of them up.
I could gush incoherently for a few paragraphs telling you how amazing this module was, but I'll try not to embarass anyone by keeping it simple. Your module is my favorite NWN2 module I've played. I'm very picky about what I play, and there may be other good modules out there, but I think this is one of the best story modules out there for NWN2. To me, it's better than Mask of the Betrayer. I'm glad you took the time and effort to see this project through.
I'd understand if you have other things to do, modules to make, work to finish, etc. But if you ever decide to make another TMGS module (maybe after a break), or any other kind of project like this, let me know. There are scant few professional-quality story modules that ever see the light of day, but this module has earned its place (at least in my mind.)
Being completely honest: the only things that made this module difficult for me were the limitations of the NWN2 engine (unvoiced dialogue passing by at a random rate, movement/camera controls.) The only thing I'd suggest for any future patches would be to hint at the fireplace chats and sleep/prayer quest openings in-game (I love how the player has to think for this module, but at least the prayer/sleep quest openings should be hinted at somewhere, I spent 2 hours trying to figure out what to do.) Besides that, the only thing that really can be "fixed" are any bugs. (I can't imagine adding VO, the imagination required for character voices and the narrative text really brought back the good side of text-only dialogue.)
PS: You may want to "edit" the first post to set the title to something about this module being released, if you haven't already opened another topic for the release. I don't want anybody missing out on this masterpiece.
I'm going to excuse myself to go vote for this module on the NWVault now. Good work.
Edit: I'm back to gloat that I increased the rating of TMGS on the vault by .01
It's the least I can do for a module I enjoyed so completely. I'm not in the position to say this, as I only heard of this module last week, but I believe that this module was worth the (3 year?) wait.
Modifié par jackkel dragon, 24 août 2010 - 09:07 .
#65
Posté 27 août 2010 - 03:15
The only module I know where you can play a cleric as a cleric and not just a buffed fighter. You don't need to be buffed all the time to succeed. You don't have to beat on everything that crosses your path in order to succeed either. Tyr was brought to life in this module and he's no stiff or fool, but he is not all powerful or flawless either. The gods are flawed but they are gods. Also, it turns out I happen to be a champion Tyrran player even though Tyr's not very Presidential.
The dialog is action and consequence packed. It's not just a bunch of words all leading to the same result. It all flows sensibly. Spell use in convo is awesome fun.
My one critique is that Verona's skill set was under utilized, primarily before the third act, and she was a bit gimpy in her skill set. Her search skill, for instance, I don't remember using it at all.
The item and magic level works great for this module. Mundane items are important and useful. You can get plenty of gold for this module by selling off your enemy's weapons and armor.
I know your time is limited, Tiberius209, but, when you get the chance to make another module, I hope it'll be one based on Hoar so we can explore the idea of justice more fully. Also, while you would be in the process of sorting out the difference between Hoar and Tyr, I hope it would augment TMGS or lay the foundation for TMGS 2. Tyr and Bane are both trying to sway Hoar, so that tug or war should be interesting to play with as the one being tugged as well as his brand of justice and the itinerant, partly mercenary, nature of his clergy.
Modifié par nicethugbert, 27 août 2010 - 04:46 .





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