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Wulverheim Version 1.02 is now ready for download!


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#1
Shockwolf

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REQUIRES EXPANSIONS Mask of The Betrayer and Storm of Zehir OR the
Platinum Edition.



DOWNLOAD AT THE NWVAULT!

Please visit the website for all information related to Wulverheim


Please feel free to join the Wulverheim forum so that you can ask any questions, discuss Wulverheim and report any issues.

The Wulverheim Wiki needs your help. Please feel free to contribute what you learn while playing.

Wulverheim is also on Facebook!


Introduction


Wulverheim is a Neverwinter Nights 2 Campaign Module inspired by The Elder
Scrolls IV: Oblivion. Experience a beautifully hand crafted Sandbox
open world and game play concepts never before seen in Neverwinter
Nights. Live another life in another world, create and play any
character you can imagine, from the noble knight paladin to the
sinister cult blackguard.

Explore the province of Wulverheim, and talk to the locals. See what
troubles them and help them for rewards or simply cause whatever
mayhem your dark heart desires.

One thing will lead to the next, but where will it end?

Your Fame and Fortune or Your Doom?

Although this is a fully released and playable version of Wulverheim, please
bare in mind that it is still work in progress. Many more quests and
areas do need to be added and you may notice this as you play.
Despite not being finished, Wulverheim is considered to be a very
well polished game, but still, I cannot guarantee there will not by
any bugs and errors. Any problems that you encounter might be able
to be fixed in up coming versions, so please raise any issues you
find in the forum.



Features

Adaptive Encounters to challenge any Character level, Crafting, House
purchasing, Own a horse to quickly travel between towns, Equipment
storage accessible from any bank and player house (KEMO), Diplomacy,
Bluff, Intimidate, Party creation, Cohort recruitment, High magic,
Joinable Guilds, many quests, skill buffs through paid training,
sleep in beds to pass the time and refresh your character,
exploration, large dungeon crawls, random loot and Criminal records
that have consequences.



Coop/Multiplayer

Wulverheim should be compatible with multiplayer, ideally as a coop with a small
group of friends who are working as a party.

It is very important that you take the following information into
consideration before attempting to play Wulverheim as a multiplayer,
else you could get on your fellow players nerves...

Firstly you might be glad to know that playing Wulverheim Online or over a
LAN is nothing like playing the OC that way. You will not be forced
in to viewing other players Cinematic Conversations and you will not
be teleported beside other players when they move from area to area.
You can all go your separate ways within limits...

Because of the limitations of Neverwinter Nights 2 itself, it can only run 1
module at a time and this includes hosting Multiplayer games.
Because Wulverheim is so large it needs to be split into multiple
modules in order to run in a stable manner, be optimised and speedy.
Think of a module as a Zone full of various areas including terrain,
towns, interiors and dungeons e.t.c. If you or one of your fellow
players leaves a module to go to the next module (This is called
Transitioning), NWN2 will unload the current module, load the next
module, and will move ALL of the players connected to the game with
the player that made the move. That's not to say you can't go back
to the previous module, because you can. However it will be very
irritating for a player who is trying to turn in a quest for a reward
or shopping at the Blacksmith, only to get whisked away from it,
because a careless player exited the module to move to the next,
wouldn't you agree?

For this reason I will let you know which Modules or "Zones"
Wulverheim has been divided into for your information. This way
players can consult their map, the list below and can know which Zone
they are in before they attempt to cross into another Zone. Ideally
you will want agree with your fellow team mates before its time to
move on.

Wulverheim is split up into 12 Modules or "Zones" and they are:

Brockbank
Bay
County
Gallimere
Jaggatooth
Mountains
Krypdyr
Marsh
County
Liascelyn
Oaknest
Forest
River
Burly Griffin
The Gull
Coast
The
Slegge Crags
Veiskille
River
Welwyn
Valley
Wulverberg


Please note that I have not tested this version of Wulverheim in
multiplayer. If you have any problems, please raise it in the forum.


Installation

Before installing Wulverheim please make sure that any previous versions of
Wulverheim have been uninstalled and that the Override folders are
empty in both the Neverwinter Nights 2 folders:

C:\\Program Files\\Atari\\Neverwinter Nights 2\\Override (By default)

And

My Documents\\Neverwinter Nights 2\\Override


It is possible that if you have overrides installed that are not a part of
Wulverheim, then game crashes, strange in game behaviour and bugs can
occur. Wulverheim has a lot of custom content that may conflict with
any you have installed your self.



NOTE:
If you still wish to keep what is in your override folder for other
modules then an easy way around this is to rename the Override folder
to something else like; Override(1). Then you can create a new empty
Override folder for Wulverheim before you install it. When switching
back and playing your other modules you can then rename the new
Override folder (for Wulverheim) as Override(2) and then rename
Override(1) back to Override. Just like flipping a switch!


To install Wulverheim simply double click the installer exe file that
you downloaded and follow the instructions. It will install all of
the necessary files and folders the appropriate destination in the
‘My Documents’ folder. Please do not change the directory
otherwise Wulverheim will not work.

WARNING:
Some files in your My Documents/Neverwinter Nights 2 folder may be
overwritten. It would be a good idea to back up any custom content
in these folders that you may want to keep. This is just in case any
of it gets replaced with a different version included in the
Wulverheim package. Saved games, other modules and local vault
characters should be safe during this installation.




Note to other Developers:


I have removed the TRN files from Wulverheim as they are purely toolset
files and are not needed to play. This also decreases the overall
package size for download. As a result you will not get much if you
try to open my areas in the toolset. If you enjoy pilfering prefabs
then I will recommend my prefab package, here.


Do You Have Trouble Downloading Huge Files? Well now... you best get Free Download Manager then!









Disclaimer

Although he has done his best to make sure that this file is malware free and
that it installs without destructiveness, Shockwolf the author of
Wulverheim takes no responsibility for any data damage or loss,
viruses, spyware, hair loss, wart growth or any horrible disease
contracted during or after the installation of this campaign module
for Neverwinter Nights 2. If you install Wulverheim then you do so
at your own risk. Please bear in mind that only good intentions were
made during the process of developing Wulverheim.

I really hope you enjoy playing Wulverheim and do so for a very long time.


Known Bugs/Issues:

Things that I simply cannot fix:

These are glitches that are more likely to do with NWN2's creaky code. They
happen only on rare occasions and cannot be recreated any or every
time and they are mostly NWScript related. Scripts will either only
half fire or not fire at all. I've seen it happen in the OC
sometimes and I've seen it in 3rd Party modules, like Mysteries of
Westgate. Obsidian never really finished patching the game anyway.
Please, if you find that things sometimes don't work, but they do
most of the time then it's mostly likely not a Wulverheim bug, its an
NWN2 bug.


* Sometimes creatures will get stuck in an instant respawn loop for a
while. They are not suppose to respawn straight after you kill them
and when they do they are supposed to respawn a good distance away
from you. There are rare occasions when it seems to forget its
instructions and just spawn for the hell of it. It does stop...
eventually, but in the meantime you may as well enjoy the easy kills,
XP and loot. :-) For your reference I'm using NESS (Neshke's Extendable Spawning System).

* Sometimes the NPC's you need to talk to simply don't spawn when you
want them to be there for you. Try again later, they have to come
back some time. Maybe they are alive? Maybe they have other things
to do apart from wait around for you all day? ;-D

* Pickups sometimes don't work. Wulverheim has a lot of placeables
that can be picked up and are converted to items in the players
Inventory. Although I have never seen any problems with this myself
when testing, it has been reported that this sometimes does not work.
Again this is a random example of scripts simply not firing properly
when they are supposed to.

If you find any bugs and you can recreate and repeat the problem, please report them in detail in the Wulverheim forum under “Bugs, Mistakes and Troubleshooting.” Thanks.



Update 1.02

* Tweaked the encounters in Blacktooth Cave and Adamantine Caves to speed up
the progress.

* Added a bonus treasure room with a puzzle to Blacktooth Cave.

* Added a puzzle to the Adamantine Caves and a couple of plot related
surprises.

* Fixed the Veins of Ore so that they respawn instantly and work on all party
members. You can now mine them a much as you like, which was the
original intention.

* Added some changes to Rockpoint cave: Reduced the encounters to speed up
the pace, added a door that needs a key and added an area related
bonus quest to encourage more incentive to kill the Orc chieftain,
other than the large gold and XP reward from the Duke that is already
in place. (Honestly, if this little quest doesn't make you want
to carry on Orc slaying, I don't know what will. It gets my back up
and I wrote it!)


* When you respawn at the Void of Gates, ALL party members should now
resurrect.

* Decreased how often enemies drop loot from %50 to 25% and increased the random
chance of value from 800gp chance to 500,000gp. This should make for
much more interesting random loot.

* Fixed the “Finding the Thieves Guild” quest not firing in the Beggar
conversations.

* Fixed the 'Wulverheim's Most Wanted" quest not firing in Lieutenant
Herstein's Conversation.

* When starting a new game, new characters should now receive 200 gold
pieces and a Gem of Defibrillation.


Update1.01

* Fixed the “Neglected Pets” quest from stopping Level 4 and higher
characters from turning in the quest.
* Fixed the “Finding the Thieves Guild” quest not firing in the Shady
Looking Characters conversation.
* Fixed a door transition on the Helmite Monastery in Wulverberg Outskirts NW.
* Fixed all of the Purukian Relics, so they can be taken from the statues.



DOWNLOAD AT THE NWVAULT!

Modifié par Shockwolf, 21 décembre 2011 - 10:37 .


#2
Morbane

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no rampant replies but you have 78 downloads on the vault :)

#3
kamal_

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I've pilfered the prefabs. Very good stuff!

#4
Arkalezth

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Looks good, though the gameplay hours scare me a little. Path of Evil already does, and it's listed at 30 hours.

#5
kamal_

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^^^
it's a PW that was made playable in single player.

#6
M. Rieder

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My god, it really is 60 hours???!!!! Are all PWs that huge. 60 hours! That's enormous!

#7
Shockwolf

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I labelled it 60 hours because there is no "Infinite" selection. There are lot of quests, but it would take you a lot less than 60 hours to complete them all. It's infinite because the game never really ends when you complete them all. That and I'm still developing it. It's a world that just goes on living and restoring itself after you've done the damage. Endless loot and baddies to fight, even after the quests are done. There are some bounty quests and a courier quest that never end too.

That said you don't really have to spend 60 hours playing it. It's the sort of module you spend as much or a little time as you like. Play it for a little while, take a break, come back to it another time or don't. Its a sandbox.

#8
Shockwolf

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Okay, folks it looks like the downloads are temporarily unavailable. I've just received an email from Dropbox:

This email is an automated notification from Dropbox that your Public links have been temporarily suspended for generating excessive traffic. Your Dropbox will continue to function normally with the exception of Public links.

This suspension is temporary (3 days for the first time).

OOPS!!!

#9
Axe_Edge

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Whew! , downloaded and installed just in the nick of time.
:)

#10
murdra-x

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help i cant connect to my vault account cant reset password either keeps saying im entering wrong code while trying to reset it!! hell even the damn help menu has same damn code system!!

#11
Arkalezth

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murdra-x wrote...

help i cant connect to my vault account cant reset password either keeps saying im entering wrong code while trying to reset it!! hell even the damn help menu has same damn code system!!

I don't see how that's related to Wulverheim, but it's a known issue. Send a PM to Rolo Kipp.

Modifié par Arkalezth, 03 mars 2013 - 12:05 .


#12
Happycrow

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Prefabs, pilfering... this is great stuff, Wulf. Obrigado, man!