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What to do with a high level character?


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#1
Cloven_Hoof

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 Every time that I start a new NWN character, I have grandiose plans for it. I make plans for how I'm gonna tailor an ultimate build, how my character will end up at level 40, and work toward that end. 

However, never in my 30-40 characters have I ever reached level 40. Sometimes I play through the OC and then HotU. Sometimes I go from SoU to HotU or from Darkness over Daggerford to HotU. Maybe even play HotU two times in a row. I usually grow tired of the possibilities at hand when my character is around level 22-25. There is no challenge anymore, I just plow through the bosses. 

Is there some fun and challenging thing to do with a character that's over level 25? How do you guys do when you reach that point?
When people talk about their characters and when you read of different builds at the wiki page, things are aimed toward a level 40 character and "how that will be". But ... who plays when it comes to that point, and what/how do they play?
The "Infinite Dungeons" module seems unattainable at this point. Is there some other high level module?

I'm only interested in single player by the way.

Greetings from Tomas. 

#2
Mystery X

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Look for player-created modules.

One I have played that I thought was very well-done was the Aielund series, which takes a character starting at level 1 through the high 30s in level.

There was a discussion of modules that can take a character through level 40 in this thread in the NwN 1 Modules forum: Good 1 to 40 level modules?

#3
Elhanan

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While there are a few solo mods that can be enjoyable for 40th, the more challenging gameplay for these characters has beeen on PW's. I recommend trying a few to see which environs suit your style.

#4
MrZork

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I recommend reading that other thread as well. Since the OP doesn't seem especially familiar with the non-Bioware NWN modules (which are probably 99% of the NWN modules available), it's also worth mentioning some old stand-bys for post-HotU play. I have played a few, including the Sands of Fate series. It is a three-module series which has a strong story (but with plenty of action) and is designed to be played by characters at the level they would be at after finishing HotU (see Shadows over Heliopolis, the first of the three modules). I recently played Hunt for a Necromancer, which is for any character level 18 or over and is light on story but has lots of combat. I am pretty sure that both will take a character up to level 40 by the end of the module and both can also be played either as single-player or as multiplayer modules.

The OP should also check out the Ultimate NWN1 Module List thread in the NWN 1 Modules section. That list has modules listed by starting level, so one can pick modules according to what level character one is looking to play.

Modifié par MrZork, 03 août 2012 - 12:07 .


#5
cds13

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I'm pretty sure that at level 40 it would be easier but "Hunt for a necromancer" was really tough for my 21st level barbarian... (playing at low difficulty).
I had the same feeling of Cloven_Hoof while advancing through the levels. I think the better way would be check the plenty of available modules, I think there can be found some which are suitable for a hi-level character.

#6
Cloven_Hoof

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From what I've read thus far it seems like Aielund would be worth checking out. I've started some player-made modules in the past (can't remember their names right now, but they had high ratings from users), but I was kind of disheartened when there were many spelling mistakes and a general unprofessional feeling when it came to the language/dialogue thing overall; even though they might have been very well-made otherwise. They all had a good look and all, but as soon as some text square popped up or when you read the description of an item in your inventory, you could immediately tell that "Ok, the one who made this isn't exactly a proofreader".
You guys who have more experience with player-made modules, is this common?

#7
Cloven_Hoof

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I downloaded it and played for a while ... seemed good, but after I died the first time, NWN crashes whenever I press "load" at the startup screen ...

#8
MagicalMaster

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On which module?

Aielund is pretty professionally made and I helped test it extensively (Aielund starts at level 1, though).

If it's Hunt for a Necromancer I have no idea.

#9
Cloven_Hoof

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Aielund. I managed to work through the initial save/load problem, but it's still shaky. Crashes often when I save or load.

#10
MagicalMaster

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Where are you in the module?

I never had that issue and I've played through every part of it at least a dozen times.

#11
Cloven_Hoof

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I'm in the first town and haven't done any quest yet. I made two save files that I switched between. I got to the screen when I get to choose a game to load, and on both my Aielund save games the mini images were distorted and whiteish with horizontal lines, and it crashed when I chose them. I deleted both and started again. I could save 4-5 times but it eventually crashed. Usually that doesn't happen every 200-300 saves. I have the newest "stuff" when it comes to NWN version, CEP, etc but I also have some hakpaks active like Kaedrin's CRP, improved henchman stuff (I don't remember if that's the same hakpak that makes creatures make use of all their abilities such as casting darkness etc, anyway, I have that as well). Maybe some other hakpaks too that I don't remember the names of. As you can tell, I'm not a very organized user, I just hope that I can get by on wits :´)

#12
MagicalMaster

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What error messages were you getting when it crashed?

And by "hakpacks active" you mean overrides, I assume? Modules only use hakpacks specified in the module but all overrides affect them.

The AI is already improved, just so you know, so disabling Tony K's AI (or whatever it's called) might help, but I doubt that's crashing you. I don't know what Kaedrin's CRP is and a quick Google search isn't helping.

I can tell you that with no overrides it works just fine. Never had a crash in the starting town.

Could it possibly be the shiny water bug?

#13
Cloven_Hoof

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Problem Event Name: APPCRASH
Application Name: nwmain.exe
Application Version: 1.6.9.0
Application Timestamp: 486cfadc
Fault Module Name: ntdll.dll
Fault Module Version: 6.1.7601.17725
Fault Module Timestamp: 4ec49b8f
Exception Code: c0000005
Exception Offset: 0003331f
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1053
Additional Information 1: f239
Additional Information 2: f239b800942226fe03157817d515cf1d
Additional Information 3: e2fd
Additional Information 4: e2fdb7073e4eba50d88db756a8748660

I'm pretty sure I've used override for some of my extra stuff.
Okey, I'll see if I can disable Tony K's AI (that's the one I got). Sorry, I meant Kaedrin's PRC, not CRP, it's a package with like a hundred extra base and prestige classes and it also adds a lot of other things to gameplay. I have no idea why I can't find it on the vault now, but this is some kind of homepage for it: http://www.nwnprc.com/

#14
Empyre65

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It is known that the Aielund saga has a problem with the PRC.

#15
MagicalMaster

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Yeah, if the PRC is active in any way it'll likely cause problems with Aielund.

#16
Cloven_Hoof

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I use the Aielund hakpak, and it says "Final version of the Aielund hakpack, updated with better compatibility with the PrC hakpack" ... alas, therein lies no promise of complete compatibility. And since I wasn't going for any of the PrC classes this time around I might as well disable it for this series.

#17
Cloven_Hoof

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Although, I really don't know how to turn it off and on again easily. There is an uninstaller for it, since it came with an automatic installer and is like a "program" in the eyes of my Windows 7. But I don't know if I can install it easily again; I remember spending around 5 hours getting it to work. 

Modifié par Cloven_Hoof, 08 août 2012 - 02:04 .


#18
MagicalMaster

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I don't know how the PRC works, but what's in your override folder? You could try renaming the override folder to "override_prc" or something and making a new, empty override folder and see if that helps.

#19
HipMaestro

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Cloven_Hoof wrote...
Although, I really don't know how to turn it off and on again easily. There is an uninstaller for it, since it came with an automatic installer and is like a "program" in the eyes of my Windows 7. But I don't know if I can install it easily again; I remember spending around 5 hours getting it to work. 

I realize this may fall into the "water-over-the-dam" category but seeing as how I consider myself e4xtremely technically-challenged and neurotic besides... I ALWAYS copy all the NWN folder contents (main, overrides, haks, etc.) to a text file and then do a diff on file names after any custom content installation has been applied then archiving the diff file for future use.  I also include any update dates to existing file names (like 2das & tlk, for instance) as a separate diff for each of those files to locate exactly which lines were modified.
It then becomes a relatively easy operation to revert to any previous condition if there appears to be conflicts.  Naturally, the PRC would be one of the most convoluted reversions, but it still can be done.piecemeal with temp folders without going through the hassle of uninstalling and reinstalling the entire game to reach the pre-PRC status again (A PRC uninstall wizard? Kewl.  Never knew that existed. *g* ).

True neurosis has its price but I've been collecting dividends on the investment and my gaming insanity hasn't intensified since adopting this procedure.  Just a suggestion.

[BTW, I've used SP modules primarily to sanitize/tweak a build concept and make modifications before trying it on a public server.  There's seldom much point to reaching level 40 for SP modules since there are few level 40-based modules (like Infinite Dungeon crawls already mentioned) to use the toon once the max level is reached.  There are, however, many PWs that are set up with persistent challenge areas for level-40 (and above!) toons. Also, a coop group could use one of standard SP modules and set up LAN games with their own DM to increase the challenge real-time for those high-level toons.]]

#20
WebShaman

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As long as the PRC has not been "injected" into a Mod, it will not be active.

If you have injected it into the Mod, disabling it will be most painful for the uninitiated.

Easier to just download the Mod anew, and use it without the injected PRC.

A note to PRC and other Hak injector users : it is suggested that one make a backup of the to-be-injected Mod beforehand. Saves time later.

It is possible to play the Aielund Saga with the PRC - it does require work, however. Merely injecting the PRC will not work.

#21
Cloven_Hoof

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After I uninstalled the PrC, the problem with Aielund persisted, unchanged. And I couldn't start any other module, since I was suddenly missing some "custom talk table" ... Anyway, maybe it was time that I start from scratch again with a new NWN install. I bet there's some junk in the machinery by now. Among others, some random loot hak I had installed which absolutely did nothing to affect the loot.
Just have to hope that all the haks and stuff I want to use are still available for download from the vault ...
Or perhaps I'll try and fix the missing talk table. But I don't know if I would be able to reinstall the PrC properly (I would like to use it again).
At some point, I have apparently made a backup of my override folder. And that contains 9 files. My current override folder contains 804 files.

#22
WebShaman

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I have already given you the necessary info here - the PRC is a Hak. As such, it ONLY affects Mods where it has been injected (and nothing else). You do NOT need to do a new NWN install. Simply DL the Mod in question again from the Vault - and if you wish, delete the injected PRC version (or move it, whatever).

The PRC does NOT affect Mods where the PRC has not been added.

#23
Cloven_Hoof

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I downloaded Aielund after the PrC, so thereby it is not affected? The problems I had with save/load in Aielund was and is present, nonetheless. So I don't know what's causing it.

However, by uninstalling the PrC I have now made it impossible for myself to play any form of NWN game with my current file placement. In order to play any other module again, after uninstalling PrC, I guess I have to find some tlk file. I remember I had to change some things regarding a dialog.tlk file when I installed PrC. It had something to do with seeing the names of the new classes on the list when you level up.
I don't know whether I should go for a setup that excludes PrC altogether or if I should try and install it again. It's a fun addition. But I feel that my knowledge, attention to detail, memory and general tolerance are on the decline when it comes to fiddling with a computer game. I have no "hands-on" approach anymore, just a lackluster wish that things would simply work the way I want them to :´)
I found the PrC module updater on my computer and it just says that there is no custom content to install.

#24
MrZork

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If you have a backed up Override folder with nine image files (TGA and DDS) in it, they are probably the default override files included with the 1.69 patch. Renaming that folder to Override should fix any issues related to installed overrides.

You might check if there is a backed up version of dialog.tlk in your tlk folder. If so, rename the current dialog.tlk (in case you want it later) and rename the backup as dialog.tlk. Then unzip the Aielund mod files from the archive files you downloaded (e.g. The_Aielund_Saga_Act_I__Nature_Abhors_a_Vacuum.rar, etc.) into your mod folder. Then try Aielund again and see what errors you get. You may want to check your logs folder to see if any of those files have more informative error messages. (Sort them by date to see if any were updated during your latest attempt to play the mod.)

I have not installed PRC, but I suspect there is no need to actually remove it from your system to get Aielund working.

#25
WebShaman

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Wait, I think I see the problem here.
You are trying to return to Aielund with your save, right?
Unfortunately, that will not work.
A Neverwinter Night Save saves the information from the game, along with the hak(s), etc. This means that if you try to load a Save from a Mod that had the PRC added (and then removed), it will STILL look for those haks and tlks that were in the Save.
You will have to restart Aielund from the beginning (without the PRC added to it).
This will work.



The PRC is a hak. That means that it goes in the hak subfolder (and the dialog.tlk in the tlk folder). In order for it to be used, it has to be added to a mod. Normally, so that one does not have to have any idea how to do this manually, there is a PRC Module Installer that will do this for one - one just starts it, and then selects the Mod(s) one wishes to add it to, and it does it.

Of course, with Mods that use haks, there can (and probably will) be conflicts. The PRC Module Installer will try to resolve them, but sometimes it is not possible to do so. This will result in some aspects of the hak(s) in question not working properly - which can lead to all sorts of problems.

The PRC does NOT affect NWMAIN.EXE - there are some resources that do (I believe that Community Patch does, the NWX stuff from virusman, the camera changer, etc), but the PRC Hak is not one of them.

Also, the PRC does not overwrite any resources of the game that I am aware of.

What I am wondering here is how did you uninstall the PRC? Please post that information first.

Also, it should not affect any part of the game itself as long as it was not injected (re: installed) into that particular Mod - this is what is irritating me here.
I am beginning to suspect that you have deleted necessary resources of the game - or perhaps moved them away from the install path.

The dialog.tlk file you are mentioning IS necessary for the PRC (not only the names of classes, but also feats, spells, and a whole lot of other things are referenced by this). It is a modified dialog.tlk (which is common in association with haks, btw).

The CEP has one, for example.

If the message "missing resources dialog.tlk" or somesuch comes up when trying to load a Mod, then either :

A - the necessary dialog.tlk is not in the tlk folder.
B - the Mod itself has a dialog.tlk entry that was added to it that is no longer needed, but present still (the need for it). As such, it is defaulting to A here, although it was removed.

This often happens to Mods where one has removed the PRC from it, but forgotten to remove the dialog.tlk entry as well.

Modifié par WebShaman, 15 août 2012 - 11:35 .