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 Mordheim Nights

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Opheliate
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PostSubject: Mordheim Nights   Thu 19 Nov 2009 - 13:52

So, I am an avid Neverwinter Nights player and builder, and I spotted a blog by a guy that was working to create a Mordheim setting for NWN! It looked really cool, but it seems long since dead, I am afraid to say.

BUT, being passionate about my hobby, I was thinking of creating one myself. But first, I thought I'd ask if anyone knows of similar projects in NWN, Mordheim or Warhammer based. Anyone interested? Anyone even play/own NWN?
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PostSubject: Re: Mordheim Nights   Thu 19 Nov 2009 - 15:39

Hell yeah! I used to be hooked on NWN 1 and 2, until I finished every decent and less decent module from the vault and developed an unhealthy fetish for Fallout 3.
But I would blow the dust off my nwn copy if some good man (or woman) would throw a Mordheim module together.

So get going. Chop chop
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PostSubject: Re: Mordheim Nights   Fri 20 Nov 2009 - 1:12

Haha, well, then we have the same taste in computer games at least. Stopped playing FO3 in exchange for the S.T.A.L.K.E.R games instead though.

But yeah, a Mordheim module for NWN would require groups of people taking control of a Warband member. As such, no Skaven will be accessible.

I have mods for Blackpowder Weapons, so they are allready included. It willa lso not be a PW, but rather a really, freakishly large destroyed city, with wyrdstone and other treasures, where several groups will fight it out.

Warbands that will be available to play should be:
All and any merc warband
Witch Hunters
Sisters of Sigmar
Cult of the Possessed (even Possessed characters and mutants!)
Undead (but without Dire Wolves... )
Most Hired Swords (maybe afvailable as Henchmen in-game)
Dwarf Treasure Hunters
Greenskins
Brettonians

Well, almost any that isn't too strange or hard to imagine doing with the Aurora Toolset.
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PostSubject: Re: Mordheim Nights   Wed 28 Apr 2010 - 22:53

So, I got this old project up and running again!

Areas made:

Western Gatehouse

Areas being made:

Steinhardt Memorial Plaza

All areas pretty large, and I will make other areas too, not only those specified on the Mordheim map. Also, there will be wandering encounters, such as stragglers and the occasional horror. The idea is that it will be a deathmatch inspired module, with the occassional DM interaction.
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PostSubject: Re: Mordheim Nights   Wed 25 Aug 2010 - 10:37

Wow this sounds super sweet! Any progress?
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PostSubject: Re: Mordheim Nights   Wed 25 Aug 2010 - 10:44

Well, I havent deleted the file from my drive yet, and I do have some areas made, with the Straggelr enounter (some scripting trial and error halted me last time, to give different options for different factions, i.e; sacrifice for possessed, sell to slavery for skaven etc)

What I am very pleased with is the weapon and area design so far. However, the system will still be NWN, and basically a multiplayer NWN server, set in Mordheim.

But I must ask, though, if you think it best for large (and less detailed) areas, or small (and very detailed) areas?
Smaller areas are conciderably more cool, but large areas will make fighting in the ruins much more dynamic. Also, should there be indoor areas or strictly outdoors?
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PostSubject: Re: Mordheim Nights   Wed 25 Aug 2010 - 11:54

I reckon it shouldn't be too large? in normal mordheim games it's all pretty small, how many blocks are you talking?
indoors is rather cool, but would require a lot more programming I assume?
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PostSubject: Re: Mordheim Nights   Wed 25 Aug 2010 - 21:54

Indoors are mainly a problem as it would take up time. Programming is really no issue. It can easily be done to grant some special properties to fights indoors generally, then apply that to all indoor areas.

Outdoor areas as they are now must be around... 20x20 (very large!), and it really gives you a feeling of actually exploring. I think it would be better for, say, no less than 12x12. But that would recquire some in-door areas to exist, to not make Mordheim seem too small Razz

Also, in the area with the straggler there is also the Well encounter. Pass a S test or be poisoned, if you pass, you gain a Wyrdstone shard Smile
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PostSubject: Re: Mordheim Nights   Today at 16:04

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