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 Mordheim NWN

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PostSubject: Mordheim NWN   Mordheim NWN Icon_minitimeTue 9 Apr 2013 - 7:37

So, for a long time, I've been wanting to make a module for Neverwinter NIghts based on Mordheim. I have now gotten quite far in the development of said module.

It is based around the Mordheim map, and can be either played as a PvP multiplayer arena, filled with Mordheim lore and monsters, but is mainly designed to be played with a DM who creates adventures for players who play in the same warband.

Features so far:
- 60+ areas (And I've only made the settlements, Western gatehouse, Raven Barracks, Statue of Count Gotthard, Steinhardt Memorial Gardens and the Rich Quarters)
- Every area also has an extensive Sewer map
- Every door can be accessed, enhancing exploration in the ruined homes and temples (ca 10 interiors for each exterior)
- Hired Swords system is done
- Some custom events made (Meeting a straggler, wyrdstone in a well, etc)
- Recquires the player to use other equipment, such as ropes and hooks to be able to explore properly
- Recquires proper teamplay, as the horrors and dangers of Mordheim are quite extensive, and players WILL die if they go solo
- Some custom items made (Lucky charm and Bugmans Ale, Wyrdstone Shards, for example)
- Wyrdstone powers (You can "consume" wyrdstone to get a buff, but then it is destroyed and you might become afflicted with wyrdstone disease)

Features to come:
- All remaining places of Mordheim (I've completed about a fourth of all exteriors...)
- Some sort of Stronghold for some races that do not reside in the settlements (Sisters of Sigmar, for example)
- More custom items to be made (Maps, etc)
- Dungeons (places made to act as major places of exploration and battle. Maybe the catacombs beneath the cemetary, and definatley the Steinharts Palace!)
- More events and encounters
- More monsters!

Features removed:
- Blackpowder guns (I had them in an early draft, but less IS more, and the scripting made it a total mess. The less scripts used, the smoother it will run for players, and seeing as the module is becoming quite massive, I opted out the use of BPG's. No one ever uses them anyway Smile )
- Some races and Classes (In an early draft, I gave players the ability to play as Possessed, Vampires, Beastmen and Skaven, but this not only unbalanced the game, it also required even more extensive scripting. Once again, less is more. These races and classes will be in the module, mind you, but not playable. Maybe in the future.)

Any thoughts or suggestions? I would love to hear some ideas of what ppl would want in a mod like this!
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DeafNala
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PostSubject: Re: Mordheim NWN   Mordheim NWN Icon_minitimeTue 9 Apr 2013 - 15:31

It sounds like a FINE PROJECT...a Mordheim RPG is a cool idea. thumbsup
It's been too long between games for me to be of much assistance with ideas, However, I will follow your thread & pipe up if anything useful occurs to moi.
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PostSubject: Re: Mordheim NWN   Mordheim NWN Icon_minitimeTue 9 Apr 2013 - 17:22

Did I get it right: you are using the NWN-Engine and are making a MH-PC Game? That sounds really nice and I would probably try it out. What would I need, the original game? Isn't that very old and hard to get? I unfortunately wasn't that interested in NWN because they sacked the isometric view I loved from Baldur's Gate and Icewind Dale. So I don't have it.
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PostSubject: Re: Mordheim NWN   Mordheim NWN Icon_minitimeTue 9 Apr 2013 - 19:02

Not at all, you can get Neverwinter NIghts Diamond edition (all expansions and add ons included) on Good old games for 9.99 (http://www.gog.com/gamecard/neverwinter_nights_diamond_edition)
The only thing you need to download besides that is the hugely supported Community Expansion Pack, which I can send or upload as I have got it in one file. The CEP is an expansion with community created content, such as new monsters, models for weapons and armor, tilesets etc.

If you think this makes it too hard or too unavailable, you are thankfully wrong. The CEP is still in development and keeps growing, and new mods are created all the time, despite being more or less ten years since the game arrived Smile

The view is actually quite intuitive, and the only "bad" thing about the original game is that the design at times is awful (however, NOT as bad as NWN2), and the storyline in the original campaign is also quite streamlined.

You got it right, though. Im using the toolset that comes with the game. However, the auto scripting is pretty basic, which means I either script manually or use a script generator specifically created for NWN.

EDIT: Here is the link for the CEP: http://neverwinternights.info/cep.htm
You want the version 2.4a.
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PostSubject: Re: Mordheim NWN   Mordheim NWN Icon_minitimeTue 9 Apr 2013 - 19:10

DeafNala wrote:
It sounds like a FINE PROJECT...a Mordheim RPG is a cool idea. thumbsup
It's been too long between games for me to be of much assistance with ideas, However, I will follow your thread & pipe up if anything useful occurs to moi.

Much appreciated, Nala! If you have any ideas concerning narrative or lore or some such, you are most welcome to air your opinions Smile

Things I'd like input on could be everything form how many types of mutants there is in Mordheim, how dangerous they are (can they slaughter whole war bands???) and other questions that relate to Mordheim itself rather than any game mechanics (discussing game mechanics isnt really interesting, and the NWN toolser is very intuitive, which means I dont think I will be too limited by it, and I can focus on making the Mordheim lore more integrated)
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