Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

Seviss Isles Roleplaying PW
42 Comments
DefiantShade 8 Apr, 2024 @ 8:33am 
A few others in the group had initially wanted to take over but saw the same daunting task in getting everything to "gel" so the project is currently on hold. The error you are having sounds like either the baba yaga hut or the dungeons under the tower. Both have transitions in them that go to random locations and were a bit bugged out.
DefiantShade 8 Apr, 2024 @ 8:33am 
Wow, sorry for the very late reply seems I was not subscribed to the thread anymore :( Ondaderthad had given me an updated version from what was posted here. Unfortunately it was more updated script sets and bare bones areas. Many of the locations in this version were actually missing and the scripts were much more complex( to myself as a non coder) to figure out. Much of the loot table is dynamic but defaults were set to generate high levels of gear (as an example of the range of items that can be created at random). I was in the process of pulling over the missing areas and then setting up the new spawn flags for them which was quite tedious work for a server that had little to no players on it consistently.
BryzzWind 22 Aug, 2022 @ 1:36pm 
I've been wanting to test out this module with a friend (and we have had a lots of fun going around and running away from stuff appearing out of nowhere :D) but we have encountered a recurring issue that makes the server crash when entering some maps.

We encounter errors similar to this one : "Names Differ: WSwDg_t_02 WSwDg_T_021"

However, this seems to not happen anymore for a map transition when, for some reason, said map transition actually works at least once.

I have seen on the group's discussions (quite recent, glad to see it's still being worked on!) that some of these map transitions were being worked on and fixed over time. Are these fixes to be applied to the current version posted on the workshop page? Last module update was on 2018
Ondaderthad  [author] 25 Jun, 2020 @ 6:22am 
It's been a long time since I checked but I think that's the stone in question. The party leader recall stone. Not much use for solo play. But as a team you change leadership to one member who will stay behind in the dungeon while you can teleport to town for supply then recall to your leader.
Ondaderthad  [author] 4 May, 2020 @ 9:08pm 
In my opinion it is the best Persistent World. It's a shame that the original author never finished the scripts to include new monsters, underwater environment etc.. But it still works well as is.
No problems starting 1st level characters even solo play. I remember that the frame rate drops in the Epic levels for the end game but very few players could make it there as it would require a large very strong party playing for 100's of hours.
So hope you enjoy it as much as I did all those years ago.
Tyvolus 3 May, 2020 @ 4:11pm 
OK, thanks for letting me know. I will grab this one instead...looks great.
Ondaderthad  [author] 2 May, 2020 @ 8:58pm 
This is the most up to date version
Tyvolus 2 May, 2020 @ 7:11pm 
anyone knw if the NWN Vault version is same as the Steam one. Or is steam the most up to date ?
DefiantShade 2 Oct, 2018 @ 1:48pm 
Server updated to 8181 to sync with latest nwn version. update to version6 mod hopefully inbound this week.
Ondaderthad  [author] 28 Sep, 2018 @ 10:44pm 
You are welcome. Note that DefiantShade is still running his server version 6
See comments below for details.
Bones 28 Sep, 2018 @ 10:56am 
Wanted to say thank you for making this available. I have been looking for a PW to host for my wife and I (possibly public). I have not fired this one up on the server yet, but after skimming through the docs, the level of detail within them is incredible!

Going to try this one out for sure, if the module is as well done as the docs are, it should be fantastic.
S1ck 18 Aug, 2018 @ 4:10pm 
Ah, I must admit to being hasty, It is clearly stated in the description. My apologies.
Ondaderthad  [author] 16 Aug, 2018 @ 7:00pm 
Because it is playable as a single player.
S1ck 7 Aug, 2018 @ 6:02pm 
Could someone explain why does this have the tag "singleplayer"?
DefiantShade 2 Aug, 2018 @ 7:02pm 
@Arxerisdam, version is 4b from this download according to documentation in folder. My PW is on version6. You can view the differences on the seviss Isles group page.
Lady Crimson (RIP) 1 Aug, 2018 @ 9:18pm 
Heys, interesting ideas in the description ^,^
Arxerisdam 30 Jul, 2018 @ 9:34am 
hi, a question, what version for stand alone are we downloading when we subscribe ?
Ondaderthad  [author] 26 May, 2018 @ 5:52pm 
I would prefer if the person who gave a negative rating also posted an explanation why they did so.
Ondaderthad  [author] 4 May, 2018 @ 4:01pm 
Please Note:
Even if you play this module Solo it is a good idea to run it in a server. This way you can upload a new version and still play your character where you left off.
If you run it using the normal play and save you cannot make changes to the module without starting a new game from scratch.
My modules are tagged persistent world for this reason.
Ondaderthad  [author] 27 Apr, 2018 @ 10:27pm 
Thanks. The more thumbs up the better visibility in the workshop.
DefiantShade 27 Apr, 2018 @ 6:47pm 
Gave this a thumbs up , can't believe I forgot to do that lol.
Zee 10 Apr, 2018 @ 7:36am 
Oh, nice. I'll dig through that then. Thank you!
Ondaderthad  [author] 9 Apr, 2018 @ 2:48pm 
It uses complex math to calculate party level, proximity to kill last blow, etc.. You can find more info in the script ka_x_pwfxp (and configure some to your liking)
Original by knat (avail at neverwintervault)
This is a more sophisticated XP distribution script geared towards PWs.
It comes with two dozen XP modifiers to fine tune XP output and
is losely based on the old but solid TTV XP script.
Zee 9 Apr, 2018 @ 10:18am 
I did what you said and it is pretty cool how it scales. I don't mind quick up to about level 4. After that I prefer it to go a bit slower.
I was only able to play with 1 character, does this also scale dungeons based on the number of players? Or just the average level? or based on the highest level player?
Star-X 8 Apr, 2018 @ 5:58pm 
It's more for my group's personal use, as it gets the game closer to tabletop D&D.

Plus, it helps when I want to type a villanous plot if I can do so before my group annihilates the villain spilling the beans. The one time that happened I pretty much vowed to abuse the hell out of pausing and timestop and etc to give myself enough time to get through at least SOME of the villainous monologue before the PCs murderhobo'd the guy (I prefer text tbqh); turn based just offers a nice excuse for that :p
Ondaderthad  [author] 8 Apr, 2018 @ 5:40pm 
I had a look at the turnbased script and can't see whay it wouldn't work .
CHAINMAIL system doesn't use any x3_dm_tool scripts so modifying one should be easy enough.
Personaly I can't see the need for any turn based effects but if that's what you like go ahead and modify the system.
In a PW I guess it would timestop every player logged in.
Star-X 8 Apr, 2018 @ 4:50pm 
Just to clarify, the Turnbased script works by, IIRC, activating timestop via DM command, then resuming for 6 seconds before activating timestop again, basically like simultaneous turns given the lack of coding in place to implement an actual grid or actual turns without massive hardcoding and scripting overhauls.
Star-X 8 Apr, 2018 @ 4:48pm 
So I took a look at the module, and timestop seems to use a modified version of it.

With regards to how Madhatter's Turn Based DM tool works, would it function in the module? Or should I revert to vanilla timestop for the purpose of using it? Keep in mind that I am in no way planning on using the module as a large scale multiplayer server; I mostly plan on playing it with friends and family, or on my own, therefore the need for timestop being PW-friendly in terms of balance or players across the world is not an issue.
Ondaderthad  [author] 7 Apr, 2018 @ 10:39pm 
@Zee Yes this is playable straight out of the box using the default settings.

If you need some minor changes made I could do it and send you a revised version.
I am thinking about the way the xp progression is setup. You can get a lot of xp at low level (1 to 3) and some players might not like it. It is easy to change the values in a script.
But like I tell everybody. Run a 1st level PC through it. Then try a 20th or even 40th level PC and see the difference. All the encounters scale up so the adventure is always different.

The outdoor is relatively safe and easy but as soon as you go down the dungeons you better be prepared.
Zee 7 Apr, 2018 @ 9:35pm 
So is this playable 'out of the box'?
I have zero knowledge on creating custom content. I'm interested in making/renting a persistent dedicated server with this since it seems to have so many systems built in. I figure as time passes if people want it things can be modified as they go by people who join.
Ondaderthad  [author] 7 Apr, 2018 @ 6:16pm 
There was an error in the tags. I now removed the scripts category
Wandering Gypsy 7 Apr, 2018 @ 12:32pm 
Where are the script files? This is listed under scripts.
Ondaderthad  [author] 6 Apr, 2018 @ 5:40pm 
Updated to version r8c001
Navigate to your workshop folder and find the docs (player hadbook, DM handbook and set of maps.
I also added the tags so the module should be easier to find.
Star-X 5 Apr, 2018 @ 7:02pm 
To be fair the turnbased script is literally one script applied to the DM Tool feat of your choice, and is only incompatible with Timestop-changing scripts...maybe not even that, if the script is kept close enough to vanilla.

As for subraces, I'll do some looking at the built in functionality and see if it fits what I'm thinking of using it for (namely, playable Kobolds, Lizardfolk, and other such normally unplayable races that are a nightmare to set up outside of subrace scripts).
Ondaderthad  [author] 5 Apr, 2018 @ 3:46pm 
When you edit and run the CHAINMAIL-OPTIONS module you can set your preference of nwn database of MySql

If you are a programmer you might be able to modify the scripts but they are not easy to understand although all are very well documented. Kadamait (the scripts author) was a Microsoft engineer and he used his knowledge to make this system.

Here is a clip from the config script:

// Whether or not to use subrace support; set to FALSE to disable subrace support.
// DEV NOTE: New subrace system is still under development.

const int K_SUBRACES_ON = FALSE; //TRUE;
Star-X 5 Apr, 2018 @ 1:41pm 
Question: does the module require NWNX or its non-Windows-compatible cousin NWNX:EE when hosted?

Also, how hard would it be to add things like the turnbased script and shayan's subraces system?
Ondaderthad  [author] 3 Apr, 2018 @ 4:56pm 
There are at least 2 sets of scripted quests.

SPOILERS
In the intro the ship captain tells you about talking to the Mayor. This starts the K1 quest for level 3 or 4
There is a farm and barn in the village for an ant nest quest Q1.
These were intended by Kadamait as script examples. But adding to the scripts is not easy for a semi-skilled like me.
DefiantShade 3 Apr, 2018 @ 3:01pm 
Sent a request Ondaderthad, have a few questions if you dont mind. :)
DefiantShade 3 Apr, 2018 @ 9:59am 
Are there quests scripted into the module as well ? This looks incredible:quests:
equilicua 3 Apr, 2018 @ 8:56am 
Thank you very very much!!! more contributions like this will be welcomed by the community.
Ondaderthad  [author] 3 Apr, 2018 @ 8:24am 
Unfortunately we don't have access to a server at this time. I hope someone would pick up this excellent module and run a PW.
It is playable as a single player but is more fun with a couple of frends.