
We've finished up the CK Kitchen, Rhea Corvianna's food quests, and the various "specialty" cuisine she can create. *Note: Due to the numerous ways people handle their party editor, we've left the scripting out, in the interest of making it easier to insert this pre-fab into existing campaigns. All NPC's have items set to pickpocket. Private cabins, Peasant, Merchant and Noble class. A resident priest of Waukeen who will dispense healing magic for a fee. A Cargomaster who will purchase items from players. Housing for the ship's compliment of marines. The captain's quarters, populated with all the trappings. An armory stocked with weapons and ammunition. A row-boat to use as an area transistion. Several new crewmembers from the community. The Vigiliant II is designed to be a mobile headquarters, and features four fully decorated decks, a host of colorful NPC's and numerous useful features that are ideal for any high-seas campaign. This module imagines the outcome of that venture.

Features and link below:Ĭreated by: RWS, slowdive, Russell Cox, SabranicĪfter her adventures in Storm of Zehir, Lastri Kessireh would undoubtedly seek to replace her wrecked ship. We've made the Vigilant II into a stand-alone module for those who would like a fully fleshed out ship to add to their campaigns. We'd also like to work out a better ending and a scripted scene with Tucker's kobolds. It all works, however, we've been unable to get in contact with the person who did the Juggernaut golem and tile floor, and that has the entire project held up. What remains is a lot of coding and scripted events.ĪP2: Tomb of Horrows - Hard Edition Project Status:

Almost all of the art is finished, and I'll cut Chad another check for the intro-screens and ending screens once I have the money. I just don't know how we can do this and still have me being able to contribute on everything that I can do.Įvery NPC is finished, every monster is done, every item is finished, every area at least exists, (though they are not connected), and the story is written, with only two companion conclusions remaining. The actual coders need change control and a way to track what's happening, that is unarguable. The problem with this situation is that entire system is about two pay-grades higher than my technical level, and despite Injate coming over and showing me how the system works - TWICE - its made it very difficult for me to do anything with the project personally. We lost contact with people helping, and the NWN2 community was effectively split in half - one group here and another group on Nexus.Īlso, Injate and kevL put a lot of work into transferring the project to bitbucket - so changes can be properly managed and tracked - which is admittedly necessary for a campaign of this scale. Two different forums we've used for news/development discussion have shut down since the project started, and that's a real problem. Since the scope and scale of this thing has become so enormous that we're probably looking at a BG:R scale-timeline, (or longer), we need the project hosted on a place we know won't vanish. Pages for the game systems, design methodology, NPC motivations, etc. I will post a link when it's finished, but there is a lot of content to put up - treating the site as informational, and will probably eventually include game-banshee style walk-through's once the project actually releases. I'm hoping I don't have to, since that would just be another added monthly expense out of my pocket, and I'm already into this death march to the tune of about 8k USD.
#Neverwinter nights platinum .002 portable
(So I'm keeping the content portable in the event I have to move). I have some concerns about the situation, as my dad can be on the extreme end of "spicy," and if his ranting on other sections of his webpage becomes a detriment, I may have to host elsewhere.

#Neverwinter nights platinum .002 update
Status Update - I am currently building a webpage for NX4 on my father's website.
