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NWN Adult Modules - A Shadow Over Torath (was Dragon Claw Inn Expanded)


Aliris

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As suggested, I'm moving this to its own topic.

 

Essentially, I'm trying to build a new story-based NWN adult module, in the spirit of A Dance With Rogues.  To do this, I'm starting with the NWN adult module, Dragon Claw Inn, by Rusal, and using a lot of the animation work he did as a template, as well as some of the text and ideas from ADWR that I felt could be expanded on, but remixed into a new, original story. 

 

The original DCI module was really impressive, and had a lot of interesting systems, as well as already-integrated animations.  As I was playing through it, I found myself opening up the module and editing stuff in the toolset, fixing translation/grammar errors, various other bugs, and thought to myself "why not just finish it?"  Better yet, rather than just finish it, expand it a bit, give it a story, and add from there.

 

Ultimately I think this will be two projects - one that should be finished soon, which is just repolishing and embellishing the original module a bit.  The second is what I'll be mostly focused on in this thread, which is essentially using it as a template and source material to build my own, larger module, with an overarching story and side quests (of which the DCI ones will be part).

 

 

My initial goal for that is to get it to be a playable module, without too many sidequests (and I have a lot of ideas for those, plus many suggestions from others here already).  I'm going to focus on making it for a female protagonist at first.  One of the eventual add-on goals will be making it work with any sort of protagonist, since that was one of the nice things about DCI.  I'm going to leave in the existing male/etc protagonist stuff though (plus the first thing I'd finished was the Priest Initiation quest, which was male only).

 

There will be some changes from the original - namely I'm going to remove any of the references to younger characters, because... yeah.  Not something I'm comfortable with having in there, even aside from all the other issues that might raise.  Just making a fair warning.

 

Content wise, there will probably be a lot of sex, likely on par with a Dance with Rogues by Valine (if you haven't played that, you should, it's amazing).  Speaking of ADWR, one of the things I plan to do is incorporate a number of events and scenes from/inspired by that (and Nonsense667's extended edition), that I wanted to do my own take on.

 

When it's finished, or at least in a semi-playable state, I'll upload it here under a new name (though with credit given to Rusal, as well as others that put together some of the content being used.  I'll probably miss someone, but I'll try at least).  I don't quite have a name yet, but I figure that can come later.

 

Overall Premise (Updated):

 

While travelling to the apprenticeship between your second and third year of study at the College of the Arcane, you have been shipwrecked on the coast of dismal, backwater province - the Barony of Torath.  Armed with only your wits, and a few meager spells, you must find a way to survive, perhaps find ways to gain more magical skill so you can fulfill the requirements of apprenticeship, or even discover some of the dark secrets lurking in the Shadows of Torath...

 

If anyone has ideas or requests though, let me know and I'll try to incorporate them (but no promises).  Probably best to repost yours from the other thread, as well, if you put any there.

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I love that module and I'm really glad someone else is picking it up. I started editing that module as well about a year ago. I eventually stopped that and moved to creating a new game in Unity for the same purpose. 

 

My 2 cents about :

  • Since you are doing the work you are entitled to do anything you want to it. That being said, I'd encourage you to not remove references to younger characters. My favorite thing about these modules (ADWR included) is the freedom of choice. The game allows you to engage in very weird and questionable things that personally make me uncomfortable at times. However, the beauty of it for me is that it manages to make me uncomfortable with the choices I'm facing... which is a fresh of breath air when compared with any regular game. 
  • Your premise may work out if you have a great execution. However, I'm afraid that "supernatural" aspect of it (where everybody's lust is affected) is a very cheesy and unrealistic world, that I'm not very curious to explore. I much prefer the realistic take that Valine did in her modules... where the heroine has to survive in a very harsh world that resembles a real scenario, with real characters that have relatable personalities, in a well understood conflict. 

 

In any case, I'm very glad somebody will continue working on this module. And even if the direction you want to take it in, does not seem to be my cup of tea, I am looking forward to trying it out. 

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Thanks for the feedback.  Mostly that was just an offhand working notion, given the fact that the original DCI was mostly just a showcase for using all the sex animations in all sorts of scenarios.  The upside of that is, it's a great tutorial for how to use them all, and make more.  I've spent most of several hours building, and debugging, a rather large scene, but now that I'm finished I learned a lot about the existing mechanics, conversations, etc, so I can more easily adapt them for the next one I do.  (Essentially, I spent the time reimplementing the Swordfish Tavern scene, with all the animations, and no Dhorn intervention to stop it)

 

If anyone has suggestions for a better one, I'm going to think about it a bit.  Thus far I haven't done any "story" mechanics or quests yet.  I'll probably have demons and their ilk in the module somewhere (much like ADWR had Hyath), regardless, but that needn't be the main antagonist, certainly.  I don't know that I can approach anything of the scale that Valine managed, either (whether in terms of storytelling, or sheer amount of effort/time).

 

As for the age content... well, I certainly can't stop anyone from setting the age of their NWN character as they like.  I just found too many references in one of the half-built scenes that I was working on finishing, to honestly be comfortable with.  It's not something that would have been apparent to anyone playing the game on a regular character, necessarily (well, some might have).  Anyway... just where I'm at with it I guess.

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Hmm...I didn't remember any young age content in the prior version of Dragon Claw Inn.  Though it has been a long while since I last played it. 

 

Anyway, my feeling is just do what you think is best.   You are the one who is taking the time to fix/update the module.  I'd say complete the mod the way you want it to. 

 

Off the top of my pointy head, I do have just a couple of suggestions.  Make a few of the quests or scenes repeatable.   About my only complaint with the original DCI is that once you experienced an event, most of the time you couldn't do it again.  Whether it be getting taken advantage of by the dwarves again or having the magician in the room come back (if he survived initially) again.   I thought that if he did manage to escape, later on he could seek revenge on the PC once again later. 

 

I like it that you are going with the female PC version first.  That's the version I would be most interested in, but also am pleased to hear you still will eventually make quests for both genders.

 

Demons/bandits/ghosts and stuff all sound good to me for protangonists.  :)

 

Hopefully I will get a change to play it again.  So many good modules are either out or in development now (Celeritas Eos, Demonheart series, A Dance with Spies) and now this one.  This old game still has some life left in her!

 

 

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While it's been a while since I've played the mod, there was magic in the setting.  As such, you could have basically a pleasure cult doing a ritual as the cause of increased lust.  

 

I also think I remember the "young characters" from my poking around in the mod, and yeah I'd remove that too.  I always cringe a bit when sexually active characters are under 18, if only because I expect the USA law to go crazy over any reference to underage sex.

 

As for the PC, I'd recommend having a limited set of origins for the player.  Any story based rpg works much better with a restricted number of character options, see something like Dragon Age Origins, where the background you choose really only changes some dialogue, and not much else since the real backstory for the main campaign is Ostagar.

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I'm not the person on nwvault.  The last post from them was 6 months ago.  Really, if I was just going to finish the module, such as it is/was, I could probably be done by now.  There's only 4 things left, so I figure that person has either stopped work, or is going slow enough that what I have in mind will be something different entirely.

 

Having thought a bit on it, I think I'll focus the main quest on a specific character level/archetype, at least at first, much in the way of A Dance With Rogues - a quest that fits their life's circumstances, how they get dropped into the midst of all this, and what happens to them there, with lots of potential for sidequests, etc.  It will focus on a female protagonist at first, but the eventual goal would be to write additional variants for male characters (or possibly for other classes, though that might be tricky too).  We'll see though!  I don't want to promise too much, only to wind up dropping the project halfway through, when a more modest goal could be completed and released. :)

 

Also - if you're looking for non-single player things to do, go check out http://sinfar.net - it's probably the largest NWN multiplayer server left running, and is fully adult, with some amazing degrees of scripting and modeling support.  (You can find me there as well, at times)

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Guest carywinton

I can run and host NWN and NWN2 here, I ran servers here for it for years, I had no idea there were still people interested in it. I worked on both games back in the day and spent a lot of time with Don Moar on the Tutorial Mod. I expanded that to a mod called Hyatt, not sure if it's still around but it included a rather ambitious Inn with a working waitress serving drinks, a bartender, rooms with individual keys , etc. If you need any assistance the Aurora Toolset is where I started in the gaming industry. Great idea and I look forward to seeing this work of yours and the expanded content. If you need a server for testing, just let me know, I still have it all pretty much intact, 1.69 for NWN.

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A big part of the original DCI's charm was the complete absence of any specific origin story or background for the PC. You got there, met the NPCs, stuff happened; even though it was limited in scope, there was a sense of freedom because of that.

Too many RPGs insist on forcing the main character into a decided mold. Extra minus points for the tired "farmboy/girl takes on a dangerous journey to become a hero" cliché. While it's easier to set up a plot with a clearly defined protagonist, doing so isn't always necessary. Personally, imagining a background and whatnot is just as big a part of character creation as assigning stats, skills and such is. Sinking the plot hooks too deep diminishes that aspect. "My character in your story" would be ideal.

Restrictions may be needed for the plot to make sense. A scenario that would be unlikely or ridiculous for a male/female lead? Restrict away, no problem. The PC understanding magic would create a stampede-sized plot hole and/or cause balance problems? No magic users, then. And so on.

It's nice to see NWN activity. Curious how every single one of the later years projects has been adult in nature, and generally much better thought out than the mods people were releasing during the game's heyday. I suppose part of it is people having found the Aurora Toolset best suited for their projects, because there just isn't a newer or similar thing that does the same.

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It is, but there's only so far I can go with a completely open world game.  Really, DCI wasn't even a coherent story, so much as a bunch of set pieces that all happened to be located in the same Inn.  Ultimately I'm going to leave all that pretty much intact, and use it as a bunch of side quests/world exploration options.  My main thought is that it will follow an arc sort of like this:

 

Intro/Prologue

(2-3 Main Quest Chapters where you can roam around, do open world exploration, side quests, as you see fit)

2-3 Chapters after that, where you're only doing main plot stuff (and side quests in those specific areas)

A final chapter or two where you can go back and do more of the open world roaming

Final Confrontation/Conclusion

 

Right now though I'm not doing anything plot related (though I'll probably do the intro bit sometime soon), but rather, working on some character customization options, so that you can better define your character (within the limits of NWN) without having to use special modification programs for color, head models, as well as a few special options (like selecting breast cup size, for instance).  There will also be options to change things later on, such as getting piercings.

 

Anyway, with any luck, what I finish with should have some value both for people that are just looking for an open scenario to freely mess around in, as well as fans of modules like A Dance With Rogues.

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@Aliris

If you haven't noticed already, there's a bug with the blackjack game. Sometimes when you request a new card from Jack, not only you don't get one but an error message shows up and says "too many instructions" or something.

 

Also it seems to me the drinking contest with those dwarves probably programmed so that it never lets the player win, you might want to fix that as well.

 

You might also want to lower level requirements of certain quests, so that a level 1 character can do all of them. It doesn't seem possible to reach beyond level 2 just by playing the mod. There simply aren't enough quests.

 

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I won against those dwarves in their drinking contest.

 

You may want to have the PC start at a higher level than 1st, as some of the fights you can get into would be tough for a 1st level character.  Rather than lower the requirements, after all the premise of visiting the Inn is that your returning from some adventures and stopped off at the Inn for a drink and rest.

 

Another adventure idea:

 

The cook asks the PC to bring some herbs from the garden, but discovers some of the 'special' herbs have been stolen.  Cook asks her to find who has taken them.

 

The PC overhears two robbers talking, and has the option to help them, as they need someone to act as a distraction to the coach driver whilst they sneak in to the back and rob it.  

 

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The drinking game is definitely "loseable", though it may take several tries due to the nature of the game.  It helps to have a low fortitude save, too.

 

I definitely plan to have my final module set up on a leveling path that starts low (possibly 1st, maybe 2nd or 3rd), and advances along that path, though some of the side quests may be easier or harder.  This may mean that I have to make some radical changes to the original module, and sort of deviate noticeably from the concepts it had, where you could bring in almost any character, of any level, and it would have something for them.  It also has a few references to the original NWN campaign that I'd rather be rid of.  At that point though, I'm really not finishing DCI or even expanding it, so much as using it as a template for my own module.

 

And that's fine, I think - though I'll need to give it a new name (which I haven't decided on yet).  At the same time, I'm thinking I should go ahead and fix up most of DCI as it is, and post it up, before I start going through with a wrecking ball and renovating, so that those who just want DCI can have that.

 

Once that's done, I can start overhauling it, and making the Inn and its quests part of a larger (relatively speaking) world with other events and sidequests that are available in addition to the "main" quest.

 

 

The robbers idea is a good one, though I might stage it elsewhere in the module.  I have it copied to my notes file, so you can edit it out now if you like.

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@Aliris

If you haven't noticed already, there's a bug with the blackjack game. Sometimes when you request a new card from Jack, not only you don't get one but an error message shows up and says "too many instructions" or something.

Do you remember specifically which script it was?  NWN should display the script file name in the error.

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Also, while I'm at it - are there any setups, scenes, especially generic sorts of things, that people like and would want to see, from other modules like ADWR?  I know I'd like to add in the option to go whoring, for one, which is one of the things I already have (mostly) working, just to give an example.

 

For instance:

 

From ADWR, I really liked the gritty setup of the Betancuria docks, and wanted to replicate that, so there will be a seedy wharfside bar that's dangerous to go inside unescorted (or at least not heavily/visibly armed), as well as sailors and dockworkers that will try to proposition you, if you spend time hanging out there.

 

Another thought I had was the notion of the village where the Inn is at having a Wise Woman/Witch, who would be a source of a quest or two, as well as various interactions.  She might sell you Neem Tea*, various cures, send you on a quest to gather herbs for something, or if you're obnoxious enough to her, she might curse you (leading to potentially interesting results).

 

*Neem Tea, which was in DCI, led me to another thought - which was having the possibility of the PC becoming pregnant.  There would be contraceptive things, or perhaps you could get the witch to give you an abortifacent herb mix if it was early enough... or maybe she has a way to shorten the term, or barring that, and you actually play long enough, you might have to drop the child off with the local temple or something.  Might have to tweak the times a bit (maybe the witch curses you with a faster cycle?)  This may be a bit much of a tangent though. :)

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Also, while I'm at it - are there any setups, scenes, especially generic sorts of things, that people like and would want to see, from other modules like ADWR?  I know I'd like to add in the option to go whoring, for one, which is one of the things I already have (mostly) working, just to give an example.

 

My favorite part of ADWR was actually how the scenes were written (primarily text). As for particular scenes, maybe the bandit fortress scene in part 1

 

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Also, while I'm at it - are there any setups, scenes, especially generic sorts of things, that people like and would want to see, from other modules like ADWR?  I know I'd like to add in the option to go whoring, for one, which is one of the things I already have (mostly) working, just to give an example.

 

My favorite part of ADWR was actually how the scenes were written (primarily text). As for particular scenes, maybe the bandit fortress scene in part 1

 

 

 

There will be a lot of text, if the ones I've done so far are any indication.  If anything, it will be a lot like the text of ADWR, but using the animations/positions of DCI instead of just dropping darkness on everything.

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@Aliris

If you haven't noticed already, there's a bug with the blackjack game. Sometimes when you request a new card from Jack, not only you don't get one but an error message shows up and says "too many instructions" or something.

Do you remember specifically which script it was?  NWN should display the script file name in the error.

 

 

Script blackjack_card, OID: 8000009c, Tag: JACK, ERROR: TOO MANY INSTRUCTIONS

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Am liking a lot of what I've heard so far. 

 

Am glad you are thinking about adding a dirty/gritty/seedy sort of place like the docks where those dock workers would gather in ADWR.  Maybe add a seedy bar or two there as well.  Or an abandoned warehouse/home or two in the area too.  I like the element of danger of venturing to those areas as well.  If there was one complaint in ADWR, everyone was warning the PC how dangerous it was to venture to the docks.  But all that really happened was that a sailor or two would proposition you.  A modder named Nonsense7 (I think) added the possibility of more happening to the PC when approached by sailors/dock workers.  So something like that would be a nice addition to the mod.

 

I also like that it will be more text based.  Again, I like the ADWR darkness combined with text descriptions as to what is happening.  Though there are animations with the HAK for the mod, so I s'pose some of them could be incorporated as well.  Still like the text based descriptions best tho.

 

The Fortune Teller/Old Lady/Witch idea sounds great.  I like it that depending on how you treat her and some of the things you might do and say could influence the way she would treat the PC.  She might take a liking to her and help her out or give her something.  Or she might initially like the character, and get put off by something the PC would have done/said.  Then she might either be fairly mean and put a curse on the PC (like everytime an NPC says a specfic word, the PC either freezes or gets dazed or maybe involuntarily submits to the NPC).  Or she simply knocks out the PC (magically or via herbs) and has some fun with her herself.

 

Great ideas all...again it's great to see some life breathed into both the mod and NWN.

 

 

 

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I love you. This module, incomplete as it is, has been one of my favorites for a long while, and it was always very sad that it got forgotten. The scenes with the goblins and the half orc were always my favorite. Though I always felt the scene with the goblins ended too abruptly, and there was no follow up in their camp. My biggest problem was that unlike ADWR, some scene definetly forced the feel of 'begrudgingly enjoying it' during the non-con scenes. The dwarves for one; it would have been good to be able to roleplay the PC as being still utterly smashed all the way through. I do so enjoy the 'trapped/helpless scenes'.

 

I also approve of the starting focus on the female PC. These days I don't ever really play RPGs as males if I have an option, because playing as a female is far too interesting, and it adds so many layers to stories. When playing a male, I tend to have issues getting in character, and just end up getting bored.

 

Edit: I also have to admit, Skyrim has fairly ruined me, with Serana. It would be utterly amazing to have a female vampire in the Inn, or somewhere, that would slowly (or not) come to sexually dominate the female PC. A mix of genuine affection, but with the domineering superiority that the fanged undead are known for. So if you are taking suggestions/requests, that would be mine.

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I've got the extended version of ADWR that Nonsense667 did, and I'll be expanding on that.  Well, technically I already have - I exported the entire tavern (The Swordfish) and the associated conversations etc for the Sailors from Betancuria's docks, in part because I wanted to see how it worked, and see if I could expand on that, as well as practice with making the animations work.  Thus far it seems to be working nicely, though I'm sure I've missed a bug or two. 

 

The final version will be a lot more customized, rather than just an exact copy, but I've also modified the dialogue tree to where the sailors not only will sometimes be pushy, but they'll sometimes not take no for an answer.  Also, if you resist, you have to pass checks - it won't just immediately dump you to a fight.  It's possible (depending on ability checks etc) that they'll simply force you.  I've also modified the tavern scene.  Although there aren't yet, there will be ways to fight back/avoid/resist it - but on the flip side, there won't be any Dhorn coming to rescue you if you can't.

 

Overall I want to try and aim for a module where it's certainly possible to play through the entire way with nothing bad happening to you, but not necessarily easy.  I also have a notion to track some of the character's reactions to things, so that if they act like a complete slut, some things will occur differently than if they've reacted another way, in addition to some of the more visible alignment-type stuff.

 

As for the witch, she definitely plays into some of what I have planned for the "main" quest.  I'm thinking that you wouldn't need to do anything for/with her to complete it, but to unlock some of the endings (or alternate path scenarios), you might need to have done certain things.  I may try and extend that to other sidequests, but I definitely have one in mind related to the Witch.  Another thought I had for her, is that maybe she doesn't do anything to you herself, but one of the things she wants done is to have certain "samples" collected from specific monsters/creatures.. ;)

 

As for the vampire suggestion, I'm not sure if there's a reasonable place for one, but I definitely have the idea of a certain subtly dominating female presence that will try to influence and manipulate the character in the middle to end range of the story. :D

 

Another thing I may look at doing is spreading more of the quests outside the Inn, so that the area isn't quite so crowded, or possibly expanding on the goblins for one, such that instead of simply winding up having to fight the Chief and/or others, you wind up taken deeper into the caves, and have it be a longer scenario with a small dungeon crawl.

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If I knew a place to upload it, I'd send you my own modified version of ADWR 1 - admittedly all I've done is change the swordfish scene.

 

Was going to put in options so some of the other scenes ran further (like with the Orc in the tony the tiger story), but for some reason I no longer can remember I never got round to it.

 

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Thanks - I've already written out most of the rest of the scene though.  If anything it feels like the first part is a little nondescript in comparison, so at some point I may go back and embellish.  Right now I've gone back to adding modelling options (did that last night), and a character customizer in the starting location (so you can adjust your character to use the custom models I added to the haks that I found in use by various NWN servers).  I'm debating adding something else to the starting area so you can customize your character's personal history a little (a Diary with a conversation that pops up questions, and based on those answers would set the starting personality/etc).

 

I'm also pondering the storyline's motivations.  Essentially, who is the character, and why are they involved in this?  Are they after knowledge, money, survival, power?  Certainly the player can choose to go after any of these, but what does the main story quest revolve around?  At the moment I'm thinking to make the character a mage, who at the start of the story has been sent from a college of magic to study with a wizard as part of a, well, for lack of a better term, "summer program", only for things to go downhill from there...

 

Without giving anything away, here's the prologue setup:

 

The Character starts on a ship, in the cabin.  A storm is brewing outside.  Eventually, drawn by the shouts of the crew, they poke their head outside.  Once outside, they wind up swept off the ship, and black out, only to wake up on a rocky beach below some cliffs, near the wreckage of the ship.  All of their belongings are gone, save for the ragged remains of their clothes...

 

I'm also thinking to block the use of the mage familiar, until possibly later?  I think I might be able to script custom familiars, too... but this would definitely allow for better grasp of the difficulty early on, and maybe some special things later on (like having to take control of your familiar to go into hard to reach places maybe?).

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Also, while I'm at it - are there any setups, scenes, especially generic sorts of things, that people like and would want to see, from other modules like ADWR?  I know I'd like to add in the option to go whoring, for one, which is one of the things I already have (mostly) working, just to give an example.

 

My favorite part of ADWR was actually how the scenes were written (primarily text). As for particular scenes, maybe the bandit fortress scene in part 1

 

 

 

There will be a lot of text, if the ones I've done so far are any indication.  If anything, it will be a lot like the text of ADWR, but using the animations/positions of DCI instead of just dropping darkness on everything.

 

 

I'll definitely have to try it out. Is the one on the vault the most recent version?

 

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