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NWN2 ENGLISH MODULES

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Name  Legacy of the Dragon
Author  Illondar
Submitted / Updated  09-22-2008 / 02-03-2009
Category  Single Player
Module Types  Combat, Dramatic, Dungeon Adventure, Roleplay, Romance
Forum Thread  Link
Scope  Medium
Content  Mature
TricksTraps  Light
Roleplay  Medium
HackSlash  Medium
LevelMin  02
LevelMax  07
Gameplay Hours  08
Patch  1.02
NWN2Game  NWN2:MotB
Description
Requirement: Mask of the Betrayer

Installation: The "Installation Guide.txt" can be found in the Legacy of the Dragon Package which explains the installation in detail. (The installation only requires copy/paste of module data, no setup.exe needs to be run)

Intro:

Arriving in Port Trinad on a hijacked ship is bad enough, but something in this small port town is not as it should be. Prepare yourself to uncover secrets, explore hostile territories and fight for the greater good or simply for your own glory.

Campaign features:

type: single player
playtime: 6 to 9 hours
level: 1 to 7
companions: fighter/thief, wizard, bard

Hints:

Skills: Most of the skills are used here and there in conversations except for crafting skills. Appraise lets you haggle for free items at shops so it might be a good choice.
Encounters: Not every creature can be beaten by ordinary weapons. If a creature proves resistant, try something else.
Companions: Speak with them often (in each area) to find out more about them. If they don't have anything more to say you will know. Whatever you tell your companions may have consequences, so be aware on how you treat them.
Difficulty: As this is a low level module starting with a fighter or similar class will ease the difficulty while choosing a class relying on magic will give you a harder time.

Files

NameTypeSizeDownloads
Legacy_of_the_Dragon_Package_v1.02.zipLegacy_of_the_Dragon_Package_v1.02.zip
Submitted: 09-22-2008 / Last Updated: 12-07-2008
zip118.1Mb3501
--
SCORE OUT OF 10
9.06
44 votes
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Comments (103):

  1  2  3  4 Next>

Posted by Zhandigal at 2009-02-06 16:43:48    Voted 10.00 on 02/06/09
I´ll try to explain me as better as i could with my poor english...

In my opinion this mod is...amazing, awesome. And I´m very angry because, as I´ve said a lot of times, normally the best mods aren´t the best ranked.

This mod has it all. Nice and original story, deliciously accurated scenario´s designs, perfect balance between combat and PC-NPC interactions, well designed NPCs, beautiful music, good illumination, adequate length (neither too short nor too long). And one thing that maybe will make happy Illondar: it works perfectly with SoZ and 1.21 patch, I haven´t needed set any hotfixto play it to the end. Any bug, any problem.

So I have to give you, Illondar, my very great congratulations for your mod, I´ve enjoyed it a lot.

I´ve played a lot of mods (many of them bored, stupid, simple and absolutely overvalued, a big injustice). And through mountains of filthy mods It´s a pleasure to find jewels like Legacy of Dragon, a mod with a professional level.

Again my congratulations from Spain (I will promove your mod to be translated to Spanish), and my encourage to carry on with your wonderful talent doing mods like this. Congratulations and may Silvanus be with you!

Zhandigal DeVir, half-drow druid/harper agent.

PS: the few mods I´ve played that I would recomend (in this order):

-Harp & Chrysanthemum
-Legacy of the Dragon
-Traveller
-Tomoachan
-Corruption in Kiahoro
-Vordan´s Hero Creator (last version, as a character editor).


Posted by ActorOfVeil at 2009-02-05 13:22:58    Voted 7.75 on 02/05/09
This is truly an engaging module. Lots of dramatic moments, great pacing and great battles, although the bugbear horde was way too hard (only one of the characters barely survived). The dialogue is little loosely written in the beginning but gets sharper towards the end.
_________________________
A good module author is PAG: Patient, Ambitious and Gutsy.

Posted by Illondar at 2009-01-29 01:51:07    
If you downloaded it a few months ago, then the problem makes sense. I am really sorry the commands in the hotfix do not work as intended. As I didn't use the command console much my knowledge there is extremly limited and I don't see a solution right now. The commands should simply initiate the conversation which it did in my case, but obviously not for everyone on the vault.
The newest version (1.02) works with SoZ, as the conversation is not initiated upon entering the area, but after the first few steps towards the guy on the tower. It is really an evil but introduced by the new expansion and it interrupts the old version of my module in the worst possible moment. What you didn't see yet is a revealing conversation, the endfight and ending of my module.

Posted by Vidal at 2009-01-28 07:22:44    Voted 9.00 on 01/25/09
Illondar: the version I played wasn't the updated one, the mod files were named legacy1of2final & legacy2of2final... I downloaded the package a few months ago and intended to play it right away, but between Fallout 3 and my real life I couldn't find the time... actually, I should have looked here to see if there wasn't any new update, my mistake... but I may try it again in the future with a different character... it is really a very good mod and fully deserves to be played another time.

Posted by Illondar at 2009-01-27 08:00:30    
Hi all. Thanks for the encouraging comments and the good votes. I have to admit though, that for the time being I am absorbed with non-virtual work and a sequel or other module is not yet in the pipeline.

Vidal: I was hoping that issue was solved with my newest mod version (1.02) and just left the hotfix for those who didn't want to begin anew. Did you play the 1.00 or 1.01 version of my module?

Posted by Vidal at 2009-01-25 03:08:15    Voted 9.00 on 01/25/09
No deal... but no big deal, it's OK. I tried the hotfix but it didn't work: opened the console, entered the proper commands and a message appears stating it wasn't successful using the hotfix... and nothing else happened.
A pity for sure, but since it was apparently the last battle I don't think it should prevent me from voting (I never vote for mods unless I played them through to the end).

Despite this serious problem, which was a result from patch 1.21, the module is just great from start to finish. An excellent use of Forgotten Realms lore, very nice characters and dialogues, an interesting tale with an epic feel, beautiful area design... others have already said all that, so I don't need to go on.
I really enjoyed playing almost to the end, but I won't fault the author for something caused by a patch... that's one of the reasons why I don't like patching this game.
I don't know if I will be able to continue this campaign in the future due to this last minute problem, but even so I think it fully deserves to have other chapters... they would surely be welcome.

Posted by Vidal at 2009-01-24 18:17:34    Voted 9.00 on 01/25/09
Oh well... I should have read the hotfix description... my mistake, sorry about that... will try it out and vote afterwards.

Posted by Vidal at 2009-01-24 18:13:34    Voted 9.00 on 01/25/09
It is really one of the best mods of the vault... no doubt about it... and I intend to vote accordingly... but it seems that I found a bug of sorts. I am stuck at the wizards tower... SPOILER ALLERT ... when I climb the stairs to face him he just stands there, doesn't talk or get aggressive, so I can't go on... did I miss something or is it really a bug?

My game is fully updated and I have SOZ installed... but there were no other issues, only this one.

Posted by Mantorras at 2009-01-18 07:41:39    Voted 9.75 on 01/18/09
To Illondar: Great Mod. I had a blast with your epic adventure.
The best complement I can give you is that I hope I can have another adventure with Gryvas and Reviara.
Good:
- You put a lot a work into i and it shows. Great level of detail and lots of cool itens.
- Story and caracthers, you can't have an engaging adventure witout geting this two things right.
- Mature aproach. It's a game but it helps to get you envolved. People die, things can go wrong.
- Loved your music choise for the escape from the feind part.
Bad:
- Some spells. Reviara kept chopping vital points and stunning all the party with the lightning loop spell.
I plaid as a paladin and kepted getting paralized and confused against wizards (this sort of makes sense since wizards should hold back fighters do to the fact that they are no good in fisical confrontation).
- I crashed back to the desktop a few times, maybe it was the mod maybe it was my game.
- Some major fights are overwhelming and I got through by random luck with little control.
Suggestion: Spoiler - One caracther get to joing the party and it's hunted down without mercy. Maybe the dialog options could give more information to the situation and the caracther could act more liked it knew the gravity of it's situation.

Final note: I agree you shouldn't make a Mod/game like a movie, you have to play it not just watch it, but this Mod made a very good use of the cutscenes to sell the big moments.

Posted by Lariam at 2009-01-17 05:44:59    Voted 8.50 on 01/17/09
A wonderful mod - thanks for the several hours of fun, Illondar!

One very cool thing about this module was that it was good-sized and stand-alone. I liked that. Gained 5 levels (would've gained 6 with a non-penalized race), not too fast. And now the character's ready to continue her adventures somewhere else. I really hope to see more from Illondar, but actually I don't especially wish to see a sequel. Another stand-alone module, though? Yes, please.

Another thing that really stood out was the inventive scripting that produced some *awesome* results. It was great to to be pursued by, and run away from, scary monsters (with no hope of tackling them); some of the really complex battles had rather breath-taking twists and turns. Loved the, well, you know what battle, especially (Phew...huh? O-ou...phew...sigh...wow...). The bard towards the end... And so on. Really good stuff.

The battles were really exciting, quite generally. They felt exhausting, demanding, challenging, and yet always (barely) survivable. Great balancing there. Also, the battles had nic evariety with regard to the opponents, etc. Adventurer parties are always fun opponents, for instance.

The story was fun enough, and intriguing. I felt a bit lost at times, though. In the beginning, for instance, I wasn't quite sure what's going on (in the bad way, too). The same applies to the post-big-fight scenes and discussions. (Who? Lost? What is? And so on.)

The companions were pretty interesting, too. They have relatively detailed stories and have quite a lot of dialogue. I was impressed with how things went with the bard (even though her story wasn't my favorite - couldn't really make sense, exactly, of 'em elves; or, well, I could, but they were somehow too one-dimensional and silly, I thought).

Lots of interesting items. Liked the items, but thought there was a bit too much of treasure. I could've easily had tens of thousands of gold towards the end. Fortunately, the lovely companions of my character were interested in many of the items and also wanted to have some expensive stuff from the last store that I encountered. :)

What else... The music. Pretty great stuff there. Must've contributed to the fights being so exciting, for instance.

The module would've benefited from some more polish in some ways. I already mentioned the writing and the linguistic mistakes/typos in my previous post. Also, there were some minor things like my female character being called 'sir' by the gnomes, the gnome and the skeleton having the same dialogue popping up each time I talked to them, the kids in the gnome village having dialogue that didn't make sense because I didn't talk to them soon enough, etc. The towns were lively, though, and reacted to what the characters had done over time. So, *a lot* of work has gone already to making things like that work. Oh, well, I'm a bit of a polish freak, I guess.

A lot of FR lore in the mod. Well used, at least mostly. I wasn't always sure about the timeline (is a certain band of adventurers still adventuring together in around 1374 DR, for instance?).

All in all an excellent module. Thanks again for making it; hoping to see more from you, Illondar!

Cheers,
Lariam
_________________________
Forgotten Realms Weave

Posted by Lariam at 2009-01-08 09:37:29    Voted 8.50 on 01/17/09
Finally started playing this. Having a lot of fun - enjoying the well-balanced exciting fights, the very cool scripting, the rich details and lively towns, the intriguing story and the colorful characters, among other things! :) I'll comment more once I'm done.

One thing that I know the author is aware of: the language. I seem to recall the author isn't native English speaker. (If so the writing is really impressive!) And I'm enjoying the mod as it is. But I do think that having someone (some native speaker - unlike me, for instance) check the language would improve on the mood/feel of the polish quite a bit. But like I said, I'm having tons of fun. The linguistic mistakes do not trouble me too much. Just a suggestion! (And I know that finding volunteers may be hard.)

Thanks for making this mod - I can already say that I'd be most delighted to see another one from Illondar one day.

Cheers,
Lariam
_________________________
Forgotten Realms Weave

Posted by BigBoofyBloke at 2009-01-01 12:14:27    Voted 8.50 on 01/01/09
I very good mod with a well thought out story and strong characters with histories.

Posted by Restutitor Orbis at 2008-12-30 20:27:00    Voted 10.00 on 12/30/08
One more comment: this module gave you the feeling of spaciousnes that has been lacking in many NWN2 mods, as opposed to NWN1, which had some large spacious areas. I like that feeling of freedom. Playing SoZ, for example, left me feeling claustrophobic!

Posted by Restutitor Orbis at 2008-12-30 20:25:24    Voted 10.00 on 12/30/08
This is definitely one of the best NWN2 mods I have played so far. It remains true to the spirit of D&D and tells a captivating tale to boot!

Posted by amers1015 at 2008-12-22 14:17:06    Voted 9.25 on 12/22/08
Very solid module. I loved Cryvus, he cracked me up. I did not encounter any bugs during the game whatsoever. Interesting storyline and very engaging characters. I'd also love to see a sequel.

Nice work!

Posted by Singapore_NanyangTechUni at 2008-12-08 09:39:46    
Hey there Illondar

We saw that your mod is really popular among gamers on the NWN modding sites, and recognize that you are a celebrated modder with great achievements! Hence, we would like to take this chance to request you for a COMPENSATED online research interview.

I am Jasmine, a final year student from Nanyang Technological University, Singapore. (www.ntu.edu.sg). I am currently doing a research Paper on game modders/creators with 3 other students, and we are looking to recruit participants for our interviews so that we can understand this field better. We chanced upon your mods on these sites - Link and Link

The online interview will be conducted over December and January 08-09. Participants will be paid SGD70, which converts to about 45/46 USD through PayPal.

Because Singapore's pool of game creators and modders is really small and niche, we are looking at the works of international creators/modders and their prolific works, such as yourself.

If you have any further queries, please feel free to email me at my university's email - jasminelee@pmail.ntu.edu.sg. I hope to hear your reply soon.

Posted by Illondar at 2008-12-07 05:31:42    
Hi all. As the hotfix does not seem to fulfill its purpose I repainted the speaktrigger at the end, so you will first make an area transition and then trigger the conversation by walking a bit forward. So if you just downloaded version 1.01 please delete it and download 1.02 which will be available shortly.
I am sorry for everyone that couldn't finish my module... it's difficult enough to keep a module bugfree without having the NWN2 devs introduce new bugs :(

Posted by kmburk at 2008-11-30 21:10:56    Voted 10.00 on 11/27/08
I tried the hotfix and followed the directions. When I run the Hotfix "rs hotfix" I get "Virtual Machine reports unsuccessful execution of script hotfix for object CNAME' where "CNAME' is the character currently selected. In the dialog box I also see "Action List Overflow:(313>75) OID:80000d28. Tag:wt_branwa" this continues until I close DebugMode with DebugMode 0. Hope this helps.

BTW-Thank you for all your efforts. In my opinion, you have nothing to apologize for, you can't be expected to anticipate the program developers updates. This module has still been great fun and I look forward to other works from you. Hopefully a continuation of this as a series.

kmburk

Posted by Tauschitz at 2008-11-30 12:05:29    Voted 8.75 on 11/30/08
Well, I finally finished Legacy of the Dragon and here is my review:

This is a first class module, and holds its own with some of the best on the Vault. In some ways it felt like a more expansive and enjoyable version of Tragedy in Tragidor.




SPOILERS




WHAT I REALLY LIKED: I liked the NPCs, as they were interesting a well written. It was good that their tales held a bit of mystery and unfolded bit by bit. There was also interaction between them, which - although it seemed somewhat forced at times (IMHO) - was nonetheless appreciated by me. But what I *especially* liked by way of NPCs was the story of the Bard, and her fate at the end. She had become quite a part of the party and a resource for my party so losing her was not a good thing (it felt bad) and made the tower battles far more difficult.

I (generally) liked the scope and flavor of battles (different types with the potential for different tactics required). There were a number of good set piece battles, but the highlights were twofold: 1) the defense of the city (with guest appearance of Drizzt) was very, very good, and had some moments of real tension; 2) the final fight on the top of the tower was *masterfully handled* and blew life into the old "finale against the evil wizard" set piece that we have all come to know. Bravo!

World map was well done, and I appreciated the sense of space it gave to the module. More praiseworthy was the area design, which really had a sense of expansiveness and was lifelike. I think I enjoyed most the return from Glittercity through the dark forest. It was dark and moody, had a small choice and consequence encounter, some other good encounters central to the plot (then tied in a the end).

Scripting was outstanding and some of the surprises in the game were extremely well done. I also really loved the surprise in Glittertown. Just what I would have done in the same position.

WHAT FELL A BIT SHORT IMHO: First let me say that none of this was bad. These are just some things that I thought could be better; some things that I was less than enthusiastic about.

Generally speaking I liked the way encounters were handled, but the approach at the end through the werewolves and wolves felt a bit too much like grinding. It made me think (especially after so much else in the module was there for a reason) why the heck are they here? And why strung out along a stream in broad daylight?! Also, the elf diplomat at the beginning: if you are going to get me the chance to kill her, then she needs to die. As it is, I killed her and there she was alive again in the tavern.

Resting. I know there are those out there who either 1) done want hard combat or 2) want to be able to spam every encounter with all spells, but I think that you should give the players at the beginning of the module a choice of whether they want challenging combat or not. If they don't want challenging combat then leave things the way they are with no resting restrictions. If they do want challenging combat, then made some sort (your choice) of limited resting system/random deadly encounters. For those of us who want a challenge resting whenever and wherever you want just kills the tactical combat altogether. Yes, I know that one has the option "just not to rest" but this is a poverty of a designer choice.

I guess now that SoZ is out, I could really imagine this module with a real functioning world-map in a vein similar to SoZ - that would be very, very, cool!

Overall, I really liked this module quite a bit. It was a lot of fun, and had a definite P&P feel, with the exception of the resting system.

One last word: the module I played previous to LofD was Fate of a City, and both of them are outstanding examples of what single non-series modules should be. There is enough there to sink your teeth into without having to wait 2 years for a whole series of connected modules to come out in order to enjoy one story arc.

Tauschitz

Posted by Tauschitz at 2008-11-30 10:25:35    Voted 8.75 on 11/30/08
Kmburk said: "I loved this module up to the point that I'm at now. like Zensliev; I cannot get past the top level with the wizard. He doesn't talk the trigger doesn't fire. Could this be a compatability issue with the last update?"

I am still using the 1.13 patch, and I have not ever installed SoZ, and I too ran into the problem with getting the wizard scene to "fire" on the top of the tower.

What got it to work for me was, simply, reload my last save (before the transition door after killing the Iron Gollem) and going through the door to the roof again. The second time I did this the cut-scene fired as it was supposed to.

As I said, I have the 1.13 patch and no SoZ, so the quirkiness of the trigger is not just a SoZ problem, though, from what I have been reading on the NWN2 forums, it may have been made worse.

Tauschitz

Posted by Illondar at 2008-11-30 03:05:23    
Kmburk and Zensliev: Please download the hotfix for the conversation problem, follow the instructions and let me know if you could finish the module.

Posted by Illondar at 2008-11-29 07:37:32    
Kmburk and Zensliev: The problem is due to the Update 1.21 and was spotted by other module builders as well over at the forums (First Sticky topic in the toolset part). It seems that with this update speaktriggers that should fire when you enter an area are broken. I hope this will be fixed soon.
If I can find a solution with the command console I will post it here... unfortunately it turned out to be more difficult than I thought.

Posted by kmburk at 2008-11-28 13:38:04    Voted 10.00 on 11/27/08
Illondar, The NWN2 1.21 update. Yes, when this first happened, I deleted the installation and re-downloaded the mod earlier this week. I'm unfamiliar with triggers, is there a way the cause it to fire using the DebugMode so that I can continue with the game? Thanks for your help and a great game (even if I can't finish it.)

Posted by Illondar at 2008-11-28 13:25:48    
Zensliev and kmburk: I'm a bit at loss with your speak trigger problem. This is a plain speak trigger like I used it all the time throughout the module. There are no conditions to it... it should just fire as soon as you enter the area.
What update are you refering to kmburk? NWN2 or my module update? Did you try it a second time? I believe there are rare occasions where the default speak trigger doesn't fire.
Unfortunately the conversation is not accessible by talking to the wizard... I have made a note of that for the next update.

Posted by kmburk at 2008-11-27 20:36:57    Voted 10.00 on 11/27/08
I loved this module up to the point that I'm at now. like Zensliev; I cannot get past the top level with the wizard. He doesn't talk the trigger doesn't fire. Could this be a compatability issue with the last update?

Posted by Illondar at 2008-11-27 07:31:57    
Thanks for the good votes.

peej000: You're right with the vase... I was not that creative to think someone might stop the conversation and than instead of talking again, try to destroy it by attacking it directly :(

Zensliev: I will try to check the trigger problem as soon as I get a few minutes with my modding PC. If you want to try something right now, I believe I have assigned the conversation to the wizard as a backup, so try to talk to him normally. The problem will be, that you may have some problems reaching him, because of his protective magics, but it's worth a try.

Posted by Zensliev at 2008-11-26 16:46:58    
I seem to be having a different problem than anyone else: I've made it all the way to the top of the wizard's tower, but when I enter the last room, he just stands there in the middle and doesn't do or say anything. I'm not sure why, but I think the speak trigger that's supposed to go off when I enter the room isn't activating for some reason. Any help would be appreciated.

Posted by Tana Banda at 2008-11-24 13:09:01    Voted 10.00 on 11/24/08
Enthralling mod. Excellent story unfolded all the way. Come on with another chapter, please please.....

Posted by Tauschitz at 2008-11-24 11:39:13    Voted 8.75 on 11/30/08
Just started playing this, and I like ti so far, but I have a question:

SPOILERS:






Through conversation option near the beginning of the module, I generated a battle in which I killed Ambassador Nadis and her guards. But when I go to the tavern thereafter Nadis and her guards are still alive! If killing her is not a viable option, then I think you should remove the option to kill her.

Tauschitz

Posted by peej0000 at 2008-11-24 09:53:56    Voted 9.00 on 11/24/08
Illondar - very enjoyable module - sorry if I am repeating the comments of others, but briefly:

Pros - great story line, I liked how everything tied together but yet the unfolding of events keeps you guessing. Interesting companions and great interaction between them. Nice use of areas and spawning/moving NPCs and monsters around so the areas/NPCs seemed alive and time seemed to pass.

Cons - lots of grammatical errors and typos (I'm sure you could find native English speakers including me to help you check this mod or future projects). At least two inportant conversations triggered during battles. Some strange behavior with creatures going hostile, then friendly, then hostile again for no apparent reason (this happened with bugbears, and during final battle. Could use more dialog choices - at times there are some but during many imporant conversations there is basically only one choice of behavior for the PC.

But overall a fine module from somone with a real knack for storytelling.

PS ***SPOILER*** if you do a revision, I recommend that you fix the vase with the pixies, because when my party destoyed it physically it broke the plot line. When I reloaded and went back and destoyed it through conversation with the vase it worked. Maybe either make the vase plot or add a script to advance the journal entry if it is destroyed?

Illondar - you asked below whether any typos or English-usage affected the play - in Glittertown when you are told to talk to the guard and tell him the password, you mentioned that he is guarding or standing by something (I don't remember), but whatever word you used I did not know what it was - I had to randomly look around for the guard.
_________________________
Missing Persons -- a short single-player NWN adventure for levels 4-5.
My music submissions

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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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