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Hello :)

I just recently bought NWN2 and I want to know what mods or modules (dont confuse them :O ) would in a way be a must have(not necessary need to be a requirement (must have) ).

I checked Nexus and the NWN Vault but... I am confused or more like not sure which mods/modules I should add.

Some user Recommendations would help me alot in helping me pick which mods to add in the game. I checked around for a list in the forum but I couldn't find any or maybe I missed it.
Firstly, you don't -need- to add any mods. You can just play the official campaigns first.

The original NWN2 campaign... has its moments, though the first chapter is extremely long and tedious. But it's a good way to learn the game and pretty well written in general. (Although the story is very generic.)

The first Expansion, Mask of the Betrayer, is widely and rightly hailed as a masterpiece. It has a frustrating mechanic that you can mod out if it bothers you too much, but you really should play it. Although you shouldn't start with it. It's meant for a character that's finished the original campaign. You can start it with a new character instead, but because it's an epic level campaign it's highly advisable to learn the ropes in a simpler environment first.

The second expansion, Storm of Zehir, is a more old-school party-based map-exploring RPG. Fun and different, but not nearly as interesting story-wise as Mask. Or even the original campaign. It's a low(ish)-level campaign, but again not recommended to start with because it's pretty tough and you have to create a whole party that works well together.

The official stuff should keep you going for a -long- time. But if you want more, there are plenty of modules out there. I'm not a great expert on what the best are, though. Honestly, I never found the NWN2 modules to be nearly as good as the best NWN1 modules. NWN1 had a much bigger community that produced much more quality stuff.

Still, from the top of my head, I'd recommend:
*) The Maimed God's Saga, which came up in another thread here just earlier. A very atmospheric and moody adventure about a cleric. Well written and interesting if you like forgotten realms lore. Very low magic. Focussed more on story and RP than on actionI liked the earlier half better than the last act, but it's one of the best I've played either way.
*) The Conan Chronicles. A series of modules that's very well done and, as the name suggests, set in the Conan world and loosely based on those stories. A great place to explore if you want some non-Forgotten Realms type fantasy. Good mix of roleplaying and combat. Should keep you busy for a long time.
*) Tragedy in Tragidor. Silly title, but a lot of fun. One of the oldest NWN2 mods but still pretty good. A re-make of an NWN1 mod, actually. (Conan Chronicles are also an NWN1 remake, in part.) This is a more basic adventure. You have to help defend a village from an orc siege. More focus on combat, but also a good story and a good small-town atmosphere. I found it to be quite moving. Medium length.

There are also persistent worlds, which are like mini MMOs. But I never played those for NWN2, only on NWN1.

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Now, modifications. (In NWN parlance, they're typically called overrides or haks, depending on where they're used, to avoid confusing with modules/mods.)

First of: You don't -need- any. The base game works. Sort of. It's sluggish and the camera is horrible, but I never found a modification to fix this. But if you want tweaks, there's a lot out there.

*) Notable is the PRC pack. (Player's Resource Consortium, but also Prestige Class.) It adds a giant quantity of classes, feats and spells to the game. Mostly prestige classes, but also a few base-classes. Oh, and more playable races, too. It's needed for some Persistent Worlds, and can be made compatible with the original campaigns and most user modules. It can definitely shake things up if you've gotten bored with the base content.

But... there's already a -huge- amount of classes, races, feats and spells in the base game + expansions. I really recommend against installing this if you're new to the game. Also, the balance isn't always the best and sometimes it can mess up the scripting in modules. (Say a module checks what class you are to give you an item: a wizard gets a wand, a fighter gets a sword. But you're some PRC special Hexblade class that the designer didn't account for. What does he get? Module error.)

*) Less Obtrusive Spell Buffs. http://neverwintervault.org/project/nwn2/other/visual-effect/less-obtrusive-spell-buffs
This one is highly recommended! It stops your party from looking like a lit christmas tree when you cast a bunch of buffing spells. And since NWN is all about casting buffing spells to survive, this helps a lot.

*) Adonnay's Elven Weaponry override: http://neverwintervault.org/project/nwn2/hakpak/original-hakpak/adonnays-elven-weaponry
Very highly recommended! This makes the swords in NWN2 look less butt-ugly. In fact, they look pretty cool now. Axes and everything else still look terrible, but with this override swords no longer look like they're made of foot-thick plastic.

*) Tony_k's companion and monster AI. http://neverwintervault.org/project/nwn2/script/companion-and-monster-ai-22
Gives you increased control over your party members' behaviour when they're running AI scripts, and makes monsters smarter. Makes the game much better.

Anyway, I think that should be enough to get you started. There's lots more out there, and my knowledge is actually a few years out of date, so it's quite possible there's awesome stuff out there I've never heard of. Still, have fun!
Post edited June 17, 2015 by Jason_the_Iguana
Of course I always play a game that can be modded vanilla first(without mods) then I put mods after I finished the whole default game and Expansions.

Just asking for help on mods in order to make a small list so when I finish the game+Expansions I will be ready to download the mods or modules . :)

Also thanks for the response Jason.
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Jason_the_Iguana: The first Expansion, Mask of the Betrayer, is widely and rightly hailed as a masterpiece. It has a frustrating mechanic that you can mod out if it bothers you too much, but you really should play it. Although you shouldn't start with it. It's meant for a character that's finished the original campaign. You can start it with a new character instead, but because it's an epic level campaign it's highly advisable to learn the ropes in a simpler environment first.
The spirit eater mechanic has so many loopholes that it's pretty manageable. Story-wise Mask of the Betrayer actually has relatively few connections with the original campaign, so I don't think it's necessary at all to play them back to back. If you're new to the 3rd edition D&D games, though, it'd be very jarring to just begin in the epic levels so it's definitely not the first campaign you should play.

The official stuff should keep you going for a -long- time. But if you want more, there are plenty of modules out there. I'm not a great expert on what the best are, though. Honestly, I never found the NWN2 modules to be nearly as good as the best NWN1 modules. NWN1 had a much bigger community that produced much more quality stuff.
Both games have great modules. For multiplayer NWN1 is definitely more solid, but for singleplayer NWN2 has better mechanics for controlling an entire party and the custom modules really put that to good use.
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Darvin: The spirit eater mechanic has so many loopholes that it's pretty manageable. Story-wise Mask of the Betrayer actually has relatively few connections with the original campaign, so I don't think it's necessary at all to play them back to back. If you're new to the 3rd edition D&D games, though, it'd be very jarring to just begin in the epic levels so it's definitely not the first campaign you should play.
It's manageable, but many people HATE it. So I thought I'd mention the available overrides. I personally don't bother... but neither do I play a caster-type in Mask. It's much easier if you don't need to rest all the time.

(Edit: In fact, don't play a caster type in the OC either. You'll want to scream and throw things at the screen as your buffs disappear and you get teleported to the front ranks in a cutscene and die in 3 seconds flat as the cutscene ends.
And don't rely too much on caster-types in Zehir either, since your buffs will disappear all the damn time.
Play someone tough with access to social skills and save yourself a bunch of headaches.)

But yeah, my main point was that Mask is a really poor place to jump in when you don't know the D&D rules.
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Darvin: Both games have great modules. For multiplayer NWN1 is definitely more solid, but for singleplayer NWN2 has better mechanics for controlling an entire party and the custom modules really put that to good use.
If you have more examples of great NWN2 modules, I'd be happy to hear about them.

It was my impression that whilst NWN2 has some good stuff, it doesn't have anything as epic as the Aielund of Prophet mods, nor as memorable and well-written as Stefan Gagne's later work. I could go on and on.

NWN2 definitely has its advantages in single-player. I for one thought the re-makes I mentioned above (Conan, Tragidor) were much better than the originals. But it does seem to have far fewer mods out there, and fewer epic-scale mods.
Post edited June 17, 2015 by Jason_the_Iguana
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Jason_the_Iguana: It's manageable, but many people HATE it. So I thought I'd mention the available overrides. I personally don't bother... but neither do I play a caster-type in Mask. It's much easier if you don't need to rest all the time.
Epic casters have a lot of spells per day and don't need to rest very often at all. Anyways, it's all up to preference but I find it's very easy to get into a consistent routine with the spirit eater mechanic.
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Jason_the_Iguana: (Edit: In fact, don't play a caster type in the OC either. You'll want to scream and throw things at the screen as your buffs disappear and you get teleported to the front ranks in a cutscene and die in 3 seconds flat as the cutscene ends.
And don't rely too much on caster-types in Zehir either, since your buffs will disappear all the damn time.
Play someone tough with access to social skills and save yourself a bunch of headaches.)
Yeah, the cutscene issue is a pain. Invest in the Dash feat (the one that gives a small increase to move speed) and pick up the quicken spell feat as soon as it's realistically feasible so you're better able to get out of harm's way.

I disagree regarding Storm of Zehir. Yes stuff with really long durations are kinda neutered by the area transition issue, but casters are otherwise still extremely powerful.

Conversation skills are important in all the NWN2 campaigns. I wholeheartedly agree with investing in those.
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Jason_the_Iguana: If you have more examples of great NWN2 modules, I'd be happy to hear about them.

It was my impression that whilst NWN2 has some good stuff, it doesn't have anything as epic as the Aielund of Prophet mods, nor as memorable and well-written as Stefan Gagne's later work. I could go on and on.
I'd say Harp and Chrysanthemum was the most memorable NWN2 campaigns. I also quite liked Subltety of Thay and Dark Waters. There are many other fantastic ones I haven't played, as the list of superb modules in both games is very long.
If you want modules, you should have bought NWN1.