D20 Modern Neverwinter Nights (or D20 Modern Mod) is a modern-futuristic themed Game Mod for the first Neverwinter Nights game. It is not a true module with a plot, but an empty module giving the modder a system to create modern or futuristic adventures (single-player or multiplayer) with the Aurora Toolset, including custom scripts, items, characters classes and objects; most of this can be edited by the modder. Basically, it is a d20 Modern total conversion of Neverwinter Nights.D20 Modern Mod features several different Character Classes, separated between six basic classes and twelve Prestige Classes.Each basic class is focused on one of the six attributes. They are:
Each Prestige Class can be chosen if the character meets a few requirements (feats, a minimum level in some skills, etc). This is not an obligation to use only this specific build, but the manual suggests that each basic class goes very well with two Prestige Classes. The Prestige Classes are :
Each class (basic or prestige) have a maximum level of 10. Because of Neverwinter Nights rules, a character can only have up to three classes. So, the maximum level for a Player Character in D20 Modern Mod isn't 40 but 30.The other important change to the Neverwinter Nights core rules is the using of firearms as ranged weapons, with specific ammunitions. Instead of using standard Neverwinter Nights ammunitions, it relies on a set of scripts. When a character takes a gun in his hands, the scripts check if he carries the right type of ammunitions (items shown as an inert icon), and, if successful, the amount of needed bullets for a full magazine is substracted from the ammunitions in the bag, converted in the same amount of usable ammunitions (arrows, bolts, or bullets, depending on the weapon) and go up to the loaded ammunitions slot of the inventory when the reloading is finished (reload isn't a free action unless the character has a specific feat). If a loaded gun is taken back to the inventory, its ammunitions are converted back to inert ammunitions.There is five types of ranged weapons, each being a modded variation of the default Neverwinter Nights ranged weapons:
Handguns: modified shortbows, they feature pistols, revolvers, very compact submachine pistols, and a Sawn Off Shotgun. The handguns can be dual wielded (see below)
Small arms: modified longbows, they feature some small to medium submachine guns
Longarms: modified light crossbows, they feature all kind of rifles (from bolt-action rifles to battle and assault rifles), bigger submachine guns and big shotguns
Heavy weapons: modified heavy crossbows, they feature some medium to heavy machine guns, and some special arms (flamethrowers, rocket launchers, futuristic energetic weapons, etc)
Dual-wielded handguns: modified slings, it is a handgun when it is dual-wielded. Only two identical guns can be used that way (the player must use a specific command through a dialog menu, when having one handgun in his hand and an identical one in his backpack); in game mechanism, one of the hands bears an active sling which really fires, and the gun carried off-hand is just an inert prop. Putting back one of the guns in the backpack makes both weapons reappear in the inventory, converted back as standard handguns
There is also some more minor mechanisms added, like an alternative wealth system (paying with a bank account rather than with real gold), several item identification skills (depending on whereas the item is an occult or military piece of information, a chemical object, etc), or a system of driving vehicles. Note that some of the new systems, skills and feats are absolutely useless unless the modder adds himself heavy scripts to the D20 basis module, or the module is a multiplayer one featuring a DM.Although the proper D20 Modern Mod replaces character classes, some bits of helmets, and armors, it doesn't delete the spells and the 3D models of the non-human creatures (including those of the Community Expansion Pack version used to make run the mod), allowing the modder to create modules with undeads, aliens or wizards.The mod have been used in the released first mod of the July Anarchy series, its planned prequel uses it too.The files needed to run the mod can be found here, but you also need to have both official expansion pack, and the unofficial mod ''Community Expansion Pack''.
The D20 Modern Mod provides examples of:
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Settings and sceneries
This list of tropes concerns the kind of sceneries and settings that can be created with the module. It also concern some of the inert items usable as scenery eye-candy.
Abandoned Hospital: It is possible to build one by using the spaceship tileset, and a lot of imagination.
Absurdly Spacious Sewer: Not specific to D20 Modern Modnote the "sewer" tileset belongs to the original Neverwinter Nights, but the player is able to create one.
Cthulhu Mythosnote At least, the late 20th / early 21st century variant: You have guns, several kind of monsters with more or less monstruous appeareance fitting with this setting (Kuo-Tua, Mindflayers, ghouls, etc), and occult-themed icons for inventory items.
Everytown, America: Vehicles, objects for scenery decoration, and the urban tileset itself are a somewhat cliché of United States of America of the late 20th / early 21st century. With some imagination, it is although possible to design a rural place set elsewhere.
Urban Fantasy: The modder can create true magical itemsnote technically, a lot of items are considered as magical by the game, even if they are real: for exemple, the different stats of the firearms come from "magical" properties, as the effects of the pills. The Acolyte Prestige Class is the Cleric from Dungeons & Dragons, and the Mage is Exactly What It Says on the Tin. No rule prevents players having a Dwarf / Halflin / Elve / etc character. All the humanoid (Orcs, Goblins, Giants, etc), or supernatural creatures (giant spiders, dragons, demons, undeads, etc) can still be used.
Action Hero: Especially when playing a Strong class character.
Action Girl: The stats and classes makes no difference if the character is a man or a woman. Strangely enough, the manual describes all the characters basic classes with "they", but the Fast class is written as "she" but the picture illustrating the page shows a man - in game, there is no rule preventing creation of a Male Fast character. In the manual too, the Strong class description page is illustrated with a picture showing a woman.
Samurai: The 3D models used by armors and helmets include samurai armor and headgear. Out of D20 Modern Mod specific resources, the original Neverwinter Nights and the Community Expansion Pack (needed to properly use D20 Modern Mod) include a large array of Japanese melee weapons.
Specs OF Awesome: A couple of PCs and NPCs heads include transparent glasses. As they are a purely cosmetical feature, nothing prevents to choose such a face while playing a very strong combat-oriented character.
The Big Guy: A character with the Strong and / or Tough class can usually be one.
Dumb Muscle: Averted with the Soldier Prestige Class, which requires spending some points in the Tactical knowledge skill to be choosable. Can be played straight with a build combining the Strong, Tough, and Martial Artist classes.
Genius Bruiser: Combining the Strong or Tough class with Field Medic or Field Scientist. It can also be done just with putting skill points in some "intellectual" skills without multiclassing in science or intellectual oriented classes, but the "genius" part will be less present, as those skills won't be "class skills" and thus there level cap will be halved.
Genius Ditz: When a character puts a lot of skills points in the Theology / Occult / Chemistry / etc knowledge skills but nothing in the Current events, Streetwise or Popular culture.
Useless Useful Non-Combat Abilities: Most of the skills of the mod can be this (deciphering foreign languages or technical pieces of information, craftmanship, repair, etc). Most of them requires heavy scripting of the module or the intervention of a Game Master to work.
You Have Researched Breathing: Some actions, like driving a car or having decent knowledge of current events or popular culture, require specific skills or feats.
Items, weapons, and armors
All which is related to inventory and usable stuff.
Arbitrary Gun Power: Can be played straight or averted, depending of what the modder wants to do when creating the weapons.
Rockets, missiles, and grenade launchers: M203 (useless at itself, the appearance of some weapons can be customized to add one), M1 / M9 / M20 Bazooka, LAW Rocket
Gatling Good: Two of the weapons are two minigun variants. The mod also has rules about autofire.
Goggles Do Something Unusual: There are spectacles/sunglasses items, which are technically amuletsnote to be more accurate, they are a new kind of item named "Modern Necklace", which works exactly like the amulets and is worn in the same inventory slot with special icon. They can grant some bonus, from relatively logical (bonus to Search skill, night vision, etc) to absolutely anything you want.
Grievous Bottley Harm: There are two models of bottle weapons: a full one (club), and a broken one (dagger). Both also exist in the specific "improvised weapon" category.
Gun Accessories: Some of the 3D models for firearms include some scopes or grenade launchers. There are also some one-use items which are made to ehance stats of a firearm.
Gun Porn: The mod includes 3D models for a lot of real firearms (and even more of Sci-Fi ones, too), although the ones that already exists in the basic demo D20 Module are far less numerous. See the Cool Guns and Rare Guns entries on the page.
Some blunt weapons are put in this specific category (they suffer from a decrease of accuracy, unless the character has a specific feat). They include a mug, a bottle, a chair or a frying pan
Some other "improvised weapons" models belong to standard weapons categories. Among them, there are spiked plank and baseball bat (club), kitchen knife and broken bottle (dagger), and small hammers (light hammer)
Improperly Placed Firearms / A.K.A.-47: The already made module suffers from some weird instance of it, like a St G 44 named "AKS-74U". Also, the description of the guns which goes with the mod files includes some other errors and inacurracies, one of the worst being the SVD models described as "AK-style Machinegun".
Katanas Are Just Better: Like in the unmodded game, they are the best type of one-handed weapon. And contrary to the unmodded game, they can be wield by anyone (although the wielder suffers from a malus if he/she doesn't have the Exotic Weapons Proficiency feat).
Laser Blade: Not only the mod includes the laser alternate appearance for bladed weapons from the Community Expansion Pack, but it also replaced altered stats and appearances of the kukris to replace them by Star Wars-style lightsabers. As those new weapons are actually a reskin of one already existing instead of brand new weapon type, which allows them to benefit from martial feats and proficiency.note In Neverwinter Nights, the bonus granted to weapon types from martial feats are hardcoded, which explains that it is impossible to create such feats applied to weapon types created by modders.[[note]]
Machete Mayhem: Machetes can be created from short swords. There is one of such weapons precreated in the model module, although it isn't named "machete" but "combat knife".
Magic Antidote / Magical Antibiotics: There are exactlty one "Antidote" item (curing any poison) and one universal disease curing medicine, the later being named "Antibiotics". Although the ingame description stats that it is a cocktail of several medicines rather than a single antibiotic.
Phlebotinum Pills: The "drug" class of item features objects represented by syringe and/or pills icons. They are consumables with one charge, and the modder can give each a "spell", which is automatically cast on the user.
Rare Guns[[note]]it lists the 3D models available, not only the few guns which have already been created in the basic module containing the D20 Modern system:
Handguns: Desert Eagle
Battle rifles: STG44
Machine guns: FG42, minigun
Shotguns: Pancor Jackhammer, Franchi SPAS-12
Revolvers Are Just Better: The two most powerful handguns (among the already made firearms in the basic module) are a Desert Eagle and a .44 Magnum, which inflict the same amount of damage.
Sawn Off Shotgun: One of the already made handguns, it is a sawn-off 12-gauge two-barreled hunting rifle which must be reloaded after to shots.
Although there is some scripts which force a character to do a saving throw or die immediatly, when they suffer a very high amount of damage.
Dual Wielding: It is possible to fight with two knives, or with a knife and a baseball bat, or two small hammers, or anything. Like in the original Neverwinter Nights, it greatly reduces the accuracy of attacks unless the character has some specific feats, especially if his offhand weapon is bigger than a small melee weapon.
Exploding Barrels: Not created in the demo module, but possible by combining a barrel model (there is a large selection of them) with a specific script.
Guns Akimbo: Every handguns can be used this way (if the modder created the dual-wield equivalent items for the guns and ammunitions, of course), including the Desert Eagle; only possible with two identical guns. Note that the character will fire two times more ammunitions, and his accuracy will be decreased.
Hyperspace Arsenal: Although the carring capacity is limited by the character's strenght (this limitation becomes neglectable when the strenght is higher enough, which happens at a not so high point), the Neverwinter Nights inventory has enough room to store several firearms (from handguns to BFG), several square-meters of ammunitions, a few Bags of Holding, a whole load of tools, and tons of plot-relateditems.
Made of Iron: Any character with a relatively high level will have enough hit points to not being killed by a simple blow / bullet and will be immune of a lot of status effect because of their high saving throw bonuses.
Trauma Inn: Downplayed. Unlike the original Neverwinter Nights, resting only heal a small part of hitpoints, not the whole lifebar. It can be modified by the modder, though.
For the NPCs, target acquisition range is slighly higher than the range of the firearms. It means that unless the NPCs have spawned in range, any attempted gunfight within two groups will end with the characters frozen facing themselves in a perpetual Mexican Stand Off. Worse, it gives an advantage to the IA characters against players: to be able to attack, the player will have to go nearer and will suffer an opportunity attack from his target
The creators of the mod didn't created customized patterns of recommanded feats / skills when levelling up, so the game makes absolute crap when having to do it automatically. It means that creating NPC will require to manually fix their skills and feats (or to create player characters, and then use a third-party tool to convert them as NPCs)
NPCs can only use the gun that they have in their hand when they are placed on the map; when run out of ammunitions, they cannot pick another gun from their inventory
NPCs seems to have some rather random difficulties to use the custom firearms and ammunitions system. Another thing is that nobody unless players characters is able to use dual-wielded guns, followers and scripted-spawned NPC can't figure how to use ammunitions at all and will choose melee combat
Loophole Abuse: In the mod, Acolyte and Mage are actually Cleric and Wizard converted as prestige classes. Because of how normal and prestige classes are hardcoded in the game, it means that it is technicallty legit to create a player character starting as level 1 Acolyte or level 1 Mage (but of course, them being prestige classes, actually levelling further will still require to fulfill the requirements).
A smart modder can prevent this issue, by creating a script which ends the module (or kill the PC) if the level 1 new player character who just began the adventure has gain this level in a specific class
Some items and objects aren't fully textured or their textures are buggy
Some of the handguns already created in the example module lack their dual-wield counterpart, which makes them diseappear when trying to dual-wield them
One of the female heads has an hat which color is automatically the same as her lips, instead of using the color of the clothes in the armor slot
If this troper believes the text description of the feats, the Soldier Prestige Class must have chosen the feat "Weapon Focus: Small Arms" to choose "Weapon Mastery: Longarms", and vice versa
The faces especially created for the mod only works with a character of standard corpulence, not with a character who has the "fat" phenotype
In the toolset, the mod adds a whole "Modern weapons" category in the item editor (with the same sections that the default weapon category : blunt, ranged, etc), but it starts empty by default, as all the new weapons (baseball bat, broken bottle, switchblade, guns and bullets, etc) are still in the original category
Sword and Gun: It is possible for modders to create a character like this (with a one-handed melee weapon in his main hand and an inert gun-looking prop in the other), but he won't be able to use both, he only will use melee attacks.
Characters can have the same faces (with sunglasses) that in The Matrix
One helmet model is the same as the classical DoomSpace Marine's one. There are also a chainsaw weapon and a few firearms looking like the ones in the games and the armour customization features allow to roughly recreate the Doomguy armour (but without the tearing at the belly level)