[Dance Like A Man Part 2 Full Movie Free Download In Hindi

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Addison Mauldin

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Jun 12, 2024, 7:01:02 AM6/12/24
to fastmisope

If anyone is having trouble downloading the mod, make sure you disable the Norton extension in your browser. I disabled all antivirus' but still could not download, until I realized I had a browser extension blocking downloads.

2acorunupper / Valine is back to the Vault. Hooray! Let me take this moment to thank you for your outstanding work. Years ago I wrote this in the reviews of ADWR already, but to me your game seems to be capable of enhancing real-life empathy towards victims of female abuse and is also capable of dispering misognistic attitudes. Or at least I hope so. Not to mention it is a dark psychological ride. I don't play NWN anymore as real life took over, but hey, knowing it is YOU who enhanced this version puts my plans into a completely new perspective! :)

Dance Like A Man part 2 full movie free download in hindi


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I think I will actually get NWN: EE only to try your new version. Unless I am sure I can launch it on non-EE without problems - it should be doable acc to the description. But did someone actually test the module with non-EE version of NWN? Is classic Part 2 playable after Part 1 EE? Or maybe you are working on Part 2 EE now?

That's so neat: I was just logging on this morning to put some more work into my own ADwR love letter. I will happily download and play through soon!

Personally, I'm hoping that this is Valine undercover, in regards to credits. I mean, look at the way "V" signed off the upload! Coincidence?!

Also there are a few bugs with some guards being hostile in Market District.. (Near north side of the map where the barracks is) they even run around killing commoners.. I wouldn't set any Dhorne to Hostile faction.

Even when you hit checkpoints and they find stolen items, running from them causes them to go hostile and killing them causes every Dhorne to go hostile.. It would be better I think if they do the Non-Hostile chase like when they find you opening a locked door.

Some of the new areas are really bright or seem unfinished as well..

All that said though - I Love the changes you've made.. the accesory system is great, the new city design is great. I love how the Tea Shop / Exotic wares area was moved into a sort of "Japan Town" themed neighborhood.. love the redesign of areas ect.. Love the additional clothing options. Great job. I hope to see this continually updated.

(.. I think lot's of great things could be added!)

For lighting it's a lot of the new taverns and brothels that are "Closed" but allow you to sneak in.. they seem to just be default bright light. Also they seem to be missing content.. like a Note mentions certain acitvities at the Hatch but when I go there.. there's nothing there?

For the Cutscenes.. They seem to of replaced some interactions like during the pick pocket quest / Jero .. ect.. I'm not sure a slow camera with floating text is really a great replacement for all that dialogue we used to see.. NWN isn't the most detailed, I feel the written dialogue explained better..!

I also have a key to Swan and Maiden but it doesn't open the door. Not sure if I missed something..?

Thanks for Reading!

EDIT:
Setting Dhorne Hostile in the main city I think is very risky because it can quickly break the game.. Keeping them non-hostile doesn't sound like a bug.. since their intended purpose was to chase you until you get a certain distance away from them, then they path back to their waypoints. If they were hostile they would just chase and attack you forever.

How do you know it's a bug?

One of the Dhorn patrol somehow walked inside the Bear Pit and is now permanently stationed inside by the front door. If I speak with him he gives me the "what are you doing on the streets this late?"

No matter, I can easily avoid him by using the alternate exits.

I'm elated to see a new update for one of my favorite NWN modules games!

I'm a bit ambivalent about the added thirst / hunger mechanics, however. For one, my princess seems to have a crazy fast metabolism. She eats and then is still hungry a short while later, if not instantly.

How can I restore the lost strength / constitution from hunger / thirst? It seems I'm stuck in a vicious cycle. I rest in the bed but my princess with her crazy fast metabolism starves during sleep so I wake up even more hungry / dehydrated no matter how much she ate right before sleeping.

Edit: OK, that's not entirely true, I guess if I eat / drink more I can avoid most of the penalties, but still my princess seems to have high food and drink requirements. She wakes up parched and is there any place to get water aside from the barrel in the Bear Pit kitchen? I've seen merchants selling food but nothing I can drink (aside from alcohol of course, which doesn't quench thirst).

Unless there's some item that will let me gauge how hungry or thirsty I am it seems like I need to constantly shove food into my face to avoid getting unexpected penalties while adventuring. While I see the warning texts her hunger / thirst seems to escalate quickly... And since the lost HP / stats don't get restored after eating / drinking IMO the mechanic seems a tad too punishing... Unless of course I'm missing something or experiencing a bug.

trying to avoid putting up any spoilers, as I hope it will be more fun to explore what's new. There are changes to the dialogues and the plot. The storyline will bounce around more and more differently the later you are in the module. Actually, having these updates in place for me was the fundamental pre-requisite to able to continue the story.

continuing with the old part two afterwards will probably seem a bit inconsistent at first as some of the companions which you had in part one will disappear, while others which you already had will now make another re-entry. This will mainly affect the Moonville part of part two, afterwards it shouldn't be that much of an issue.

Thanks for all your work! I have actually never finished the original Part 2 and with this new release I was thinking it being a good time to try and get back into it. Do you have any plans on updating Part 2 as I would definitely wait! Otherwise if character import works well I'll just plop the original and pretend nothing is wrong at the start hehe :D

There seems a problem with the fatigue system. For example sleepy was -17 before resting. Resting then set sleepy to -17+24 = 7 but because the princess was resting for 18 hours the heart beat script immediately set it back to -11 (=7-18) more or less canceling the effect of resting. The reason is that you don't have a 'SleepyHourCheck' (that you could reset after resting) but use the 'BellyHourCheck' for fatigue too.

Another problem is that not eating or drinking enough easily can get you killed depending on the current HP (con drop -> HP drop -> possibly dead). Happened to me at lvl 2 after the fighting lesson. I've already doubled the effect of eating/drinking by changing the on_activateitem script but still the princess is hungry/thirsty all the time.

I see. That effect probably never surfaced for me as I was mostly resting for 8 hours or close to that. But I do see that e.g. resting for 23 hours would net only 1 hour due to the way it currently works.

For me these mechanics support "living" in Betancuria as I don't just focus on the next quest/task but also take the time in between to go back to the kitchen, or home, on a regular basis, grab a bit to eat after a long day, and then get some rest.

Just my two cents. I like having a mechanic that gives me a reason to return to sleep regularly, etc. Also, it creates a potential money sink; I could go buy food at an inn or tavern, but then I'm spending my precious gold, which is very concerning to me, especially early in the game. Personally, I think I would've gone with only hunger, instead of hunger, thirst, and sleep. I found in the original game that I often needed to return for sleep anyway, after taking damage, since it's super annoying to run around at even 80% speed due to damage taken, and I didn't like wasting healing potions.

The biggest challenge I see is the lack of a reliable visual indicator. The floating text only pops up when there's a change in status, so if I save and quit, I may forget whether I'm hungry or not, until I start getting penalties. Not sure how to address this, though I did see a project here on the vault around adding a status indicator for such a thing. Might be worth checking out some time?

I do see a number of interesting opportunities, some of which may be showing up later in the story (I'm still in the Lessons phase right now). Obtaining food and water could be an interesting side game at times, especially when in the wilderness. Or needing water when all that's available is alcohol perhaps? Might be possible to create some interesting scenarios in the future.

Hmm, it seems the Temple of Hyath has been changed and I'm stumped about how to proceed now. The only obvious way forward is the glowing door which cannot be picked, knocked, or bashed.

Can I get a hint? :)

I figured there must be a hidden door but alas, haven't been able to find one. That uses a search skill check, right? Perhaps the problem is my sorceress has no points in search, though I haven't had much trouble detecting hidden doors in the sewers. Her pixie familiar has high search of course but I guess she can't find secret doors. I'll try going back with some equipment that can boost her search skill and see if that helps.

Yeah this one is tricky. The room right before the door room has two hidden doors. The one on the left wall apparently is really hard to detect, you have to be standing right on it. Even with 18 search and 16 int, it didn't appear until I was standing directly in front of it with search mode on. I had wandered around quite a bit trying to figure out what I was missing, I found the right wall hidden door right away.

No idea where that comes from but other modules are fine so I guess it's something in your hak files that changes the VFXs? Also all the blood VFXs (no 109-117,119,121-126) are affected. Instead of some blood on the floor there are these big squares. Of course I also wonder why noone else has reported this so perhaps the problem exists only on my computer (but then why only in your module?).

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