Hythum is a world comprised of islands and small to moderate sized land masses that float in the sky with no land below. Heat grows more intense towards the relative core of Hythum and cooler as one ascends. Kingdoms, free cities, and tribes comprised of every race and alignment imaginable populate the countless islands of Hythum. As the story opens, you (and your companions) are in the employee of Eyvinder the Sage, a diviner. It is several days before the alignement of the three moons of Hythum, a time when the magical energies of divination are greatly enhanced making powerful, detailed and far reaching visions possible. Eyvinder is busy, as are you, and celebrations are taking place in many lands in anticipation of this important occasion. Visit http://enoa.rpgs.sytes.net/hythum.htm for more information.
Posted by enoa4 at 2010-11-30 13:34:33 Voted 10.00
Sorry for the delayed response. I'm not on the Vault as often as I used to be. The missing custom tlk has to do with the version of the CEP you are using. The module was written with an earlier version. If you install 1.69 it should work, even if the current CEP is installed on top of it.
Regarding the lava pits, if I remember correctly there is a lot of cris-crossing from corner to corner to unlock everything. There should be a more detailed post somewhere on the forum here. In one corner is a object hovering over a pit, that must be bashed, smashed or dispelled if I recall correctly. It's been a few years. :-) _________________________ ENoa4 http://enoa4rpg.blogspot.com
I just got the NWN Diamond collection from GOG.com. I downloaded this module and when I try to play it, I get an error saying unable to load module due to missing custom tlk file. Help!
HELP! I am really enjoying this module, but I find that I am stuck in the lava pits. I cannot seem to find the key that opens the door in the NW and NE corner of the dungeon in order to enter the areas for the wizard battle. I have disarmed all of the traps in the SW and SE corners, and fought the Magma and Fire Elementals, the Hellhounds and the Fire Mephits, but I am stuck. Where are the keys to open these two doors in the NW and NE corners?
Thanks for the great work on this mod.
Posted by enoa4 at 2010-05-10 08:21:34 Voted 10.00
DM Plot Widget was added for a Dungeon Master to use if leading Hythum in a multi-player DM led session. I don't recall if it was a part of the DMFI package that I customized or something that I built, it's been a number of years since I've worked on NWN1 or this mod. I hope you enjoy the module. _________________________ ENoa4 http://enoa4rpg.blogspot.com
Posted by enoa4 at 2010-04-26 17:48:48 Voted 10.00
Hi Phyte,
Thanks for the post. I started a conversion of this for NWN2 but never finished it. I'm actually writing a 4th edition paper and pencil version of this module now. It's going slow but I'm plugging away at it.
I have just started, and am finding the story, and the implementation of your ideas a thrill to play. Absolutely no problems, all smooth, story builds its own momentum, and all the areas feel natural. I immediately started caring for all the characters, a great sign. And this is just the beginning.
Thanks for all the time and effort in building, supporting, and posting here. Your support makes the module feel all the more worth playing. Will score very highly when I finish, and just before I move onto Hythum II.
Blessings. _________________________ Evil meet thy end, right here, right now.
Posted by enoa4 at 2008-01-18 06:17:10 Voted 10.00
Hey. Thanks for the fantastic rating. Much appreciated. _________________________ ENoa4 http://enoa4rpg.blogspot.com
Posted by edosan at 2008-01-17 17:08:14 Voted 9.50 on 01/17/08
Hythum is a great adventure with a lot of variety -- lots of big, fun battles too. Three of us played it together and we agreed it was a fantastic module.
Hello, just started playing this and it's pretty cool. But I'm stuck...is there a walkthru someowhere?
I just flew off the first island and onto the second... in the area with the goblins arrow/projectile traps and the small tower. I can't get past the bridge doors. I killed al the gobbos and searched the tower, but couldn't find the key.
any help? thanks!
Posted by enoa4 at 2007-02-14 09:05:25 Voted 10.00
Hi Randalish,
Thanks for the post. I am glad you are enjoying the module. I recently replayed it and was surprised at a number of times. I really liked the module when I first released it, but it seems dated to me know, although still enjoyable. I think I could have allowed resting in the swamp, I had that thought myself.
The gold... I have actually cleaned up the balance there considerably. There used to be more and it was harder to find items for monks and other classes.
I think the sequel to this module is my favorite, although there is a pretty big henchmen bug in it.
Posted by enoa4 at 2007-02-14 09:03:59 Voted 10.00
Hi Randalish,
Thanks for the post. I am glad you are enjoying the module. I recently replayed it and was surprised at a number of times. I really liked the module when I first released it, but it seems dated to me know, although still enjoyable. I think I could have allowed resting in the swamp, I had that thought myself.
The gold... I have actually cleaned up the balance there considerably. There used to be more and it was harder to find items for monks and other classes.
I think the sequel to this module is my favorite, although there is a pretty big henchmen bug in it.
Enjoying this module so far. It's quite amazing how much more natural the NWN tilesets look in this world... kudos for cleverly turning the game's weakness into a strength.
Not finished yet, so no rating, but I'll just note that I would have appreciated a place to rest in the swamp. Why can't I ask the captain to watch over me and rest? As it is, my wizard was forced to beat up a black dragon in close combat.
And much to my surprise, he succeeded. Admittedly he's not your average wizard as he can use swords and has high strength, but still, a level 5 wizard with AC 17 should not be able to beat a dragon in hand-to-hand combat. It probably had something to do with the fact there's so much gold in the module he had gloves of AC +4 and haste... at level 5. Hmm. I'd prefer a bit less loot and one or two more places to rest. I imagine the module would be rather easy with a class that doesn't need resting if you get items like that.
Posted by enoa4 at 2007-02-03 11:00:29 Voted 10.00
Thanks. My son was thrilled to hear you liked his artwork.
Posted by Dawnseeker at 2007-02-02 23:32:07 Voted 9.75 on 01/30/07
Thanks, Enoa4,
It's wonderful to see such a responsive author. I like the look of your blog; it goes in my favorites, and I'll check out Hythum II soon. Send your offspring to art school. =) _________________________ Regards,
DS
_____________________
Don't worry about avoiding temptation. As you grow older, it will avoid you.
-- Winston Churchill
Posted by Dawnseeker at 2007-01-30 16:50:08 Voted 9.75 on 01/30/07
Enoa4,
I actually downloaded your mod quite some time ago (v3.9, I think), and just recently got around to playing. I have to say that I found this module to be very enjoyable. While fairly linear, the storyline was very dynamic and seemed to generate its own momentum. It also seemed to be very well written and conceived overall. The areas were not too large and were well designed. Henchmen were scripted better than average and sometimes (after an apparent trigger) had their own things to say. I started with a 6th level Sorcerer (one level higher than recommended) and finished at level 11. The scripting seemed well-polished as I encountered no bugs at all. Thank you for posting Hythum and sharing it with the community!
Hey I have had the problem with missing the required custom talk table with two of your modules I've tried, but I have the most recent CEP. Any suggestions?
Posted by enoa4 at 2006-10-06 14:53:44 Voted 10.00
Faderaven,
I think I understand where you are. You are either in a room in the SW or SE corner of a dungeon/lava map. If so you've got a couple of options. If you are a theif you can figure out what to do with the buttons and disarm the trap. If you are a spell caster, cast dispel magic. I think you need to cast it on the pillar in the pit, not the column with the buttons, but it's been a while, and I can't remember. Final option, shoot at or otherwise destroy the pillar in the near by pit. This will open a door/gate in the opposite corner of the level.
If you need more help or if I have answered the wrong question please let me know, I'd be happy to help.
I also have just gone thru the Great Portal. I have found two columns with buttons on them but cannot figure out what to do with them. I can't seem to find anything else to do.
Posted by enoa4 at 2006-08-10 11:08:46 Voted 10.00
castorpollux
Thanks for the rating and kind feedback. It's very appreciated. I've got a sequel to this module and a few others around the vault. Feel free to check them out.
Posted by bietu at 2006-04-11 18:07:56 Voted 6.25 on 04/11/06
*****/SPOILERS/*****
Partially intresting but partially very annoying mod. Story seems good and intresting too linear tho. Chatting dialogues are partially really poor. Burnham Crossing is game technically really annoying place since its really easy to get stuck inside of walls in those yber narrow streets. Also its bit unrealistic that there is normal people alive if thugs bersekly attacks on everyone one weak on sight. Also its not very realistic to see undeads,humans,orc's and dragons working as team without killing each others. That scouting mission was buggy i did it with wizard invisibility spell on and they allways saw me. Also unlogical resting restrictions and scripting (allways you walk here mosters appears spoils the athmosphere of game world)
Posted by enoa4 at 2006-04-07 05:58:02 Voted 10.00
Kamiryn,
It's been some time since I've 'popped the hood' and looked around. It was my intension for the XP to go to the whole party not just the speaker, but it could be miscoded. I may have changed the way the XP is given out part way through. I was always experimenting with scripting functions. Hopefully I changed it.
Posted by Kamiryn at 2006-04-06 10:21:36 Voted 9.25
We just started playing Hythum in multiplayer (3 player) but unfortunately it seems that quest XP is given usually (always?) only to the speaker. Is it intended or just a problem of the early quests (Saugatuck, Burnham Crossing)?
Posted by enoa4 at 2006-03-16 15:00:06 Voted 10.00
Nihlar
Thanks very much for the rating. I am glad you enjoyed it. The sequel is out now, so check it out if you are inclined.