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NWN MODULES

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Title  Threat of Dreams 2 - Hour of the Tongue v1.3
Author  Chris "GhostFactory" Thornton
Submitted / Updated  08-23-2005 / 12-04-2005
Category  Twisted / Dark
Expansions  Requires Both Expansions (SoU & HotU)
Setting  The city of Camshire (and... well... other places). ;)
Gameplay Length  Can vary greatly depending on how you play. Probably will fall somwhere between 8 and 15 hours.
Number Players  1
Language  English
Level Range  Start with a player from Part 1 (up to 3rd level). You should end up around 7th level or beyond, but it all depends on how you play.
Races  Half-orcs are discouraged for story reasons.
Tricks & Traps  Medium
Roleplay  Heavy
Hack & Slash  Medium
Classes  Although part 1 was designed with a Rogue in mind, I encourage you to continue the series with as unique a class combination that interests you. You'll find it less and less Rogue-specific as you go (although there are still locks and traps aplently).
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  03
Max # Players  01
Min # Players  01
Min Character Level  01
Content Rating  Mature
Alignments  Any.
Gameplay Hours  10
Description
Strange times have come to Camshire. The shadows have grown eyes that study, fingers that caress, teeth that hurt. A venomous infection has begun to rack the city�s aching walls, bringing a haunted fever of paranoia to the skittish masses within. The sky grows darker with each passing hour, threatening to make permanent secrets of the lies and ills cast upon the haunted souls who call this place home. Perhaps a light will flicker and grow in the belly of the gloom, shedding light on the miseries and effect their withering. Perhaps hope lies in a heart tainted with truth.

Perhaps... Perhaps...

Hour of the Tongue is the second installment of the Threat of Dreams series of modules created for use with BioWare�s computer game Neverwinter Nights. It requires the Shadows of Undrentide and Hordes of the Underdark expansion sets, which are available for purchase independently or in the Neverwinter Nights Platinum edition. Visit nwn.bioware.com for more information on these products. The module also requires that your Neverwinter Nights be updated to the 1.65 patch.

The module was built using BioWare�s Aurora toolset, and also includes custom content created by the game�s community of builders. A full list of this custom content appears in the Credits section below.

Part one of the Threat of Dreams series, The Hunger and the Sickness, can be downloaded from the Neverwinter Vault at:

http://nwvault.ign.com/View.php?view=Modules.Detail&id=3487

A walkthrough for the module is included in the ZIP file.

Please take the time to cast your vote and comment on the module after you�ve completed it. I will continue to support Hour of the Tongue as long as I can, and your comments can help make it as good a module as possible.

Files

NameTypeSizeDownloads
ToD2_Readme_v4_3.zipToD2_Readme_v4_3.zip
Submitted: 08-23-2005 / Last Updated: 09-04-2005
zip21.1Kb2163
ToD2_Readme_v42.zip

Readme file (not required, but recommended). Hasn't changed significantly since the v1.0 module release, but there are now TXT and DOC versions included.
ToD2_Walkthrough_v21.zipToD2_Walkthrough_v21.zip
Submitted: 08-23-2005 / Last Updated: 08-28-2005
zip3.9Mb2760
Walkthrough file (not required, and recommended only if you get stuck or have already played the game and want to see what you might have missed). Hasn't changed significantly since the v1.0 module release. Only available in DOC format.
ToD2_Hak_v10.zipToD2_Hak_v10.zip
Submitted: 08-23-2005 / Last Updated: 08-28-2005
zip11.2Mb3758
Hak file (required). Hasn't changed since the v1.0 module release.
ToD2_Module_v1_3.zipToD2_Module_v1_3.zip
Submitted: 08-23-2005 / Last Updated: 09-04-2005
zip2.5Mb3851
Module file (required).
ToD2_Movie_v10.zipToD2_Movie_v10.zip
Submitted: 08-23-2005 / Last Updated: 08-28-2005
zip1.4Mb3252
Intro movie file (not required, but recommended). Hasn't changed since the v1.0 module release.
SCORE OUT OF 10
9.56
54 votes
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Comments (30):

1 2 3

Posted by Starwars at on01/14/07
Some spoilers ahead. Wow, these two mods seem to be very overlooked, and yet they are among the best I've played around here! The atmosphere is just wonderful, weird and creepy. I'm not sure which part I like more. Personally, I'm a fan of large mods as long as they don't become to 'unfocused' and I think part 2 did a pretty good job of this. But the moment where you gain access to the cellar in the mansion in part 1 and see what the owner of the house is eating was just, wow... Fantastic and very creepy! There were lots of small moments in part 2 I really liked as well. The 'thieves' creeped me the hell out for some reason, especially when encountering the Thief of Beauty in the museum. I also liked when you watch the moon through the telescope, and you get a message saying something about "it looks it normally does, but something feels very wrong". Not word for word there at all, but ingame it really gave a nice sense of dread. Little things like that can mean so much sometimes! Very much enjoyed these mods, and if you port them to NWN2 and make a 3rd episode, then I'll have to get the game for myself (instead of playing my friends copy :p)!

Posted by KrysNyte at on11/06/06
Loved it and can't wait for the next one, the only problem I had was that Greymalkin wouldn't reward me for the scepter theft.

Posted by fardoche77 at on09/14/06
Truly one of the hidden gems in the vault. Original, mature, spooky and... just very entertaining. Good documentation too. Thanks a lot Chris!

Posted by Maddyanne at on07/06/06
I think the two modules fit together very well. I really enjoyed the "cosmic" stuff and didn't feel a big shift in tone between 1 and 2. The creepy supernatural/paranatural is there in 1 and flowers in 2. The madhouse quests get the PC out of town without actually doing so at a time in the module where a little change of scene is really nice. I know my experience was different from some folks becausse I did play them back to back. Part one is my favorite module as a first level rogue. You get to level three by the end of the module in such an organic way, instead of being schooled. The increased cosmic stuff just seems to be part of the PC's increased knowledge of Camshire. This is a long post to say I really like the way you do the spooky stuff. Please don't loose that. I'm really glad that you're still interested in this story. Thank you. _________________________ Madeleine

Posted by GhostFactory at 2006-07-0809:03:06    
My goal is to make part 3 in NWN2, and possibly eventually combine all 3 parts into one big NWN2 module. If I do this "redux" version of all 3, I'll probably make some major tweaks to part 2 to bring it more in-line with part 1, and disperse some of the more "cosmically" flavored stuff to make it a bit more palatable. Thanks for the continued interest!

Posted by Maddyanne at on07/06/06
Will you do part 3 in NWN2? Please do do part 3, whichever version of the game it's for. I just finished 1 and 2 for the second time. I really want to know what happens. _________________________ Madeleine

Posted by GhostFactory at 2006-07-0121:15:20    
Here's a cut-and-paste of a workaround I posted a while back for this issue. Hopefully it's still relevant--it's been quite a while since I've worked on the mod and I'm not sure whether I changed the scripting any since then. Let me know if this doesn't work and I'll see what I can do. Good luck! *** Hit the ~ key. This will bring up the command line. Enter the following text (without quotes): "DebugMode 1" Hit Enter (you should see the word "Success" appear). Hit the ~ key again and enter the following text (without quotes): "SetVarString current_rune_north underbelly_rune7" Hit Enter. This will put you into target mode. Click on your character. Hit the ~ key again and enter the following text (without quotes): "SetVarString current_rune_east underbelly_rune4" This will put you into target mode. Click on your character. Hit the ~ key again and enter the following text (without quotes): "SetVarString current_rune_south underbelly_rune8" This will put you into target mode. Click on your character. You should now be able to pull the lever to open the door. Once you succeed, enter the following text (without quotes): "DebugMode 0" You should now be able to continue.

Posted by haildodge at 2006-06-2516:03:49    
Ok, I am stuck at the rune puzzle. I am fairly sure I have the configuration correct (yes I've used the telescope), but I keep getting the "Nothing happens" when I pull the lever. I tried going into DebugMode to check the variables current_rune_north etc, but the message window is being spammed with Action Overflow errors. Maybe something to do with 1.67? Can anyone help? I was enjoying this mod.

Posted by alklau at 21:29:45    Voted9.75
Calli: SPOILER If I recall correctly, you need to answer the riddle using the chat feature. To do this, press "return," type "M," and then press "return" again. That should get you going.

Posted by Calli at 2006-06-1307:56:03    
At the Demon's Roost I am given a white scrolling text asking "What occurs once in a minute, twice in a moment, but never in an hour?" However, I am not given any way to enter the answer. No other screen appears. I have no way of entering "M". Help?

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