Up to 10. This is a hard maximum; some scripts will not work with more than 10 players.
Language
English
Level Range
Large party (4+) should start around level 8. Solo around 14. You may levelup at start.
Races
Any
Tricks & Traps
Medium
Roleplay
Light
Hack & Slash
Heavy
Classes
Any
Scope
Large
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
14
Max # Players
10
Min # Players
01
Min Character Level
06
Content Rating
Teen
Alignments
Any will work, non-evil and civilized behavior preferred.
Gameplay Hours
15
Description
Civil war again grips the nation of Tethyr. A rebel warlord promises to return the reborn nation to its dark days of violence against the commons, the elves and its neighbors.
...
The Dragon's Teeth is a module designed for a large party of moderate levels (8-10), or a smaller party of somewhat higher levels. It can also be played solo. It features more than 150 areas, a world map, Jasperre�s AI, Ragnarok_mr4's combat animations, and an extensive central plot with several sidequests.
It uses a lot of community content; apologies for all the downloads. There�s some great stuff out there, and I decided to put it to use.
Enjoy!
Posted by snowdog at 2012-06-23 15:10:01 Voted 5.00 on 06/23/12
Well finally decided to install all the hack packs...
What a waste of time.
Played until the Catacombs (these are supposed to be the smaller ones? Cripes!)
I quit in the catacombs. Tedium ad nauseum.
I might have tried to fight through if anything all that special happened before, but it was just sompletely linear. Do quest report back, get next quest rinse/repeat.
Posted by werelynx2 at 2011-08-15 14:10:41 Voted 7.75 on 08/15/11
Nice, long module for higher level chars. Worth its place in HoF.
Liked the idea of "dragon's teeth". Played single.
Unfortunately there was quite a few issues.
- Empty barrels and crates everywhere - make them non-usable.
- Mask Temple - donations are paid twice.
- Dragon tooth warriors are buggy, they got stuck, sometimes they refuse to fight.
- The henchman available is weak. And he respawns in just one temple, when you are near another one(at 1 moment in the game) and you can't go back, he is lost in that previous temple. Oh and he has no equipment management.
- No dwarven axes till almost the end of the game(and that ones were weeeaaak.)
- Markosian High Orcs had small girls instead of their banners. Might be caused by my override, but I had not checked it.
- Almost empty houses, commoners inside them attacking their own doors even if I had just picked them open.
- Crop Failure Quest was bugged. Managed to enter manor before acquiring quest and thus broke the quest. Had to set some variables 10 times. Argh.
- "do you like gladiator movies" - seriously? You could have written dramas or plays or anything other instead of movies.
- Hog placed wrongly at Zazespur North - he was outside the fence and tried to cross it all the time to reach his waypoint.
- Common mistake: too much loot with no bags of holding. Only one shop has them through most parts of the game. 1 of each kind I have to add. I barely managed it solo and I dread what a multiplayer would look like:P.
- "desribe" - typo in Farmer Convo
- Too big areas sometimes, the catacombs being madness. Especially catacombs should be smaller few times. More condensed if you know what I mean. Catacombs this might have been good for 10 players, for me it was torment.
- Eastern shopkeeper says I have to wait until his goods arrive. When that finally happens he has no special or better equipment at all.
- Werebat + Wererat don't mix well in an encounter.
- Red Archer Bow - 2 or 3 such items(NPCs' corpses and shopkeepers). Same goes with armour of the knights that supposed to be unique.
- Ray Music Emporium and Madelynn shop buy all. Unfortunately only for 1 gold.
- Shops overall. Loved the idea of different shops for different equipment, but they are not balanced. Price limits are good if they gradually progress, not stays the same. Shops not having enough gold are nice when there still is someone to buy my stuff and/or if I can buy back some interesting items(throwables etc.) from them to "give them cash". Not that the items were dull, cause they were not. Pawnbroker is climatic when you do not have to resort to him in 80% percent of the cases and he does not have ridiculously low prices. There could be more shops - like the elven shop for the enclave.
- Tailor shop was somehow spammed with 10 commoners. The shop is very small, too small for that.
- Inconsistency: How did I find out Kalvin was a traitor - clue provided was not enough and in the castle Ithmong my PC talks in convo with him like I didn't know that he is a traitor and am surprised by his words.
Again, overall a nice and long module despite the issues mentioned. _________________________ Thanks Rolo:)
Posted by werelynx2 at 2011-07-26 04:36:30 Voted 7.75 on 08/15/11
dude are you insane - more haks -> more content, more content -> more fun and less boring old bioware original stuff, that after some time starts to look awful. Besides - WORLD MAP!!!!
gotta play in near future and see what's inside. _________________________ Thanks Rolo:)
Posted by snowdog at 2010-09-25 15:28:05 Voted 5.00 on 06/23/12
I wonder if I am the only one that looked at the large Hak list and decided to look for another mod. Especially after a I clicked Alternate Combat Anims and there were another half dozen files in there...
Posted by scottjb at 2008-09-17 20:17:28 Voted 10.00 on 09/17/08
Best mod I have played other than the OC and HotU.
Great job,..thank you!
just started, looks pretty good so far, esp. with the world map, but something confises me..
where the heck do henchmen respawn when dead?? My fighter henchman just disappeared.
Posted by johnnylump at 2008-08-17 15:05:26 Voted 10.00
Nidal Telin,
Thanks for your kind words. As for quests, try the temples. The walkthrough at the end of the readme points you to a few as well. (There aren't a ton to begin with.)
idun,
That's happened to some other folks with an out-of-date CEP.
fard, thanks for the vote!
Not checking here terribly often; feel free to send me an email if you are having problems.
Best,
JL
Posted by Nidal Telin at 2008-07-24 05:24:36 Voted 9.50 on 07/24/08
Greetings Johnnylump! i'm currentley playing your Module and enjoying it very much , it's a shame though that some get the need to give it bad critic. Though i admitt you could have but some slight more personality into some major plot characters. But else everything is fine! i love the combat system But there are some things i would like to get help with
First i've hardly found any side-quests , would be so kind to give me a clue or two where to search?
I'm trying to complete the very first quest (go stop the raids on the farming village nearby) but I can't get the leader's sword! It doesn't matter if I kill him or persuade him to surrender, it is simply nowhere to be found. He doesn't drop it, he doesn't give it to me, it's in none of the boxes... and when I go back and report my success, the guy asks if I have the sword and I have to say no :(... Is there any way to spawn it in, or do you know how to resolve this issue? Thanks!
Posted by fardoche77 at 2007-12-02 11:40:38 Voted 10.00 on 12/02/07
Although not perfect (ie, conversation bug with the unmasked traitor, performance issues) this the epic gamer's dream. A great engaging story... and you gotta love the BG style random encounters plus the pre-DoD map system! A full 10/10 from me!
Posted by RJBrightland at 2007-11-25 07:58:55 Voted 10.00 on 11/25/07
Congratulations, bro!
Posted by Steve_Savicki at 2007-11-06 07:38:21 Voted 9.50 on 11/06/07
VOTE:
Some video lag and required dialogue fatal script errors need to be fixed, but other than that, there's no reason to think a movie couldn't be made from this module. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by johnnylump at 2007-11-04 07:36:08 Voted 10.00
Lariam and everyone who voted for the mod -- Thanks!
Posted by Lariam at 2007-11-02 16:52:57 Voted 9.50
Posted by WeAreAllKosh at 2007-09-09 14:37:07 Voted 3.00 on 09/09/07
I gave up in the first enemy camp. The performance drag was just insane. The module is crammed with so much custom content and so many actors that it brought even my fairly high-end machine to its knees. It crashed frequently which is a large problem since reloading took about 2 minutes. At the dialogue with the dying Silver Knight I was waiting half a minute for his lines and my responses to appear. Moving around the city was a stutterfest, as was any area with large hordes of corpses.
Normally I fight through this kind of performance drag. Sands of Fate was also a very laggy series for me, but I stuck with it because it was so good. I felt no need to stick with this one, though, because I honestly didn't find it that good at all.
The writing just did not engage me. The NPC's have no personality and their dialogue is either shallow and simplistic ('Here, take this scroll. Please free him' is all the priest has to say when you inform him that the missing courier was stoned) or reads like encyclopedic entries pulled out of a sourcebook. And that's when it's taken seriously. I don't need to hear an NPC asking me if I like movies about gladiators. The author likes Airplane. Wonderful. So do I. But I'm in the world of Faerun. What, exactly, is a movie? The word should not be anywhere in a FR module. The 'granola, very granola' description of the druid merchant is another example. Lines like this break any chance of immersion the module offers, though the writing generally offers little anyway.
The aforementioned stoned courier quest was one of the few I managed to get through. 'Weird' is the best way I can describe it. I entered the artist's house and got no clue whatsoever as to what I was supposed to do. All I saw was a half-orc with a gooey green axe who had nothing informative to say outside of warning me not to try anything. Consequently 'try anything' was exactly what I had to do -- namely, breaking open the locked chest in front of him and grabbing the key to the backyard. He offered no resistance to this action, which my lawful character only attempted after seeing no other course of action to take. When I got outside, the basilisk immediately attacked and destroyed the petrified courier. I wasn't aware that the courier was the one killed by the basilisk until I went to the city and came all the way back with the stone-to-flesh scroll; when I couldn't find the courier, I realized what'd happened. I had to reload three times (a process which took a total of about 10 minutes) until I finally managed to knock the basilisk down before it could kill the courier. I imagine it wasn't even supposed to attack the courier. Suffice to say this was extremely frustrating. The journal promised that the wicked artist would answer for this (glad that my character was being role-played for me) ... but the artist was still nowhere to be found and gooey-axe man just continued standing guard as if he was as petrified as the Basilisk's victims. Just strange.
Areas are unnecessarily large and fairly devoid of life. The opening city is the first example, as you can enter just about every domicile on the map, and they're full of commoners who have pretty much nothing to say. After the first couple of these I just gave up entering the domiciles. The farm village is the next example. What is its purpose? No one in the village even makes any mention of the giant attacks that bring you there in the first place, so you waste your time entering all these houses trying to find someone who can give you background info on the problem. 'Big' seems to be a common theme with this module. 'Lots of places to go, lots of things to do.' I view it as 'stretched out.' Smaller and more polished would have been a lot better.
Shopping is a nightmare. About halfway through my play I started leaving loot behind. I got tired of wandering through the dozen+ stores trying to find the merchant who would buy each item. I didn't feel like selling to the pawnbroker as he was offering about 5% of the items' values. The rest of the merchants weren't much better, and I found myself thinking that the Appraise skill was being treated less like a bonus and more like a necessity to keeping my character's wealth level up.
I've seen this module compared favorably to Crimson Tides of Tethyr. The only similarity I see is that the plots both center around a royal scion trying to usurp the throne of Tethyr. But the overall quality of Crimson Tides pulled me into that plot. I felt a connection to the story and the characters because the module was polished and the story was well told in a smooth, gradual manner. This one starts off decently with the attack on the elven caravan ... but then the next connection to the main plot it offers is the Baron's aide describing all of the rebel's generals and advisors. He just rambles on and on about every one of these NPC's. None of them seem particularly interesting, and in the textbook fashion that the list is fired off at you, there's nothing you can do with the information outside of writing it down for later reference. The involved quests are little more than 'snatch-n-grabs' without any sort of redeeming NPC and plot developments. The giant/gnoll tribe attacking the village, for instance. What brought them together? What are they trying to accomplish? As it is, they're just ... there -- monsters to kill and little more.
If you like your modules large with a lot of custom content, this is right up your alley. But I just didn't have fun with it. So when the performance drag got to be too much, I didn't feel like I'd be missing anything by exporting my character and moving on. :\
Hey when I try to load up the module, I get this error, "missing required talk table" anyone know what this is about?
Since this module requires CEP, I suspect you need the CEP .tlk file in your NWN tlk folder. Hope this helps. _________________________ QSW -NWVault Reviewers Forum
Dont know if its my comp or what but i keep having problems with items in game. they show up as black or white blocks ir are invis. this isnt too anoying but another thing related to it is. SPOILER ALERT when i tried to open first the first book pile in wizards embassy then chest in sculpers house then sculpers body the loot window onlt partially opened (its there but no items in it or my inventory) then froze and game stoped working. first time lost hours worth of game play second time about 45 mins and 3rd time about 20 mins. any idea what the problem is or how to fix it?
Posted by Shin Okada at 2007-07-08 10:09:48 Voted 9.50 on 07/08/07
I just finished playing this Mod. This is really good. The idea of "World Map" is excellent. And it was fun to use those teeth. The only point I did not like was the item shopping. I had to sell most of the loots in one same shop (the pawn shop in the main town). As a result, the shop became really slow due to vast amount of items it holds. Each time I tried to sell another weapon, it took few seconds to resolve.
Posted by acamantor at 2007-06-29 11:36:42 Voted 9.00 on 06/29/07
Very good module, so large! a lot of well used effort. The idea of the map for moving from a place to another is so good.
Posted by TiffneyA at 2007-06-07 11:16:26 Voted 9.25 on 06/07/07
I think I played this module awhile back, around 1.0 . Enjoyed it then, well except for the catacomb section. The after the catacomb section is what always bugged me. If I remember right back in eariler versions there was no option to tell the Baron to stick his problems where the sun doesn't shine. At least in version 1.6 there is that option, but the area with the refugees and priestess seems un-finished. It would be nice if there was an AMN officier telling why the boarder is closed. Also would be nice if you maybe had an auto-save here and a chance to export the character. Even through I was playing an Elven druid/shifter and wasn't swayed by the priestess to continue to help. I don't know about the other folks, but I would need considerable butt kissing and gifts to continue to help them.
Thanks for sharing this with us and overall was enjoyable to play.
Hi, we reach a siege in a town, we must stand to defend an assault from the west side, two major issue:
- a problem of faction with our invocated dragon, every soldier kill them on sight, even the men in the temple.
-the weapon you give in the temple rack are useless against most of the enemy.
we probably never see the end of this mod so we won't vote (actually, i will give a 9.25 without taking the previous issue in mind, and a 7.00 with them)
you've got a really enjoying module, but the beginning is a little boring with "go to point B then go back to point A" quests. but in the end. it was very enjoying.
maybe this should help you for debugging, we played it in multi, 2 players, a Mac and a PC, with all updates available.
Cheers. Jean _________________________ You want an intro for your mod? Link
Contact us: Link
thanks for the tips, despite a linear story we really enjoy your mod in multi, we will cast a mark when we will finish it!!!
:) _________________________ You want an intro for your mod? Link
Contact us: Link
Posted by johnnylump at 2007-05-18 08:05:47 Voted 10.00
jbaudrand (and anyone else who runs into this), It appears he has both the old and new version of the ships hak up on his page. The zip file is his new one; the rar file is the old one (that the Dragon's Teeth mod uses). So DL the rar file and use that hak instead. If that doesn't work, please let me know here. Thanks for giving the mod a try ... cheers, JL
Hi,
It seems that we facing a issue with longboat hak, the author of the hak updated it, and change the name. So we use his updated version and renamed it.
So we 're locked in royal navy port, unable to climb aboard and talk to amiral.
Any idea? _________________________ You want an intro for your mod? Link
Contact us: Link
Posted by johnnylump at 2007-04-29 11:52:23 Voted 10.00
Updated to 1.6 with fixes noted below.
Posted by johnnylump at 2007-04-19 08:50:32 Voted 10.00
Okay, you guys have worn me down. :) I think I got the toolset working again and will update to 1.6 with a smaller catacombs and a better post-catacomb role-playing option within a few weeks. Hope some of you folks will give it another try at that point. Cheers, JL