The game can be finished in about 8 hours if you know exactly where to go and what to do. Some people have taken up to 15 hours to finish it the first time, so it just depends on how much you like to explore.
Language
English
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Medium
Single or Multiplayer
Single Player
Max Character Level
06
Max # Players
01
Min # Players
01
Min Character Level
04
Content Rating
Teen
Gameplay Hours
10
Description
A call for heroes ripples across the ether of the Universe. A terrible shadow is descending on the innocent townsfolk of Deep Creek and her surrounding cities. Will you answer her plea for help, and risk your life in order to unravel the mystery which threatens the helpless men and women of the Emerald Valley?
This module begins the story of the Quest for the Soul Stones. The rest of the tale will most likely be told using the NWN 2 engine, unless something changes.
I'm just going to post the changelogs here, so that you guys don't have to keep downloading a readme.
Update v1.1b - 8/15/2006
*Fixed the Rogue sub-quests
*Fixed some misfiring encounters in the High Forest
*Fixed Shadow's metamorphosis after eating the Faehorse Meat.
*Fixed the Trading Post's merchant's clothes (hopefully... for some reason those dudes just insist on being naked, no matter what I do).
*Added some traps and locks to different areas and containers
*Flagged the Constable's Badge and Guardsman's Badge as plot, so they can't be sold
*Fixed some typoes
*Added some decoration to a few plain areas, and changed some of the decor in others
*Removed the rats from Below Deck (realism doesn't always mean fun...)
*Upped the difficulty on some sub-quest mini-bosses
*Changed the difficulty and appearance of the guards that answer the call of irrate citizens
*Added more loot and chests
*Increased respawn times for the encounters in Deep Creek Forest and The Border Tunnel
*Increased the amount of gold given by August
Update v1.1c - 8/16/2006
*Added missing sub-quest journal entries
*Added some in-game hints for the roque sub-quests
*Cleared up some of the wording in Ranger Wolfsbane's sub-quest to make it more intuitive
*Fixed various sub-quest scripts which weren't working exactly as intended
*Fixed some more typoes
*Added a couple of npcs for future sub-quests
*Fixed a few extraneous conversations
Update v1.1d - 8/24/2006
*Fixed a bug which prevented a variable from being set after the Duke is killed
*Switched some of the loot in the Necromancer's Guild
*Fixed an erroneous journal entry in the Rogue sub-quests
*Changed the loot in the Divine Order Compound
*Added some more loot / gold in other areas, to promote exploration (no one is finding the hidden sub-quests...)
Update v1.1f - 8/30/2006
*Added a brief Readme. I haven't heard of anyone getting lost or confused yet (obviously you guys take the time to read your journals), so I'm taking a bit more time with the walk-through. It's in progress, though, and should be out within the week.
*Fixed an erroneous journal entry in the Fighter sub-quest
*Identified a few plot items and added some descriptions
*Fixed a few doors that were facing the wrong way (whoops...)
Update v1.2 - 9/01/2006
*Fixed a faction issue in Castle Karae which could result in an injured Duke
*Fixed some Journal Entry inconsistencies
*Fixed a variable in Merganith's conversation string
*Fixed some broken transitions
*Fixed some conversation inconsistencies with Captain Brody's and Herbert's convos.
*Added 2 new class-specific sub-quests
*Toned down the loot in the Miner's Bunkhouse
Update v1.2b - 9/12/2006
*Updated the inn scripts, so when you rest at an inn 8 hours passes (so if you're trying to complete a quest at night, you don't just have to sit around)
*Fixed some variable inconsistencies with the fighter sub-quests
This original vintage module certainly took a lot of efforts to put together. Yet, despite outstanding visuals in some areas, I found it average at most.
It may well be worth a try although the campaign was never finished. Note that your saved game will be over 100Mb each. Also it is sometimes tricky to advance the plot.
I finished the module with a rogue/druid lvl 9 but they were too many lose ends (or illogical moments) for my taste. I felt like the module would need some polishing so I will not replay this one.
Posted by ericdoman at 2007-09-09 23:59:21 Voted 9.25 on 09/09/07
Loved it. Firstly read the journal entries, ie visit civic centre and spk to woman there.
Secondly there are class specific quests so multiclass to pick up more xp. The guilds/quests are for Rgr(Druid?), Rg (a must methinks and by the way there is no automatic use of scrolls with UMD skill, dice rolls), Ftr/Barb (Pal?) Good Clr(Pal?)and evil Wiz (Sorceror).
Originally went down as a 1/4 LE rgr/clr spoke with Garrets wife, given rgr quest and clr quest. Prob for clr is that I ma evil and nobody will talk to me. Also spoke to the Ranger in the village who gave me I think similar quest as Garret's wife one was to help the other to kill.
Anyway decided to send down another character. This time a Rg/Ftr/Clr 2/1/3 one I had made from a level up mod. So only gold no magic items.
Much better now there are more quests for me to do, generally all easy as well as another rogue quest.
However for the Red's mothers ring somehow it came up in my journal that I had completed it and had not even so I could carry on with next quest.
The computer lagging is a tiny pain but based on the author has tried to make this mod realistic ie people going shopping going back home to sleep it is understandable. My PC is 3 yrs old and so it is ancient now.
Thor's cabin in Steel Lake area once you enter you can not leave so be careful. It's a small, locked cabin central area methinks. No point breaking in.
There are quite a few traps (I think you'll need at the most a DT of 30). There is only a lesser amulet of master to buy. Glad I took down cleric and used find traps. Removed a few but they were strong gas and deadly spike. My set trap skill was nowhere near that. Luckily you can rest everywhere where no NME is around.
Echo lake took me a while to be given key by Chief. Before you start entering huts in lizard village save.
Combats were OK throughout and it's a shame that this is a one off due to lack of downloads and votes but I'd recommend it.
There is a necromancers guild but I think you will need to be an evil wizard type to receive quests. So guess what I am about to become to replay.
There are respawns in mines and along forest roads so you can pick up additional xp there. The respawns will be animals, wolves, dire wolves and bears in woods/forests and spiders in mines.
Tried the module for a few hours but got nowhere really.
It was a bit like running around (looking for things to do) like in some PW.
The only quest I got is from Brutus (no other NPC I found seems interested in offering a job). Visited a few areas new the town/village but decided to come back (seen a few big wolves I would not dare to fight). Found the guy in the lodge. Did not go too close to the haunted tower but spoke with a few friendly guys in a forest.
I am about to quit the module because it might be broken (quest) or it might have been designed like a PW (not for me).
Regarding the quest, I spoke to Raj wife. Did not find a thing of value in the house (the only usable crate requires a specific key) and she mentioned that her husband went to some guild house to fix a piano (IIRC).
I canno tell where he is because the journal was not updated after speaking to the wife. Besides there is no option to tell Brutus that he only need to wait one more day. The trouble is the guild is not on the maps. Opening every single door (in three areas) is not my idea of fun. Also as mentioned by the reviewer everything seems to run rather slowly (must be the scripts).
you need to kill the wolf that spawns, and after that, the speaking wolf will come and talk to you. To feed the meat to shadow, just click on him when you have it in your inventory and select the choice to feed it to him.
doing the subquest to find the talking wolf, I've searched every where in the emerald valley, found his den with the wolf pup. but all that keeps spawning are wolves that attack me.
Actually, it looks like I misread your problem with the Brutus quest. That's definitely a bug. I'll fix that right now and upload an update. I'll also try to put in a script that makes 8 hours go by if you sleep at an inn (and lower the prices) so that you can avoid having to wait around for quest-givers. Thanks again.
I've heard of a couple of people experiencing weird errors with time (either it doesn't move, or you walk out of a building and you're 8 hours ahead of where you were etc.). I don't know how to fix that though, as I didn't change anything with the scripts, and it doesn't happen to everyone.
That issue with Big Red's quest should have been fixed in the last update. Thanks for your feedback though, and I'd like to hear any other impressions that you got while playing the module as well.
I still don't understand how time flows in this module. Is there any way to spend time? I don't like idea if waiting half an hour of real time for Garett to appear so I could finish the cult quest. Also, during the first Brutus quest (Raj's debt), I have accidentaly clicked on the thief who got Big Red's ring and I got dialogue option about it. I didn't do anything, but when I talked to Brutus, he asked me if I have helped his friend. There was no option to inform him about Raj and to collect the revard.
Thanks for your vote and feedback, Coelocanth. I really appreciated your forum post, and as you can see, I used it to further update my mod.
For anyone else that plays this and wants to vote, please use the same system as the Reviewers guild uses. I don't need my ego stroked, so the vault voting system doesn't really work for me. I think that this module is around a 7 or 8 in reality, as it is far from perfect, so please don't worry about my viewing a vote to that effect as trolling.
Posted by Coelocanth at 2006-09-01 09:54:10 Voted 9.00 on 09/01/06
Just finished the mod last night and enjoyed your work. There were a few things that I noticed, but I left you some detailed analysis in your thread on the Bioware Modules forums, so I won't go into it again here. Basically, in a sensible voting system, I'd give this an 8, as it was fun to play and kept my attention right to the end. However, there are a few things that couild be fixed/chamged/looked at. Since the vault's voting system is somewhat inflated and it seems a score of 8 is deemed low and trollish, I'm giving it a 9. I think it's well worth playing and I look forward to the sequel.
This is a secondary email account but always very reliable and the one I use for important stuff I can't afford to lose or miss. Hear from you soon mate.
The bug with the Duke has been fixed in the last update. I looked through the convos for Johanna, as well as those that give the rogue quests, and couldn't find where that journal entry is coming from. Another person has told me about this bug though, so I know it's a problem with the mod... I'll fix it as soon as I can.
For anyone that's played all the way through, how was combat balance? If you could list what class you played (as the quests are very different for the different classes) and what level you started at, that would help as well.
Ok solved it. Nice mod (Thank's) I really like all the detail. NPC's all having a routine during the day(some at night. I only ran accross 1 jornal entry outta' place That the 1 about returning the big guys moms ring.(the 1 that lives in the north)The entry pops into the journal right after first visiting the visitors building.As complete but in the todo part of the log I never found that quest. Thought you'd like to know. Thanks again. _________________________ I Luv my DFI's.... I do play a lot of mods. I really must apologize. That I don't vote more.
My lil' Rogue has 2# winterwolf shadows.
This is a really good mod. I've killed the duke twice and started over And the mod doesn't forward.(Thought it was my mistake) Think I found the solution. Thanks. _________________________ I Luv my DFI's.... I do play a lot of mods. I really must apologize. That I don't vote more.
At the moment there's only 2 meats that morph Shadow (the wolf meat, and the faehorse meat). I think he fails to level because of how I had to set it up... Having a morphing henchman was pretty tricky to get working right, and I had to make some concessions. Anyway, thanks for trying the mod, and if you came across any bugs, could you please let me know?
As far as part two goes, the areas are already done. But part two has a city that's almost as large as Deep Creek, so it's going to take me some time to flesh out the NPC's, and finish the convos. It will probably be at least another month or two before I even have something available to beta test.
~ DebugMode 1 (enter)
~ dm_setmodulevarint DukeDead11221 1 (enter, then left-click on your character)
~ DebugMode 0 (enter)
You must press ~ for each command listed above, as it's the only way to enter debug mode.
I hope those are better instructions (I copied and pasted them from elsewhere). Just remember, the variable DukeDead11221 is case sensitive, and you need to click on your character after step 2 to set it. I'm fixing that bug now, so if you've encountered anything else that needs looking at, please let me know.
One question I do have... Did you take on Shadow, and if you did, have you fed him any of the meats?
oh, and it's a target thing, so after you enter the integer, you need to click on your character. I know my instructions probably suck at the moment, but I'm very hung over (it was my birthday yesterday). I'll check back tomorrow and see if you need any more help.
oh, and it's a target thing, so after you enter the integer, you need to click on your character. I know my instructions probably suck at the moment, but I'm very hung over (it was my birthday yesterday). I'll check back tomorrow and see if you need any more help.
Damn, it looks like I messed up the script when I added in the journal entry. You'll have to use debug mode to get past that for now.
To go into debug mode, hit the ~ key, then type DebugMode 1
hit the ~ key again, and type SetVarInt DukeDead11221=1
then type ~ and type DebugMode 0 to get out of debug mode.
I have completed the mission to the snowy valley and my journal states that I should inform Deep Creek that I have defeated the Duke. When I speak with Garret or the captain the only option I get to choose from is "No not yet", however the journal says I have finished this mission. Any suggestions?
Good thing I didn't get too far in. 8) For this update and any of the subsiquent ones, will we need to DL BOTH files or just the mod? _________________________ We are all born ignorant, but one must work to remain ignorant.
If anyone runs into any bugs or has any suggestions, please post them here and I'll get to them as quickly as I can. This module has a ton of sub-quests and class / alignment / gender specific stuff in it, so there's the possibility that I screwed something up along the way. My beta-testers and I have done our best to squish all the bugs, but I have no doubt that some remain.
Thanks for trying my module, and please leave feedback once you finished.
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