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NWN MODULES

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Title  Tales of the Sundering: Hub
Author  codepoetz
Submitted / Updated  02-02-2007 / 07-01-2008
Category  Roleplay
Expansions  Requires Both Expansions (SoU & HotU)
Language  English
Single or Multiplayer  Single Player
Max Character Level  05
Max # Players  01
Min # Players  01
Min Character Level  03
Gameplay Hours  <1
Description
Valeron is a land like any other land. It has seen great strife, many wars, and many kingdoms. It has seen many births, and many deaths. It is home to many, who have loved, hated, or been indifferent to the changes across the ages. Valeron is different in only one way, from the many other worlds in our universe. The universe is like a tree, and Valeron is at its base (or root). This does not make Valeron special, or better, or much different at all, from the other parallel worlds on the tree of life. Rather, it is a position that does not mean much at all, save for when the tree is shaken. For when the tree is shaken, a leaf is torn, or a branch is clipped, the falling fruits and nuts sometimes descend near the base. Only at such a time might one notice the difference between Valeron and other worlds. This is such a time.

Files

NameTypeSizeDownloads
TSHak1.zipTSHak1.zip
Submitted: 02-02-2007 / Last Updated: 03-19-2008
zip811.72Kb4390
Tales of the Sundering: Common Files
TSHak0.zipTSHak0.zip
Submitted: 02-02-2007 / Last Updated: 02-02-2007
zip3.2Mb4305
Hub City Hak
TS00.zipTS00.zip
Submitted: 02-02-2007 / Last Updated: 02-02-2007
zip1.4Mb4414
Tales of the Sundering Hub Module
SCORE OUT OF 10
9.13
27 votes
View Stats
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Comments (77):

  1  2  3 Next>

Posted by werelynx2 at 2011-09-30 04:49:05    Voted 7.75 on 09/30/11
Unfinished and little unpolished epic series. I specified the module(part) by "(something)". Prelude commented on it own page.

Issues:
- Sephora Priest takes farseer even when I tell him I won't give him the artefact(hub)
- Sia's sigils bugs(hub): Keen and Massive Criticals enchantments are switched(asking for one yields you another); Spell resistance on shield is not 10 but 30! For 8000GP I could make a shield worth 200 000GP! In the end I purchased all possible sigils and was overpowered, so the sigils allowing you +10 weapons and +10 armour are too much; Sia does not recognize every glove - maybe she recognizes only monk gloves?
- hub never chenges(except a little after 5th part and departure of Grias), but other thing remain the same - Tami hammerson resurrects himself(ok maybe he got a tear) and forgets I killed him; Same with downsider thug; the stuff you can steal, doors you can unlock, herbs to be picked etc. all resets back to its previous state
- It's nice to have a house but htere is nothing in it:(, nothing to do except resting maybe storing stuff. Although commoners and other Tornak residents seems to use my door from time to time.
- some fetishes(elk, manju) are not fetishes usable in medicine bundle(all)
- buy empty bottles when you can! More the merrier!(If I'm correct they are available only in prelude shop and few scattered in the rest of the modules)(all)
- Grenades consume few items when stacked - for example 2 alchemist fires. Also "gernade" in grenade making conversation somewhere.(all)
- you can't hire 3rd henchmen when he becomes available(maximum of 2 henchies)(all)
- bags of holding: not enough of them.("there was only 1 oblivion box")(all)
- lots and lots of plot related items - If they are dropable, then maybe there should be such text on their descriptions, like in the prelude. An example of Avian eggs - they have use in the 5th module and are acquired in 1st. Good that I did not drop them, because without a dozen of holding bags(that I had to spawn using console) it is almost impossible to keep all the books etc. Also some stuff should be kept like skin of the animals.(all)
- sometimes you have to use certain helmet and if you do not wish to use it all the time, it is sometimes unclear that you have to use it. Example: manju village "only dead may pass". (all)
- blackheart attacks my summon(1st)
- "flying" tree placeable in bluffs cliffs(2nd)
- returning from spirit realm leaves items back in spirit realm - there just wasn't enough place for them in my inventory. Had to jump to area back using the console. If items were returned after leaving not when you leave it would not be a problem.(2nd)
- blighted villagers cannot be turned by using turn undead ability(4th)
- switched map pins in towne area(4th)
- convincing soldier clan leader: having broken sword in inventory and asking about it made giving the sword to the soldier unable, the option to do so vanished.(4th)
- ruins of sebias - some floor runes are broken(not literally), maybe it was just a part of design, said areas are accesible from the other side.(4th)
- you can get multiple flesh from Volak and If I'm not wrong he never cuts galzion flesh away.(4th)
- when reloading a save green lights lit in the mines earlier go out and shadows keep appearing(5th)
- dark silver and dragonstones are acquired before you find use of them and can be sold before so.
- dark ore is usable but I couldn't find a way to use except in anvil conversations. It disappears after use(5th)
- silver ore can't be refined although it is hinted being possible, silver ore is cheap, when it should be expensive.(5th)
- dergin shadow soul has only one use per day, which is really tedious(5th)
- scale puzzle door were already open(5th)
- bear hide yields an ugly bald dwarf with no name(default spawn) and generally breaks the game(hide available in 5th, but scripting - all)
- bear totem bears(1 pun intended) resemblence to the rifted creature that kills you in the prelude(5th part and prelude)
- overall 5th part(partially) and bonus module(all of it) were too much HnS with the same monster in big numbers.
- dragon shrine behind the dragon gate: in one room(Northwest probably) the trigger on the floor and chest treasure spawn didn't work.(hub)
- as above, but in the bonus module: a trigger spawning alchemists did not work, although I managed to hear the human voices behind the door.

Vote is the same for the hub and 5 islands with exception of bonus module.
_________________________
Thanks Rolo:)

Posted by lebowski at 2010-07-21 10:20:36    Voted 9.25 on 07/21/10
Amazing series, it would be nice however to know how the ending is going and if it's still under development.
_________________________
The hottest new modules you can't miss - player suggested
Contributor to Overlooked Module Reports
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Posted by taltamir at 2010-07-06 21:04:09    
are we supposed to play the prelude first? what about Tales of the Sundering Bonus: Trader's Rock?
I assume the numbered ones (1 through 5) are to be played in that order?
_________________________
I do not have a superman complex; for I am God, not Superman!

Posted by Copperhawk at 2010-04-15 09:27:42    Voted 9.00 on 04/15/10
Haven't completed all other modules in the series, this score is given to this hub module only. A very interesting and intriguing starting point looks very promising for the upcoming adventure.

Posted by locomacero at 2009-04-03 20:23:52    Voted 9.50 on 04/03/09
Great series! I'm hoping someone still comes back and finishes the last(?) episode...

Posted by scsijon at 2008-12-21 17:31:02    Voted 8.00 on 12/21/08
rate 8.0 as not happy with white eagle isle, it didn't seem as "good" as the others, sorry codepoetz, otherwise a 9.5 would have been there

anyway, does anyone know when ts006 is due, and how does one get to the Traders Rock quest please?

jon

Posted by Olivia_Chillia at 2008-10-29 07:34:44    
Thanks for the tip, Litepulsar. I missed that about eight times, because I was positive I'd already searched there.

Posted by frankie at 2008-10-23 18:51:47    Voted 9.00 on 10/23/08
Other than South Rock, the Sundering is all by codepoetz and BenWH. They do a great job, but it would have been interesting to see how different the series might be if more creators joined the mix. Who else would love to see a surprise comeback by Rick Burton for the final chapter? ;-)

Posted by frankie at 2008-10-23 18:34:19    Voted 9.00 on 10/23/08
An enjoyable series, worth playing NWN this many years on.

Posted by Litepulsar at 2008-10-23 07:10:25    
Sorry Olivia, my bad, didn't read your comment properly!

SPOILER ALERT.........

*
*
*
*
*
*
Search where most of the kree birds are, look for a small pond!

Posted by Litepulsar at 2008-10-23 07:08:34    
SPOILER ALERT..
*
*
*
*
*
*
Olivia, search the caves on the island thoroughly, you'll find a clue there!

Posted by Olivia_Chillia at 2008-10-22 15:58:27    
I'm stuck on South Rock, having visited all areas and received a hint on where to find the key, but can't find any key.

Posted by frankie at 2008-10-15 09:54:22    Voted 9.00 on 10/23/08
The bug mentioned by Gustav and others remains unfixed: no matter how you offer a TasYunLa to Windmaster Dubis, the trade does not occur.

Posted by BenWH at 2008-06-09 11:22:40    
Strnage you have no tlk to start with. Sounds like you may be missing part of your install - or you could clear out your overide of other files (if any) - that may help.
_________________________
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Posted by Dramcolsop at 2008-05-21 12:24:56    
I am having the same problem as someone mentioned earlier - there is no tlk folder in my NWN directory, so I created one and put the tlk file in there and it still doesn't work. My dialog.tlk file is in the main NWN folder so I put it in there - still tells me that file is missing. Any ideas?

Posted by Iwanttovote at 2008-04-07 02:02:09    Voted 8.50 on 04/07/08
Great series. Still one or two bugs, and some balance issues which are specific to the hub it seems.

Posted by ChrisH at 2008-04-06 12:03:15    Voted 9.50 on 04/06/08
Excellent series

Posted by Chpmunk at 2008-03-18 18:48:13    Voted 9.50 on 03/18/08
Any news of the next module? What comes after White Eagle Isle?

Posted by jml at 2008-02-20 05:06:32    Voted 10.00
Thanks hmdai.
A bit strange. I had no choices really... but to kill him. No evil or chaotic penalty even...
Beside I found something wrong about the Sia sigil(?) upgrades: Keen and Massive criticals are mixed up, one for the other, and if you upgrade with keen at first ( meaning Massive criticals in real ) this new massive criticals 1d6 don't show in the Character sheet, only within the weapon info one! They only start showing as it should if you apply any other upgrade ( for instance Massive criticals... which means keen in real! ), then you're finally able to see the two finally updated.
_________________________
@ +
jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M�not shr this ishych u g�dea.", from "Prophet" series


Posted by hmdai at 2008-02-19 18:58:02    Voted 10.00 on 02/19/08
jml,

Tomi is the guard stay inside the storage .
_________________________
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Posted by jml at 2008-02-19 03:38:29    Voted 10.00
Anyone could tell me where is this Tomi guy I'm supposed to take care of, and that " seven instead of five " counting stone? 2 quests I'm supposed to be done with before sailing for the South Rock.
Thanks.
_________________________
@ +
jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M�not shr this ishych u g�dea.", from "Prophet" series


Posted by hmdai at 2008-02-19 01:38:27    Voted 10.00 on 02/19/08
This series come with an interesting concept. Each sub-plot will load a new module and using the Hub as the central point of gathering and quest-giving. I think as different authors working on different chapter of the series will spawn out some idea like this. I especially like the concept of spirit energy and the spirit mask. This does let the player see another aspect from an ordinary-looking area. The only complain I'd make is the price of painting Sigils onto items are really high. There are not much magic items from the loot (because of low-magic setting?), there are always not enough gold to upgrade the equipment of both PC and the henchpeople.
_________________________
Overlooked Module Report February 2009 | Master List | Forum Thread
Academy of Modding Excellence
Romance Module List
Horror Module Collection
Starlight's favorite module list

Posted by jml at 2008-02-18 12:10:34    Voted 10.00
Allrighty, got it I think:
Prelude >>> Hub >>> 1: South Rock and so on. From the Hub, it should be fully automatic.
_________________________
@ +
jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M�not shr this ishych u g�dea.", from "Prophet" series


Posted by jml at 2008-02-18 11:46:33    Voted 10.00
Okay, well, I've installed everything, and just finished the Prelude... and the module just ends, with my PC being nicely exported. But nothing else...
_________________________
@ +
jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M�not shr this ishych u g�dea.", from "Prophet" series


Posted by wurm657 at 2008-02-18 06:15:46    
jml:
Start with the Prelude. It all begins there and the Chapters move seemlessly up and back between the Hub. If you have downloaded all the Chapters it will take you in the correct order.
BTW: I found my way to White Egle...I'm a little soft in the head don't ya' know ;)

Posted by jml at 2008-02-18 05:02:55    Voted 10.00
How should I play this story to get the best out of it? And in which order?
I suppose it's:
Tales of the Sundering: Prelude
Tales of the Sundering 1: South Rock
Tales of the Sundering 2: Spirit Isle
Tales of the Sundering 3: Dragonclaw Isle
Tales of the Sundering 4: Brightwood Isle
Tales of the Sundering 5: White Eagle Isle
Tales of the Sundering Bonus: Trader's Rock
But what about the Hub module? Should I start with it, and reach maybe the Prelude and followings through the Hub???
_________________________
@ +
jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M�not shr this ishych u g�dea.", from "Prophet" series


Posted by wurm657 at 2008-02-17 05:32:50    
Hi.
Can't seem to get to get "White Eagle Isle" to trigger...how do I continue the story after coming out of the previos mod?

Posted by morloc at 2008-02-16 05:04:31    Voted 10.00 on 02/16/08
The Hub definitely was a unique way of tying the other modules together. Except for some minor problems already commented on I still enjoyed playing.

Posted by Selyss Windblade at 2008-01-19 16:17:27    Voted 9.00 on 01/19/08
Another one of those "whole-series" comments...

The Good:
Good Henchmen, quite challenging and interesting combat, a unique mythology, often very atmospheric, interesting item/chara upgrade system, very creative 'extra toys' (Totem, Herbs, the Rings...) All in all, definitely a high-quality series. Also, I encountered very, very little in the way of bugs. Which is an amazing feat in a construct as complex as this one. Good work, there.

The Bad:
Some mistakes in rather painful places, like the panther totem appearing as a spider. Other than that, generally slightly weird NPC behavior in the Hub. I'm fully aware that it's because of the anthology-architecture, but sometimes you just cringe a bit when characters divulge absolutely vital information at the most alien points of time... . Also, I felt that some backplot elements were abandoned prematurely or replaced by new ones. I'd have loved to hear a bit more of Kiera/Davos, for example.

Anyway, I had good fun playing the series, especially the battles were just challenging enough to be thrilling as well as entertaining

-Selyss

PS: while the mythology layers is unique and catchy, I had a -very- hard time accepting Valenor as the root-of-the-multiverse. I mean the magic there was gritty and earthy, which is a nice touch in itself, but does that befit the first world of all? Blood rituals, Fleshgrafts, Trees... it's so... savage. Basically, that world should be older than all others, so I'd have expected a some more Eldar-like feel. But that's just me of course. ^^;

Posted by Mulu at 2008-01-11 19:24:06    Voted 9.75 on 01/11/08
More a review of the whole series as the mods were faily consistent. I found my PC and later the henchmen becoming overburdened with notes and books and seemingly plot items and such, since I had no way of knowing whether any of them would be needed in the future or not. I actually filled Milo's inventory with such knick knacks. Giving the items a line in their description such as, you should probably save this, or, you don't need to save this, would go a long way towards inventory management.

Otherwise I thought the series was very well done. I enjoyed all the novel approaches like the spirit totem, and really only thought the mod was lacking in henchmen story development and faction development, both of which are described well below. I've apparently hit the end of the series as built, and am wondering if TS06 is in the planning or if this is the end.
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