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NWN MODULES

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Title  Coldhearth
Author  thegeorge
Submitted / Updated  04-01-2008 / 09-02-2009
Category  Snowy Adventure
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  custom
Gameplay Length  approx. 10 hours
Number Players  1
Language  English
Level Range  1
Races  any
Tricks & Traps  Medium
Roleplay  Light
Hack & Slash  Heavy
Classes  any
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  05
Max # Players  01
Min # Players  01
Min Character Level  01
Content Rating  Everyone
Alignments  any
Gameplay Hours  10
Description
[v2.2 - requires CEP 2.2+NWN1.69+SoU+HotU (+CMP optional)]

"Decades ago, a war between the various guilds of a large city brought chaos. Several refugees fled into the high mountains. There, the small town of Coldhearth was established. You are a direct descendant of the original settlers."

Designed for 1st level (and ending around 9th), any class, single-player (it might be multiplayer-friendly, but you'll need a dm in that case because the cutscenes tend to break multiplayer). Set in a custom campaign setting (based on my old pnp sessions that were a combination of TSR sources including Greyhawk and the Forgotten Realms), the module's structure is mostly nonlinear. It's possible to start play with a character above 1st level, since many encounters scale, but that isn't recommended.

Files

NameTypeSizeDownloads
coldhearth_v22.zipcoldhearth_v22.zip
Submitted: 04-01-2008 / Last Updated: 09-02-2009
zip74.4Mb1581
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
CEP v2.2 (Commu...ck 2.2)CEP Team2008-12-01--Fixed Torch/Flags/HolySymbols item properties Fixed - moved loadscreen 2da to cep2_add_sb.hak fixe
SCORE OUT OF 10
8.81
11 votes
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Comments (30):

1 2 3

Posted by grandpa72 at 2009-02-1604:43:28    
I installed the game but when I attempted to load it, the following message appears; missin required hak files.

Posted by thegeorge at 2009-02-0910:06:40    
Thank you, it's always good to bring things to a builder's attention.

Posted by laisee at on02/09/09
There is a lot to love about this module and a lot of stuff that is just tedious and frustrating. It is well worth several plays just to explore various quests and to improve on previous plays. Some of the tilesets used are just gorgeous, the plot is interesting (time travel is cool!), though I can't imagine making it without the playthrough (how is one to know that the Sanitarium in Ravenwood leads to the end game?). The battles were challenging, though at times, time consuming. The conversation options were particularly frustrating as make the wrong choice and whole avenues of action are closed off to you. I liked a lot of elements though, and wish other mod builders would use the level barriers. Though the module has been described as "non-linear", I not so sure that it really is. There is an optimal way to play it in terms of sections handled and dealt with (wish I had done Trualt Orcs earlier). I don't think I ever did find the Bonus and Secret sections, but maybe I did and wasn't aware of them. As stated before I was enormously frustrated with the Dagger of Harmony as part of the Thieves Guild quest. The dagger is a "friendly" creature and can't be attacked or pickpocketed or picked up even if you succeed in sneaking up to it. I finally gave up on that pursuit. The George, pls re-read what I wrote earlier describing the necromancers, and the lack of visible port/door in Tesh of the Past. More Obelisks would be great for cutting back on the running around - The two pairs of Obelisks actually stopped working later on (don't know why). Thank you so much for all the hard work you put into this mod and I look forward to trying out others that you have done.

Posted by thegeorge at 2009-02-0909:16:40    
Oh they attacked you for no reason? That would be a bug with the neutral faction then.

Posted by laisee at on02/09/09
anyways, i was just hoping to alert you to some problems. not really inspired to complete this as is, don't see how any character to get up to lvl 20 either, but after investing so much time, would be a shame to not see it through.

Posted by laisee at on02/09/09
I realize that, but as a rogue, you would think that I should be able to complete the Thieves Guild quest. And that doesn't explain why the 2 necromancers attacked my true neutral self (can't figure out what conversation would have lead to that)

Posted by thegeorge at 2009-02-0818:05:24    
Yes, there should be no way for one character to do every quest there is. Also, as the readme states: "due to the module's nonlinear nature, completing one quest may make it impossible or more difficult to complete another".

Posted by laisee at on02/09/09
OK, but what should I do about the Thieves Guild quest and the no longer existing necromancers? give up???

Posted by thegeorge at 2009-02-0809:11:44    
Making some areas large accomplishes several things I intended for the module, but I'm glad you're having a good time in spite of any sort of issue.

Posted by laisee at on02/09/09
"got both library and academy clues on necromancers" oh, and the cards, have tons of them but can do little with them,a bit of crafting in SkyCity and by Ned and that is it. I also had the same problem gmfeier with my weapon (a +3 dagger in this case) adding on lower attack values for various racial types that I had fought (a whole bunch of them!!). from hmdai's comment below, seems like the hidden quest is related to Charon as well :(....

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