This is my NWN conversion of the 1992 TSR module "HHQ1 - Fighter's Challenge" by John Terra. It's
intended for a single-player Fighter (but other melee builds are possible) or multi-class Fighter in the 2 to 4 level range. (Training required to level up.)
Intro: "Decades ago, Sturnheim was a thriving trade town on a major caravan route. But then, disaster struck when a gold-laden caravan disappeared without a trace. Financially ruined,
the town slipped into decline, and now lies almost forgotten on a route that is seldom traveled anymore. Can you unravel a 40-year old mystery and restore honor to Sturnheim?"
Posted by werelynx2 at 2012-01-29 10:53:58 Voted 7.00 on 01/29/12
Generally unpolished.
- behind one of the stables door there is no transition, although there should be. Stables are also empty. (Maybe I should have bought that Nag or took the horses from brigands, although the second one is impossible)
- mama chipmunk has some empty lines in her conversation for random rumours
- levelling system: If you have to use it, make it remember your XPs, and make training possible only when you are 1Xp to next level or have XP higher than what you need to level
- Bard henchman have both cape and ring of protection - they do not stack
- dragon turned to stone does not look stony - he is red(hostile) and moves(jumps and tumbles, trying to get away from attacks)
- town design: looks nice, but could be smaller. One gate is closed - why? No explanation is given. Also with every loading there were more and more villagers spawned. Centaur village is also huge just for 2 NPCS + fillers.
- the black bear, nycklos, ahrne(guy with stone disc) follow me, but won't fight anyone. In the manticore cave, the bear turned hostile.
- henchmen does not level-up, they stay their levels forever. I also did not notice any payments taken by them.
- Neesha helps me kill centaur patrol - they should turn neutral, shouldn't they?
- when entering inn, bard henchmen tries to go to his waypoint
- not enough bags of holding, but then maybe the nag was for it? I assumed it would just change my appearance(which I already did with alternate combat animations)
- ahrne got lost somewhere and I had to spawn that disc by console
- some of my henchmen got lost somewhere, too(I'm sure they did not die)
- centaurs won't give me herbs because they only have my word(spared corinna), but then I took their champion and fought brigands side by side with him so wouldn't his word be enough?
- found no owl mentioned in the walkthrough(maybe at night?)
- in the chest in underground complex there 25 pages of opals - that is why steve's game crashed. _________________________ Thanks Rolo:)
Problem was the auto installer did not install anything! I did the cep 2.2 install myself and the module loads. Unfortunatly I had already started another module so I will get back to this one in the future. I love those 2nd edition solo modules.
I can't load the module. I have everything installed including cep 2.2 and I am told I am missing a custom tlk table.
Posted by Steve_Savicki at 2009-09-08 05:51:05 Voted 9.75 on 09/08/09
-.25 - bug - if you smash the chest in the room with the treasure holders, the game freezes up. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
It didn't complain about your missing crp haks when you first loaded it?
Also, try to avoid posting spoilers without warning. It doesn't bother me but might aggravate your fellow players.
*spoilers*
#1. The gate doesn't open without smashing it (it's a placeable not a door). I'll make it state 'Locked' somewhere if it doesn't.
#2. That's not something I did but happens in a lot of modules so I suspect is default Bioware behavior. Henchmen who die like you less (personal reputation) and won't speak with you.
#3. Oh I haven't seen that, must test!
#4. If he ran he wouldn't go far. Sometimes they drop their loot in hard-to-reach places like under Old Poot.
It does follow the original rather closely, which is why those powerful monsters are still in. But this is a matter of strategy on the player's part. If you face an opponent you can't handle you should flee, or bring with an army of henchmen, or wait until you have better equipment (detect mode can be your friend), etc.
For whatever reason it didn't lock up on me until I tried to exit the game. Go figure. [In parallel I did find out that the C.R.A.P. haks are not optional.]
Some bugs: (1) The gate in the cemetary wouldn't open for me regardless of whether or not the girl was with me. (2) Tork stopped talking to me after his 3rd or 4th death. (3) The knight killed off my henchmen after he surrendered. (4) Only one assassin's loot was on the ground. I got the opal and the bracer but not the stone sword. Maybe one got away. . ..
Just out of curiosity, how closely does this version follow the original? Without the henchman the game plays out suicidal and it's the bear and the knight that help the most. At second level I faced an owlbear, a skeletal warrior + zombie warrior, and a vampire + werewolf. Needless to say I died several times, armed only with a short sword, small shield, and studded leather armor. Should I be playing on the Easy difficulty? What am I missing here?
Ok. I know they already have _a and _b patches for it, but I don't know if either addresses it. I just played it through again tonight for about 3 hours and it still hasn't locked up on me.
Thanks for the suggestion. After further testing I've determined that the culprit is cep2_top_v22 and/or cep22_v1.tlk. I'll be reporting this on the CEP forum.
"unused" resources when compiling are still used within a module, they just get scripted into the game instead. It only seems to lock up on you so far. Is there something in your override folder?
I've tried playing it twice but each time the game locks after about 15 mins or so of real time. To try and troubleshoot this problem, I recompiled a copy and found two unused conversations, eight unused creature blueprints, 25 unused item blueprints, ten unused placeable blueprints, and ten unused scripts for a total of 55 unused resources. From what I've read in the forums, unused resources can cause some issues but I don't know what those are. Maybe this is a red herring, but I'll try out the module again if you post a new version with the unused resources removed. Cheers.
Thank you. I've noticed problems sometimes occur with neutral factions.
Posted by Kilvain at 2008-12-12 19:08:37 Voted 9.50 on 12/12/08
Once you get into the spirit of the module and don't expect everything to be spelled out in a journal entry this one is a lot of fun. Exploration and thoughtful consideration of the environment and the items you find is required, and gives you a sense of accomplishment when you figure out what needs to be done. I enjoyed it, thanks.
minor spoilers follow
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A couple of issues I noticed:
After convincing Ahrne to take me to the door to the underground complex he followed me everywhere. I'm not sure if that was intentional or not. He never joined in on combat, seemingly content to stand around observing the fun.
I also encountered one factional issue. In the Underground Complex I failed a persuade check, was attacked by Rajeesha, and had to kill the beastie. After that several NPCs were hostile to me, namely Cheridoc Busyfingers, Quarra, Grook, Valdar, and Sereetha Alcoris. It didn't prevent me from finishing the module but it did result in a few odd journal entries.
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spoilers end
Thanks guys. Yeah, I knew I forgot to mention that.
Posted by crazedmages at 2008-12-02 17:09:07 Voted 9.25 on 12/02/08
I like it but I must say, if you need to install a hak please let us know. I normally do not like haks besides CEP but it was worth it in this case. _________________________ People react violently to fur rather than leather because it is easier to pick on rich chicks with bad taste than biker gangs.
Posted by frudillao at 2008-12-02 08:16:34 Voted 10.00 on 12/02/08
I will always vote a 10 for PnP conversions. I will add more comments when I try it out. Looks great tho hehe. _________________________
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