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NWN MODULES

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Title  Dalewinter 2 - Shadows of the Past
Author  Shadowind&Smv
Submitted / Updated  01-23-2004 / 05-01-2008
Category  City Adventure
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Dalewinter Region
Gameplay Length  8-12
Language  English
Tricks & Traps  Medium
Roleplay  Light
Hack & Slash  Heavy
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  05
Max # Players  04
Min # Players  01
Min Character Level  03
Content Rating  Everyone
Description
Ghosts stalk the streets of Dalewinter. What do they want? where did they come from? Who do they serve? Perhaps you will be the one to find the answers to these questions.. or perhaps yours will just be another name on the list of their victims... The module includes a Player guide (background and hints [spoilers]), and a DM Guide (Full module information [Major Spoilers]) Version HOU v2.0

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2005-01-29J'Dai8.15A lot of different quests and an interesting story; non-linear fun!Some basic toolset oversights, and a couple of the encounters were too tough for the party without multiple attempts.

Files

NameTypeSizeDownloads
Dalewinter_2__Shadows_of_the_Past_HOU_v2.zipDalewinter_2__Shadows_of_the_Past_HOU_v2.zip
Submitted: 01-23-2004 / Last Updated: 06-20-2005
zip4.7Mb3310
Updated Version of Dalewinter 2 utilising HOU and SOU content as well as bug fixes.
SCORE OUT OF 10
8.81
27 votes
View Stats
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Comments (59):

  1  2 Next>

Posted by Mirgalen at 2009-08-19 04:34:45    Voted 3.50 on 08/19/09
In short it's a heavy H&S with a great story except that it is broken and cannot be completed so you are left with heavy H&S. There would be some value in it if it was revised or converted to nwn2 but as it is it can certainly be avoided.

Posted by Neilium at 2008-06-01 12:02:03    
Hi folks,

I'm enjoying this mod so far, but I'm kinda stuck in the "Merchant Shopping" Quest. I have 4 out of 5 items needed, but when I go to "Badir's Carts" there's no one there. A flashing Journal entry explains a struggle and a trapdoor, but there is *no* trapdoor anywhere!

Please advise?
Thanks in advance!

Posted by Steve_Savicki at 2008-05-16 14:20:08    Voted 9.00 on 05/16/08
Capitalization is dialogue was an issue and numerous respawns of undead made this mundane after awhile, but other than that, a haunting story with different quests in different areas.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by misko3000 at 2007-03-17 06:34:35    Voted 9.00 on 03/17/07
I quite enjoyed it. Minor bugs but otherwise very good.

Posted by Sass at 2007-02-21 12:39:07    Voted 9.00 on 02/21/07
Just to se a Hack and Slash multiplayer module deserves 8 and this is good so 9, keep up the good work.

Posted by Rhyldar at 2007-02-16 16:00:01    Voted 9.25 on 02/16/07
Fun: 10 Layout / Design: 9 Dialogue 8 Originality / Creativity 9 Quality Control 8

Posted by IronDobe at 2007-02-01 17:01:36    
I have liked the mod so far but I have the same problem as some of the earlier posts in that once I get through the gate with DeFrost my pc froze and would not move, even when monsters came up and attacked. I thought this problem was fixed?

Posted by Jamro at 2007-01-21 04:59:50    Voted 9.50 on 01/21/07
Works fine for me with 1.68 SOU+HOTU+CEP, elf fighter.

(Except from walkthrough I see I should have been pulled to spirit world for a brief romp at one point. But I didn't even notice I missed something.)

There's one aspect I absolutely love in this module, being the reason for the high score. You really can take meaningfully different approach based on your character! Not just the typical "I'll do it 'cause I'm good - I'll do it 'cause I want the power". No, you can work and help the guards as deputy, or as plain mercenary for the merchants, or as a thief with thieves guild, or you can work with the church.

That's just brilliant!

The setting's great and it's another stroke of genius to make it possible for the ghosts to kill named merchants and other folk. This guy seems important, oops, he's dead now, hope he wasn't. The plot is solid.

This could definitely have used some further polishing though. I spent a lot more time than I liked running back and forth between places, especially back up from dungeons. Nobody seems to mind me wandering around, opening and looting chests and lockers right under their noses.

The plot worked i a bit too obviously in a *pling* that's done, now you can ask these other folks these questions you couldnt 5 minutes ago. But even that kind of makes sense, if you read the walkthrough afterwards.

Posted by djtool at 2007-01-13 21:59:03    
actually I can't get it to load with other classes either, counfounding.

Posted by djtool at 2007-01-13 21:52:20    
I'm trying to play your module as a druid and It won't load. That's from an exported character or one I try to create.

Posted by Mirgalen at 2006-11-23 04:52:06    Voted 3.50 on 08/19/09
I have played part one so I am confident that this one must not be that bad. My guess is that it is just broken.

1. The clock seems to work oddly. Worse day/night cycle (visuals) and time (on the cloak) are at times broken. If it is 10 in the day you should have daylight and the opposite if it is 10 at night. At some point I had the wandering creatures showing up pretty much at any time day or night. Perhaps I had an increase in FPS because less and less NPCs were still walking.

2. Quests and Alignments: You can be rogue w/o being an assassin. There is one quest where unless you manage to sneak around you will have to do some pretty evil things (no alignment shift).

3. Escort? Guess what, I could not find any shrine only a graveyard with a cave and two crypts (one small and one big). The NPC is not a henchman and he just attack anything and he will never rest so good luck if you try to keep him alive.

Tried to solve the mystery. Killed bunch of critters (zero challenge) but now I am giving up. If the module get fixed I may try it again.

Posted by Kataja at 2005-12-25 16:04:48    Voted 7.00 on 12/25/05
Maybe it's not a spoiler if you need to read another spoiler to understand it? ;)

When completing level 3 quest for the faction in 5.1 in DM guide, D. failed to appear on my return to the city and there was of course no expected area transition. I did get the "how dare you take me back" message.

Afterwards I went to complete quest 2 (given earlier) for faction in 5.2, but the NPCs would not react to it anymore to give my reward. (I retested it at various points. No go.) Finally, I finished quest 1 for faction in 5.3 and didn't get any additional quests from this faction. Faction 5.4 didn't have anything but 3 left at this point so things went normal with them - although the cellar remained a mystery.

Posted by Kataja at 2005-12-25 15:53:56    Voted 7.00 on 12/25/05
Me and this module got along nicely all the way to the last third of it, when some checks apparently failed: I was no longer able to finish one side quest (only reporting left), I stopped getting new side quests from all factions at once and there were a couple of "find a person to ask about this" questions open to which I couldn't get any logical people to react to at all.

In the end I just went through various people and in one location I could talk about something I hadn't done (go to place X, get stuck and turn back, get illogically keyish item Y from unrelated place and suddenly NPCs assume you've gone back to X and used Y, even though no apparent reason was ever given why these two made a combination). This drew the main quest onwards again, and I was able to finish the module even with some half an hour of plot missing from the middle.

In the bugginess sense a 7 is a bit too much to give, but for the most part the thing was sensibly fun and unfrustrating as a human monk. I like a lively town adventure (there were some threads to the countryside too, although I never was allowed to go to the Old River for some reason) where there's no "townsperson" NPCs - they all have names. :) The story was nice too, excepting the part I could only build up afterwards. There's obviously lots of work in this module, thanks to the author for that!

The main puzzle was disconnected from reality and the end had a anticlimatic walk back home (with some monsters *still* appearing). Some loot was a bit overwhelming in amount of items, e.g. skeletal archers might manage with just 99 good arrows instead of 2x99...

Posted by branmakmuffin ( 68.107.xxx.xxx ) at 2005-11-11 12:39:47    
OK, not too bad. A little heavy and the H&S for my tastes, but it's marked as such, so that's not really a complaint.

The areas are well-designed, the NPCs behave in an interesting way. That said, there are not too many RP opportunities, but again, the mod is marked RP light, so that's not a complaint, either, just a confirmation that it is in fact a light RP mod.

One thing I hated was the "zoo puzzle,", although the author did put the solution in the walk-through. I like my puzzles to be logically consistent within the story, not random RPG brain-teasers (the main reason I never finished the SoU OC).

Another thing I didn't like was the monsters who "cast" Bestow Curse. There were darn few things available to remove a curse.

Another thing is that after killing the big bad guy and I went back to Dalewinter, he met me inside the gates, spoke to me, disappeared and then a bunch of his undead minions attacked me.

Posted by Dwayne at 2005-06-20 10:53:02    
Thanks. I just downloaded it. I plan on playing this mod and the first soon. I will be sure to post comments.

Posted by shadowind at 2005-06-20 02:09:24    
The Download problem is now fixed and now you should be able to download it directly from the file link as any other module.

Posted by Dwayne at 2005-06-18 18:09:50    
Every time I try to download this mod I am told I have to join IGN Insider if I want to download it. No thanks. I feel sorry for the author. This will kill the downloads.

Posted by shadowind at 2005-06-18 12:55:43    
The HOU version is now available from the site this has fixed some known issues and had a general makeover. I hope you enjoy this version and please report any errors.

Posted by TaraZ at 2005-04-17 20:27:32    Voted 9.25 on 04/17/05
Nice mod, I thoroughly enjoyed it!

Posted by Eirinjas at 2005-03-02 00:01:00    
It's possible I was under stealth but I doubt it because I was in a hurry to get back to town at that time. I definitely was not invisible and Daenfell did strike up a conversation immediately. I was never transported to the spirit realm. I accidently flew through that conversation thread with him though because I accidently double clicked my first response. I don't know what bearing that'd have though if the player is supposed to be sent to the spirit realm no matter what. The hell level had increased on that return and I had new, more powerful ghosts to fight when the conversation ended and I all but ignored Daenfell as he left. Later the amulet struck up a conversation with me when I was in the bleeding forest (I think) and it threatened me but nothing became of that threat. I'm wondering if maybe I did something(s)out of the order you had intended (or in a way you had not intended) that maybe threw things out of whack? The only thing I can think of really is the escort of Mal to the shrine. On my approach I saw the mercenary on the road so I went stealth and walked longways around him and managed to get Mal to the shrine without being ambushed.

Posted by shadowind at 2005-03-01 10:31:00    
Many thanks for your feedback over the quest issues Erinjas we will look into the two that caused problems and try and reproduce the error then hopefully correct it:). Please see below in the spoilers section of this post for an explanation of why the other quests did not show, this is not a bug but is related to quest structure.

The reported error with Daenfell is a more obscure one because in the tests we have just run it seems to work fine this will still need further investigation. On entering the city were you under the effects of stealth or invisibility?

The text in the DM guide states exactly what the intended outcome should be, regretfully your play experience does not reflect this, did you actually end up in the spirit realm? If not, this may explain why you might have experienced some difficulties later on as that particular area is worth a lot of experience. However, the fact remains we need to find out how it went wrong:)and iron it out.

On the HOU update front I now believe quite a few of the issues highlighted in earlier posts and the review we have fixes for including:- transitions, typos, shop signs, sky boxes, combat balancing issues, mutiplayer quests completion and lighting to certain areas and as soon as issues identified by Eirinjas are resolved as best we can then the aim is to release the new HOU version with these bug fixes. I'd like to thank folks for their feedback and welcome any further comments good or bad.

*********Spoiler************
The quest structure is based on 3 tiers of quests, the tier 1 missions are Antique Harp, Missing Prayer Book, Night Watch and Merchants shopping list these must be completed to be eligible for tier 2 quest for each faction which are Lost Caravan, Stolen Goods, Ships that Pass in the Night and Escort Duty. Only 1 tier 3 mission can be completed which will be one of the following Special Delivery, Personal Business, Religious Offering and Black Market. It is possible that through your actions you can upset a faction by completing certain tier 1 quests in an alternative fashion so far as they will not trust you enough to let you work for them again.

*************************

Posted by Eirinjas at 2005-02-28 12:24:00    
As far as the quests go, I successfully completed these five as noted in my journal:

Daenfell Devir
Rogues: Special Delivery
Rogues: Stolen Goods
Rogues: Antique Harp
City Guard: Night Watch

There are two quests which I accepted and completed but was never rewarded and the quest-givers either acted as though I had not completed the quest (Andros) or that they had never even given me the quest (Darrick) even though the journal was updated stating I should go and collect my reward. These are those quests:

City Guard: Escort Duty
Merchant's Shopping List

I took a look at the DM guide when I decided to call it quits. I never recieved these six quests:

Missing prayer book
Ships that pass in the night
Religious offering
Black Market
Lost Caravan
Personal Business (though I suppose this is covered by the Rogues: Special Delivery quest, yes?)

Also, I noted this disparagement between what the DM guide states and what happened to my character in-game. The DM guide states that on returning to the city with the amulet that you recover from the failed sale, it talks to you. Then, when entering the city Daenfell appears and teleports you to a spirit realm. Well, when entering the city I did encounter Daenfell but he did not send me to a spirit realm and it wasn't until sometime later that the amulet struck up a conversation.

I might as well mention that I felt the puzzle to open the way to the Sage was a bit too out there for a typical gamer. The dead guys notebook did offer some clue but I personally thought the answer too well guarded. Maybe another sort of clue like seperating the first letter from the rest of the name on the signposts. Of course, it could just be me.

Posted by Eirinjas at 2005-02-28 12:24:00    
As far as the quests go, I successfully completed these five as noted in my journal:

Daenfell Devir
Rogues: Special Delivery
Rogues: Stolen Goods
Rogues: Antique Harp
City Guard: Night Watch

There are two quests which I accepted and completed but was never rewarded and the quest-givers either acted as though I had not completed the quest (Andros) or that they had never even given me the quest (Darrick) even though the journal was updated stating I should go and collect my reward. These are those quests:

City Guard: Escort Duty
Merchant's Shopping List

I took a look at the DM guide when I decided to call it quits. I never recieved these six quests:

Missing prayer book
Ships that pass in the night
Religious offering
Black Market
Lost Caravan
Personal Business (though I suppose this is covered by the Rogues: Special Delivery quest, yes?)

Also, I noted this disparagement between what the DM guide states and what happened to my character in-game. The DM guide states that on returning to the city with the amulet that you recover from the failed sale, it talks to you. Then, when entering the city Daenfell appears and teleports you to a spirit realm. Well, when entering the city I did encounter Daenfell but he did not send me to a spirit realm and it wasn't until sometime later that the amulet struck up a conversation.

I might as well mention that I felt the puzzle to open the way to the Sage was a bit too out there for a typical gamer. The dead guys notebook did offer some clue but I personally thought the answer too well guarded. Maybe another sort of clue like seperating the first letter from the rest of the name on the signposts. Of course, it could just be me.




Posted by shadowind at 2005-02-28 11:02:00    
Eirinjas thank you for identifying the issues stated below. Some we are aware of such as the transitions issue and dialogue that are currently being fixed. The sky boxes will be added as part of the uplift to HOU as at the time of creation we had not envisaged to support HOU.

The bit that we need more info on is the quests you state are complete but don't register as complete any further information on this issue would be most welcomed in terms of which quests these were. Certain quests are mutually exclusive and actions of some players may close quest options depending on their choices so it would be normal not to complete every quest in playing the module but all accepted quests should be achievable.

With regard the ending, this has been a contentious issue in terms of balancing, from the feedback recieved from testing players wanted something more than just another fight but at the same time not utterly frustrating. From what your saying the current set-up presents a problem for thieves this will need some attention for the update.

At this juncture in time any feedback from members of the community would be most welcome so that any bugs or indeed enchancements that folks feel is needed can be considered for this update.

Posted by Eirinjas at 2005-02-28 08:31:00    
Ok mod. Much longer and more involved than the first in the series. Dialogue needs some polish. Some bugs present regarding quests that don't end even after all is accomplished, doors that don't operate properly, PC backwards positioned on area transition in numerous places. And because some quests never ended there were a half dozen quests, at least, that I never got. Minor gripe on lack of a skybox and the sewer lighting is way too bright as is the lighting in the final crypt - where is all that light coming from? City is very well done. Gripes and minor issues aside it is a really fun and well thought out mod that just lacks that last bit of polish. There's plenty of scripting and it looks as though alot of work went into it. Good design overall but the end is over the top and not suitable for singleplayer at the recommended level. My Rogue, which I created and carried directly over from Dalewinter 1, had a good time 'til that last tomb and the dread that set in realising there was no way in hell he could possibly run the gauntlet alone nor would it truly be worth it. I used invisibility potions to sneak my way to the end where I died in short order. Seeing that army of the undead in the final tomb made me wonder why the city wasn't simply invaded by the antagonist. All said it had great promise, mostly great atmosphere, but ultimately it has too many issues in it's present and I can't recommend it. Hopefully an update will put those issues to rest.

Posted by Mark55 at 2005-02-22 15:59:51    Voted 9.00 on 02/22/05
Fun mod!

Posted by Gonzo_Jones at 2005-02-16 06:38:17    Voted 9.25 on 02/16/05
Pretty big and fun mod, I really enjoyed it.

Posted by Dags at 2005-02-14 12:27:13    Voted 9.00 on 02/14/05
A very well-made and enjoyable mod that unfortunately seems to have slipped through the cracks. Clever and highly enjoyable overall.

Posted by Imp at 2005-02-10 15:44:25    Voted 9.25 on 02/10/05

Posted by shade19 at 2005-02-09 04:37:12    Voted 9.75 on 02/09/05
Fun: 9 Layout / Design: 9 Dialogue 9 Originality / Creativity 9 Quality Control 9

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