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NWN2 ENGLISH MODULES

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Name  Night Howls in Nestlehaven V1.17
Author  jackyo123
Submitted / Updated  05-05-2007 / 05-10-2008
Category  Single Player
Module Types  City Adventure
Forum Thread  Link
Scope  Large
Content  Everyone
TricksTraps  Light
Roleplay  Heavy
HackSlash  Medium
LevelMin  09
LevelMax  14
Gameplay Hours  06
Categories  NWN2 English Modules
Patch  1.06
NWN2Game  All
Description
Release Version 1.17 ju31a3- July 31, 2007

a story driven, single player campaign (part 1 of an expected 2 or 3) - for character levels 9-14. Balanced for play on 'Hard' (normal D&D rules) mode, with full Area of Effect damage rules from friendly fire enabled (you can spam your way through with mass fireballs too easily with 'normal' rules enabled - if you prefer an easier combat game, then choose 'Normal' rules or, better yet, play with a level 14 character).


Storyline - you are a semi-retired, moderately successful mercenary who has settled down to a relatively quiet life in the countryside. You then receive a last call to action - a plea from the Constable of Nestlehaven - a small city-state west of Neverwinter and just north of the Kryptgarden Forest on the Sword Coast...

Character info - if your character has less than 42,000 XP, you will be advanced to 42k - thats approx level 9. AT THE END OF THE MOD YOUR CHARACTER GETS AUTOMATICALLY EXPORTED.

All items are stripped out - but placed in loot bags, in case you want the items post-game (or if you want to use them in the mod - but this may upset the balance). Your character gets exported automatically at the end of the game. There is a goodly collection of items, appropriate to a level 9 or 10 character, in your starting base. You can find everything you need to finish the mod (many 'better' quality items are available in side-quests or private homes) at approx level 11/12 (assuming you started at level 9).

Mod is difficult for level 9/10 players. Major tactics and frequent resting should be required.

Moderate challenge for level 11/12, some tactics, frequent resting, and trap-laying might be required.

Should be straight-forward for levels 13/14.

NPC's will join you as you progress. They all have personalities, and will discuss with you what they think of you, your progress, and your other companions.

The things you do in-game, and your choices re: alignment, will *matter*. There is a very large alignment-based quest-set. You will also begin laying the groundwork for later-on joining a faction. If you anger a certain faction too-much, or do things contrary to their interests, you will have very little chance of joining them later (there are 4 factions you can join - 3 of which are clear in part 1).

There are many 'skill' checks - some occur openly (such as in conversations) and others don't (such as spotting tracks and having certain conversation paths and choices available to you later).


There is an existing 'economy.' You cant just sell everything you buy to the first merchant you see. They all have limited amounts of gold (there are 9 merchants) so you will find that you need to balance your sales with purchases (maybe selling the loot you don't need for an item you do). Most of the higher level items are found in side-quests, private homes, or some of the 'shadier' stores.

You should be able to play - and enjoy the mod - as any character build. The only NPC I 'force' on you, and just for a short while, is a Rogue w/ high Magic Use abilities. She can be dismissed about midway through the mod if you don't want her around anymore (but if you aren't playing a thief, I advise you to keep her!).

Total playtime if you stick mainly to the main storyline - about 5 hours. If you do all the sidequests/private homes/etc (there are a lot, and not all are obvious) and talk to all the different people you meet - approx 8 hours.

Possible Bugs and Problems:
1> There are a few areas where you have keys to open doors-the keys MUST be on the character who will be doing the opening
2>Certain 2da files or other things in your override directory can interfere with or break the journal and/or some of the placeables (just like with any mod that uses custom stuff). So if you experience strange behavior/visuals/missing journal, check your override directory
3>I cannot guarantee that the mod will work with the new classes introduced in MOTB. They have NOT been tested with NHIN.

New Release Thread -
Link

Previous thread -
Link

Beta threads -

Old thread -
Link

2nd Beta thread (1st one filled up) at
Link

Part2 Wiki Page at FRW:
Link

Full spreadsheet included with all quest states and variables used - will help you modders who want to see where things were done.


Intro file attached (latest version of files always are uploaded separately).
Full walkthrough avaialble as a separate download.



Latest Version - 1.16 - uploading now, Jul 21, 8pm EST. Changes a few BitchBrew scripts for better reliability on certain systems; allows player to revisit Merris Basement. Fixes a few typos.




Possible bugs:

Bitch's Brew Challenge : if you are experiencing an NWN2 crash when you accept the 'challenge' in the Bitch's Brew Tavern, there is now a dialogue option to skip the fight. Just keep refusing to fight him. The occassional crash for some people is caused (I believe) by numerous sound overlays, or rapid 'clicking' by users trying to skip the fade to black's, which, even at minimum delay, is several long seconds on some computers. I cannot replicate this crash, so I cannot be certain what causes it, but at least a half-dozen people have had it. Some people have reported that dismissing everyone from your party right before the challenge works - you can get all your party members back at the Merc n Mead, so it might be worth trying if you want to do the arena fight but are having the crash problem.

in the Sage Tower (or anywhere)- if you find your party is not following you - simply do a BroadCast command 'Follow-Me' and they will follow-again. This is apparently sometimes an engine bug, as I had it occur to me in the OC as well.

PLEASE let me know of any other bugs - I got hit pretty hard with 1.06 introducing a lot of unexpected behaviors (new perception scripts really did a whammy, as I was very careful about placing enemies at the edges of certain perception ranges, and on giving every encounter a barkstring combat convo, which required major script overhauling to fix) and I want to put part1 to rest so we can move full-speed on part2.



Thanks everyone for playing!


I have included, in the zip file, my Spreadsheet that I used to plan the mod. It has four or five workbook 'tabs' at the bottom of the sheet - these contain script names that are used, which scripts do what, when things execute, variables used and tracking info, all quest states and quest state info, location of all doors, whats behind them, where they lead to, etc.

I've included this to help any would-be mod builders understand what I did, where I did it, what is executing, etc. I only wished I had something like this when I first started learning (by pulling apart, piece by piece, the mods that make up the OC campaign, and then making changes to them, to see what resulted). If you like the way I did something, then this spreadsheet can help you find the associated scripts, convos, and variables that I used to do it. The more modders in the community, the better off we all are. If you are just starting out, I also recommend you read one of the tutorials that are here on the vault('Dont Panic' guide, NWN2 Toolset guide, some of the 'movie' tutorials, etc) and spend some time on the bioware forums, the citadel forums, and other community resouces.

Enjoy!!!

email - [email protected]

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2008-05-11Dormammu8.14Lots of great action, well thought out plot and storyBattle can be VERY deadly for the uninitiated

Files

NameTypeSizeDownloads
Release_history_NHiN.rtfRelease_history_NHiN.rtf
Submitted: 05-05-2007 / Last Updated: 08-01-2007
rtf51.75Kb5498
Release 1.17 - a few minor graphical glitches fixed in Kryptgarden. Very minor modifications to preserve certain variables for part2.
Nestlehaven_Installation_Instructions.rtfNestlehaven_Installation_Instructions.rtf
Submitted: 05-05-2007 / Last Updated: 06-25-2007
rtf2.11Kb16172
Installation Instructions - for all versions.
Walkthrough__V1.12__62007.rtfWalkthrough__V1.12__62007.rtf
Submitted: 05-05-2007 / Last Updated: 06-20-2007
rtf24.32Kb10179
Updated Walkthrough, June 20. Contains a 'general hints' section now, before the specific walkthrough, so players who just need a little help with certain areas or battles can find it without revealing everything.
Nestlehaven_FinalCutscene_a3.modNestlehaven_FinalCutscene_a3.mod
Submitted: 05-05-2007 / Last Updated: 07-04-2007
mod7.8Mb5641
This is the final cutscene of the mod, for those folks who downloaded between 6-25 and 6-28, and don't want to start over just to see this (and I don't blame you!!). Just copy it to your modules directory, and start a new module - and select this. Doesnt matter what character you choose - your character was exported during your conversation with Mumphreys, so you will have it for part2.
Nestlehaven_ju31_a3.rarNestlehaven_ju31_a3.rar
Submitted: 05-05-2007 / Last Updated: 08-01-2007
rar29.2Mb34763
Nestlehaven v1.17 - july 31, 2007
SCORE OUT OF 10
9.28
356 votes
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SCREENS

These guys just got fireballed - burn baby burn! They were laughing in the wrong place...





Nestlehaven at night. Approaching City Hall.





inside Kerlor Merris home


Boroldi's friends get some poor treatment.


Merris leaves some friends behind...


The Magic Emporium


Approaching some bandits in the Kryptgarden ...


Pleasure Devils spreading some diseases ...


One of the new homes open in v1.02


The Kai Monks, an offshoot of the Monks of the Dark Moon...


Boroldi Family Meeting Hall - new in 1.02


Resourceful Virania ... does what is necessary.


Merris' Basement and some foes...


Badass General





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Comments (30):

1 2 3

Posted by fall_ark at on04/16/10
If only we can get a sequel! The story moves a bit fast, but creates great tension. It's certainly not perfect (like some interactions concerning companions and the amount & quality of the loot seems to be a bit high) but still a very very polished mod. Now I'm sad that I couldn't continue with the story... :(

Posted by Sumguy at on03/20/10
Very nice mod. Story is fun and the characters are decently fleshed-out. The town itself feels somewhat abstract and fake in its design though (a square block in the middle of nowhere, reds vs. blues, etc.). It's got a few minor points of criticism but overall it's a very solid recommendation. I would have loved to continue the story in the end. It's a great mod to continue characters from other mods. Loads of mods end around 7-9 and too few start there. Unfortunately it looks like one of those overly ambitious projects that likely will never get finished. I'm looking at you Subtlety of Thay and Dark Avenger! It ends mid-story and we'll never know how it would have ended.

Posted by Belakis333 at on03/14/10
Well I guess this is much after the fact of the last 07 posting but this game was dazzling. I have played a great many of NWN series from the beginning and many more games, this story, pace, side quests, graphics, etc. etc. was exemplary. Any criticisms I would have of this game are completely overshadowed by its merits. I look forward to Part 2 but I haven't been able to find it. This game needs an ending and it is in my 5 favorite of all time no kidding....

Posted by Belakis333 at on03/14/10
This game was absolutely dazzling. I can see that Part 2 is not out yet and that is disappointing. I am an old grognard who has played this series from the beginning and many other games but this game deserves high mention. I will await this second game as it appears the entire NWN community from what I have read. I could be more specific in my praise and alternative suggestions but I want to encourage this very fine developer to keep us satiated. I will brouse the sites to hopefully find Part 2 which I haven't found yet.

Posted by hellion1971 at on11/05/09
I absolutely loved this mod! I do agree that the ending was abrupt (I'm not sure how far back my last save was...have to go back and be sure to save outside the HQ). Also, did our character get exported to be ready for action in the next chapter? Overall,IMHO, if this has voices for all the cutscenes, I think it could be one of the more successful mod to date (I know, that stuff takes time). Anyway, great job and I;m looking forward to the 2nd and 3rd parts.

Posted by leirogreco at on08/28/09
I just wanted more action!!! the ending was so abrupt! Sweet smooth module, thank you! Read at ur own risk Played with a lvl 9 fighter and with the little lvl 9 rogue, some tactics and fleeing did the trick, I bet it woulda been harder with a wizard. He got killed 3 or 4 times, but then I started using a shield and just owned. by the time i leveled up (and managed to strip every store in town of their gold) it was possible to rely less on tactics and more on brute power (and Sur's sneak attacks). It was nice to have fights against 3 or 4 mages at the same time, protected by melee fighters. It was really un hacking through this mod thanks again...but where's the sequel!

Posted by ericdoman at 14:12:50    Voted9.50
Disregard below and a lesson to learn. Read the readme's and inst instructions. Install files and play Nestlehaven by going to modules in Nwn2

Posted by ericdoman at 05:31:05    Voted9.50
And so I have done a disk defrag and reinstalled OC, MOTB and SOZ with updates. Stll I receive the same message as below. However instead of clicking on new campaign and entering nestlehaven. If I click on new modules and enter Nesltehaven I do not get the same message as below?

Posted by ericdoman at 15:35:52    Voted9.50
Have played this before but having a major problem in playing it now. "Could not load the module." Module file might be corrupt OR it was created using a newer version of the toolset and/or game resources. Have just updated today to 1.23.... Wondering if that might be the problem. I know that when there had been updates it had affected older games, in that they could not be played. I have had a problem with another module as well. I hope this means I do not have to reinstall everything again, ie OC, MOTB, SOZ and worse of all the updates. Also wondering if there will be another part to this campaign?

Posted by Deviant.Monk at on08/10/09
Loved it! Great writing and EPIC in its expansiveness. At the end of every sidequest, I would think, "okay, here comes the end of the game," and it just kept on coming at me. I played through as a rogue and admit took a fair share of butt kicking until I gathered a good crew about me. The glitch with Murphey dissappearing was annoying but at least you had the ogres in place to fix it. Very interested in seeing where you go from here. _________________________ The skylark sings all day, and day is too short. ~ Basho

1 2 3

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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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