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The Subtlety of Thay, an adventure for characters level 3 to 5...
"It only takes one man to change history, one man to spark the fires of a cataclysm. This has been
a universal truth since the dawn of time. Tensions are high on both sides of the Watchwall, and an uneasy truce
has developed between the lands of Thay and Aglarond. It only takes one man to destroy that truce...and he will gaze
out at the world from atop a mountain of corpses, and those closest to the flame that sparked that will be consumed. That
is a fact. Of course, it will only take one to change that fact...
Will you?"
The Subtlety of Thay is a single player campaign spanning roughly 8 hours for characters starting from levels 3 to 5, of any
race and class. Challenge will depend on a number of factors, from class, ECL race, and skill level.
Installation:
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This is a little different than NWN1.
When you extract the files from the archive (.rar file you downloaded), you need to do two things. It's absolutely important that you install
this correctly or it won't work properly and you're likely to run into a lot of bugs, even if you don't notice right away.
The folder called "The Subtlety of Thay" goes into your Neverwinter Nights 2/campaigns folder. This folder is found either where you installed the
game, or under the My Documents area of your computer. The default location of each is C:\Documents and Settings\My Documents\Campaigns (there's also usually
a link to it in your start menu), and for the other location C:\Program Files/Neverwinter Nights 2\Campaigns. If you installed it elsewhere or moved the
path to My Documents, you probably don't need my help with that.
The two .mod files, called typart1.mod and typart2.mod go in the modules folder. This is in the same directory as the campaign folder, just a little
lower down the list.
To start a new game, start NWN2 and click the "New Campaigns" button. If you're starting it from the "New Modules" button, you're doing it wrong.
Also, I highly suggest using the Program Files location. On some computers, mine included, the My Documents location doesn't work. If you installed it as
above and you're having problems, you're probably one of those people. You'll know you did it right if the campaigns folder contains the OC folder, and
the modules folder contains a dozen or so modules that start with the number 0 and bear a remarkable resemblance in name to some of the locations found in
the OC.
v1.13+
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The folder named SoTOverride goes into your override folder, located in C:\Documents and Settings\My Documents\Neverwinter Nights 2\OVerride or C:\Program
Files\Neverwinter Nights 2\Override, or whever you installed the game. This is required to view the updated models being utilized throughout the next and
further chapters of the campaign. The reason I chose an override instead of a hak or campaign folder is simply because you can carry the items with you to
different modules and not have to view a floppy hat or box with a question mark. It will not override any of the base Obsidian models in either the OC or
expansion.
Note on the override:
A lot of people hate on this folder like it's a bad thing to use; it's not, when builders use it responsibly. As always, empty it before patching the game
to avoid problems! But for things like this, it's relatively harmless and allows builders a lot of flexibility as well as allowing you, the player, to use,
for instance, the items I've spent countless hours making and to actually see the models created by the talented community in the hands of the PC instead of
watching all the NPCs looking all bad while you're stuck with the default stuff.
Things to know for character design:
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-Nearly every skill is used at some point in the campaign. For instance, a high lore skill will allow your character dialogue options
that account for knowing, ironically, a lot of lore about the world and facts about the world around them. Likewise, diplomacy can convince
others to do what you want them to, and you can scare them into doing what you want with Intimidate. However, these checks are hidden, so pay
attention to your conversation options.
-Alignments shifts are fairly frequent, and result from either your words or your actions. If you want to play a Paladin, you'll probably have to
limit your ruthless murdering. There is also Neutral shifts. They look odd in the game, but are always accompanied by a final "your alignment has shifted
towards neutral. You should also be careful how you speak to strangers, because your companions might not like the way you treat people either!
-You get XP for you or your companions unlocking objects and disarming traps, as well as successful skill checks. A skilled character can bypass a lot
of combat and still get rewards where an unskilled character couldn't, if you are diligent in seeking out places to test yourself.
-Companions can be multiclassed, as well as influenced by your actions and words. You can control this through dialogue. If they ask for your advice,
being harsh will result in them shifting towards evil, and telling them to be more free spirited will make them chaotic, for example, as well as unlocking
hidden classes for them to take when they level up. Talk to them frequently, they have things to say about the area you are in or new dialogue based off
of how much they like you, and to check to see if they have any new classes available that might be helpful to you. They are also gender neutral, meaning
that they will react to you regardless of who your character is.
-There are over 200 custom items in the campaign. Not all are available in stores and can be found randomly in treasure. There are also many new and
useful potions and wands available in stores. Take advantage of these, a potion of Mage Armor can mean the difference between life and death in a deep
and unforgiving dungeon, especially since it's not safe to rest everywhere.
-At the same time, though, stores don't sell everything under the sun. A character with a specialized weapon may not be able to find their preferred
weapon immediately, and since the treasure is random, perhaps never. You may have to look to other, less legal, merchants that find goods from far away
lands...
-There are some dungeons that once you enter, the only escape is forward, and sidequests can't be completed past certain points in the timeline. Always
be prepared when you enter a new area, you never know what you'll face and having a stock of helpful items and items to bypass damage resistance will save
your life. Saving often is also recommended.
-Some sidequests block off other sidequests. This is especially true in upcoming releases for the series. If you want to experience the full game, you'll
have to play at least twice!
-For a balanced character, try Berliad's character creator. Since this campaign is part of the Forgotten Realms Weave, it is balanced around the same
standards used by his character creator.
Hi, this is dirtywick. Thanks for downloading and playing my campaign. It wasn't all me, though. The people over at the NWCitadel(http://nwcitadel.com/forums/index.php?styleid=18&Itemid=54)
helped me test the mod out and gave a lot of useful suggestions for improving it. So, here goes the list: Thanks to Phoenixus for a lot of general help,
Lord Niah for helping with his base mod and scripting, Mungo_D for the spellchecking, Aristan for extensive testing, Anduraga for the same, and everyone else
that supported or took an interest. Especially to those cats reading my blog, much love goes out to you as well. Also thanks to Montgomery Markland from
Rogue Dao, be sure to check their drop when it's ready. Thanks goes out to the BiObsidian boards for any scripting and toolset help. Thanks goes out to
Patcha for the sitting system used by the FRW Base Mod. I also bookmarked this secret door script I saw on the scripting board that I lost when I got a
new OS on the computer, so sorry to not name you but I love ya all the same! And finally, thanks to WOTC and Gary Gygax for putting together this tremendous
game and world we all love, holla at me!
Thanks to all of the authors of the work that are a part of the item model compilation:
Adonnay's Elven Weaponry - Adonnay
Coat of Arms & Cloak Packs - Wild Bill
Hatsplosion! Hat & Helmet Pack, My Samurai is Fight! Japanese armor & clothing v1.01 - Schazzwozzer
ATShield Set - SilkD
Get Shady, Get Your Skull On - Komuro
Alauris's Crown, Alauris's Equipment - zpirit
Death Dealer Helm - Cyric_the_Dark
Ar_Pharazon's Elven/Paladin Helm, Drow Evil Long Sword - Ar_Pharazon
Fey's Spear model pack, Auril's Shield of Ascendance - Feydakin
Stormfury and Requiem - Deavron
Scimitar Models *Override* - Escrimator
MWM Dragon ShortBow Hak - MWMDragon
Assassin's dagger - Vanlhok Rokdhur
Zpirit's Shield Pack - zpirit
Arsan Hood - Arsan
NWCitadel: Link Forgotten Realms Weave: Link Rogue Dao: Link BiObsidian: Link
Version History:
----------------
v1.14
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Fixed final battle bug with new MotB classes
v1.13
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Mask of the Betrayer Required!
Updated many of the scripts and items to include new base classes.
Fixed several small bugs introduced from the expansion.
Added custom models for many of the weapons, override required to view them.
v1.12
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Fixed double bug at the watchwall camp.
Tweaked the lighting a bit in some problem areas.
Fixed (hopefully) the disappearing henchmen bug in a certain area after a save.
Fixed a few very small issues.
v1.11
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Well, I think I got the final bug in the Watchwall camp sequence, finally.
Changed a few item icons.
v1.10
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Fixed (hopefully) the gate bug locking up.
Switched to patch 1.6, everything seems to be working fine so why not.
v1.9
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Few more isolated bug fixes. Next stop, typos!
v1.8
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Added a few failsafe's for a few bugs
v1.7
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Few polish fixes, nothing huge.
v1.6
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Merged the hotfix and v1.5
Added a few new items to some stores
Few changes to the random loot system
v1.5
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Revamped the rest system. Limited rest areas now track how many times you've rested, not
how many times you've entered the room.
v1.4
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Several conversation bugs were fixed.
The museum archive is no longer bashable, so the plot makes sense now! Yay!
Paladins got hosed in the final encounter because of a bad script. Not anymore.
The rest system was problematic. Added a floating message above the player to make it
more obvious which areas are restable and which aren't.
v1.3
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Reduced likelyhood of crash when mindflayers use their crazy attacks!
Fixed three dialogues that weren't working properly.
v1.2
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Game breaking cutscene bug is erratic. Added a few safeguards to prevent it. Since I can't
reproduce the bug, these are in place as an alternative way of firing the cutscene if the
bug presents itself.
better as part 2 in every detail except the rats they r a hint of what awaits u!
Posted by Dalethfc at on08/11/09
tnx Angel,, I finaly got it to work,, and I agree on those damn rats,, wwwwaaayyyy to many. On Chpt 2 now so have to post a winge in their on Another couple of issues. _________________________ Dalethfc
Posted by trevassi at on06/26/09
OK this was the old forum should have posted in Chapter 2. Whatever the problem was, restarting game from beginning ch1 solved it.
Posted by khelvan at 2009-06-2408:57:25
Problem in beginning quest... *minor spoiler* After Margal says he's staying behind, and I go through the portal, I cannot destroy the portal even though I have the fire bomb on me. It doesn't give me the option. I should note that we are trying to play this module as a multiplayer module, two of us on co-op, and so far it has been pretty glitchy (for instance only one of us could go down the ladder in Zuma's shop). Is there a way to avoid this bug? Thanks!
Posted by trevassi at on06/26/09
HELP Can someone help me with the Intro to Chapter 2? *minor Ch2 Spoiler* I played through CH 1, get to the Ubermarsh Camp but can't find Red. When I go over to get the others it triggers the cutscene and then they join, but when I walk over to where I presume Red should be, Balingrad Ironglove just gives me the dialogue "I overheard about Red..." I'm playing patched to SoZ latest patch I think. I cannot leave the camp as presumably I need Red with me
Posted by AngelOfNessus at on06/08/09
To Dalethfc: its been 3 months since you posted your issue, but I'll help for other people's sakes. On the left wall when you enter from the center room there is a series of cases that all have to do with local history. Look for the one that has a third option that says "I need to see this to find the plans!" or something like that. Took me forever to find it, too. As for the mod itself, it was certainly enjoyable. Neat story, interesting characters, and bad guys that you love to hate. I would give this a 9-9.5 if it wasn't for **SPOILERS- /START** that damn section of the Underdark where we have to crawl through those tiny passages filled with rats that don't have the decency to attack all at once. Noooo, they just have to come one at a time. Was really, really unnecessary. **SPOILERS- /END** Other than that, superb job. DLing second installment right now. _________________________ BEEP! Hey, this is Angel of Nessus. Not at the (COMMUNICATION DEVICE) right now; leave a message and go away. I probably won't answer, but I'll let you think I just didn't get the message. Oh, and if you're who I think you are, I have three things to say to you: 1.
Posted by eleazzaar at 2009-05-0319:53:31
"SubtletyofThayv1.12.rar rar 768Kb" The non MotB version download is messed up. There's no way the complete download is really 768kb... but that's what i got when trying to download it.
Posted by Dalethfc at on08/11/09
In The museum, cant find "Plans" or bash the Fake Archive, as it says I cant reach the door behind. The Option on the fake archive is Use or Examine. I have gone all over in close view to find something. None of the Archives do anything but nice little info (loads of work there ;) ) So,, help :( _________________________ Dalethfc
Posted by Mantorras at 09:04:55 Voted9.50
I'm back in the city, but I only get to say not yet to Balingrand Ironglove question if we should move on aan I can't get inside the building to speak to Daine. I have kill all hostiles in the area, including the Enforcer. Help??
Posted by Blazerking at on03/08/09
Darkpaek, I must say that I agree with many of your gripes on this module. I also note that this is not the first author to put out a product that could have been spectacular, but found a way to destroy someone else's idea of fun game play. I also give that you have the ABSOLUTE right to rate the module the way in which you choose. I found Black Rain's module on the vampire (cannot even remember the name now it was SOOO bad), to be a 1.00, and I was highly critical of it. I can see how you feel this way about this module. And, I am not attacking you in anyway, the way I was attacked for giving feedback on the Black Rain mod. What I am saying is that if you give this module another look, I believe you will find because "It sucks because someone obviously put a lot of work into this and wanted it to be a cool thing and it really has the potential to do cool stuff. But I could spend all afternoon writing gripes about the numerous and repeated headaches that sap all the fun out of this mod." this has a higher value than a 1 - Not recommended for anyone. I say that because, I know other people enjoy a different style of gameplay. I recently got SoZ, and liked many aspects, but absolutely despise many aspects of the new game play. But, even so, that would not be a 1.
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