I noticed there were very few multi-player oriented modules for NWN2 yet, so I thought I'd put this one up.
The story: a chance encounter in a tavern leads to a case of epic mistaken identity; your party is spirited away to a distant land and forced to rescue a remote mountain community from an incursion by slavers.
Suitable for 1-3 (with some caveats; see the ReadMe) PCs of 3-8th level. About 5-6 hours of play time (I think--let me know how accurate I am).
The module takes place in a game world of the author's creation (relevant details in the ReadMe). Custom content includes some visual effects from the community in a HAK file (included with the module download).
June 25, 2007: uplodaded version 0.5. This fixes (I hope) the bug of the statue lady not conversing with the player. Also minor edits to the minotaur's cave; fixed some walkmesh issues and typos.
July 16, 2007: updated to version 0.7. This fixes some issues with slaves, tweaks most of the encounters for balance, adds some extra content in the crypts, and (hopefully) fixes the hanging bug on starting the game.
August 20, 2007: updated to version 0.8. This updates to the current version of Ashura's VFX pack, which should fix the loading hangs some people have experienced. Fixed a lot of typos and minor errors as well. Everything should work now (fingers crossed).
September 24, 2007: updated to version 1.0. The first "real" version, as long as nothing broke which used to work. Thanks to everyone who provided bug reports. Please continue to do so (though, hopefully there won't be anymore).
The module requires two external files: Sorceress Ashura's VFX Pack (http://nwvault.ign.com/View.php?view=NWN2VisualEffects.Detail&id=9) and Hellcow/Spajk's Cobwebs (http://nwvault.ign.com/View.php?view=NWN2VisualEffects.Detail&id=23). I used version 3.5 of Ashura and I notice that she's just upgraded to version 4.0. Hopefully this won't cause any problems. If it does, I'll either update A Hero Displaced to use the most recent version or I'll upload the old FX pack.
January 7, 2008: updated to version 1.1. Many of the fixes relate to things which went wonky when I upgraded to NWN2 version 1.10. I have removed the multiplayer cutscenes which, hopefully, will make this more fun to play in multiplayer. There is also one new, optional quest.
February 2, 2008: updated to version 1.2. Mostly fixing conversation link bugs and adding some additional dialog options.
March 26, 2008: updated to version 1.3. Intermediate bug fixes and some added functionality.
This contains a small hak and override which are used in the module. These are the versions of Ashura's FX and cobwebs. If you experience any problems with the module loading, install these haks as per the instructions provided.
Using a 3rd lvl cleric from NWN2 conversion of NWN OC. Maybe a little stuck as met dragon who asks us to find bard in monastery, already done the monastery, found no bard. Got xp and gold for wedding ring as we had done minotaurs lair before. Just wondering are we (single player with 3 companions) supposed to have met dragon first and then do monastery quest? Will go back to monastery and try and find bard and lute but bit of a pain. Check out Moonshadows and Hugie "MAP" ie once you've been to a place you can quickly get back there. Having already died twice, electrical trap in minotaur, ghast appearing from nowhere, the respawn is OK idea but having penalty may be better. Actually one ghast took us all out (ftr,druid,bard and cleric). Even so really enjoying the mod
Posted by Allyndn_The_Beggar at 2008-02-1300:18:34
ericdoman: I should probably be more specific in the ReadMe, since several people have asked about this. There are four companions available and you are told to choose three. However, there is nothing to keep you from taking all four or from taking none of them (aside from the 25 XP you get from completing a "form up the party" quest). Almost all of the encounters will scale, though I would not recommend doing this module with a party of more than five PC/NPC characters in the party, since "boss" monsters do not scale. This is essentially a single-player adventure which works (with some caveats) as a multi-player adventure... because I personally prefer to play multiplayer adventures. A minor spoiler: The module forces an entering PC to a certain level. The idea is that, when the PC is magically transported, the process "level drains" the character. This means that no matter what level the PC was originally, you'll start the module as third level. You will regain all of your equipment and (unless you are over level 8) all of your XP by the end of the adventure. This module was designed to be situated in a campaign I am designing around the world of Loam. In order to extend the adventure, I want to be able (as sadistic DM) to be able to "level down" PCs at a certain part of the adventure.
Posted by Allyndn_The_Beggar at 2008-02-1300:09:57
DaveFritz: on the Phart problem. Seems to be engine related. My wife (and playtester) uses the workaround of respawning the animal companion, then resting. There are very few areas where resting is not permitted after a transition. Another case of "it didn't use to do that." There is probably a script workaround, but the bottom line is that while companions do non-multiplayer transitions between areas with the PC leader, animal companions do not.
Posted by ericdoman at on02/14/08
Whoops are there henchmen/companions available?
Posted by ericdoman at on02/14/08
Mod says lvl 3-8? Is this based on number of players? If you take down a level 8 character will monsters level up as well?
Posted by DaveFritz at 2008-02-0909:27:49
Hi, Allyndn, Nice fake on the fountain grove!!! I found it, of course and have finished now. Very Good Work, especially after all the early trouble. I have "A Veil Lifted" on my to-play list. BTW, I had a recurring but not consistent problem when changing areas. Phart would get stuck off in the NW corner of the main map. This was usually off the walkmesh, so he wouldn't be able to join up. The easy workaround is the save/immediate reload trick. Don't know if it is a module problem or an engine problem, and it didn't happen with other characters. Cheers, Dave
Posted by DaveFritz at 2008-02-0809:45:49
Hi, Allyndn, Got another problem ... Spoiler I can see the ring of trees where the fountain is supposed to be. It shows up on my main map, bit I can't find a pathway to it. I've checked from the Dryad's location all the way back to the Meadow-whatsit camp. It should be somewhere but is awfully hard to find. Meanwhile, on to the fortress. Cheers, Dave
Posted by DaveFritz at 2008-02-0808:45:33
Hi, Allyndn, On my way. Thanks. Cheers, Dave
Posted by Allyndn_The_Beggar at 2008-02-0723:45:28
DaveFritz: Sorry about that. Don't know why the link wouldn't work. A case of "it worked last time, why'd it break?" which seems to happen all too often. MINOR SPOILER FOLLOWS: Yes, it is possible to get back out. This was the original way before I installed the alternate exit. There are four apparent entrances to the minotaur's lair. Each transports the party to a different specified spot in the caves. The quick way out is to head directly towards the main cave exit from the central location. You will still be transported, but there is a secret passage near the first jump arrival point which leads back to the main entrance. Thanks for the bug report. Something to be fixed for the next version.
Posted by DaveFritz at 2008-02-0707:59:39
Hi, Allyndn, I'm stuck in the minotaur's cave on the lower level. The door at the far end opens but when I try to go through it, no area transition happens. I have the latest but one version, already playing when the latest uploaded. Can I still get out by backtracking through the whole cave? Cheers, Dave
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