Goblin Raiders, virgin suicides and people disappearing. What is the secret of Stonedale? And what is the purpose of the mysterious stone circle that overlooks the village?
A secret in stone is the first module I have written for neverwinter nights 2 (the first time I've written any mod for any game in fact).
IF YOU DOWNLOAD THIS MODULE, PLEASE HAVE THE DECENCY TO LEAVE SOME FEEDBACK AND VOTE (After all,you're getting it for free and it's your opportunity to help me make this and any other modules I do even better).
Note: There are a few small bonuses if you have Aleannes clothing packs 3,4 and 5 and Male variation for Aleanne's clothing pack 3 installed (a nice set of armour for rogue/bard classes, a couple of NPCs wearing outfits, and some outfits for you to pick up). All packs can be found in the 'orginal hakpaks' section of the NWN2 vault. None of these packs are essential to the game and are completely optional (which is why they are not included here).
Version 5: Completed 25/11/07 � (Hopefully) Final Tweaks.
Added Influence and expanded Agrag�s dialogue. As with Epona, please talk to Agrag throughout the game (If you take him as a companion) *Spoiler* Be sure to speak to him before leaving the ritual chamber for the his influence pay-off.
Added An auto-level up sequence at the start of the game. Allowing players to take a level 1 character and level it up to level 4.
Added a new house are in Stonedale (all houses in Stonedale are now enterable)
Added encounter with new NPC in above location.
Added Load screens to all areas.
Made Stonedale a bit more village like and slightly rundown (minor changes).
Removed some treasure, reworked Burglar�s catsuit so it now works properly.
Corrected spelling errors pointed out by Ransom.
BUG FIX: Mayor Benedict conversation now has several opportunities to receive �Speak To Sharla� quest (this for PCs with low diplomacy skills) and just in case have lowered the diplomacy skill check on Sharla�s conversation.
BUG FIX: Speaking to father Casmus about Sharla�s sister now only occurs once during the game.
BUG FIX: Removed some background grass effects from first area, as some people reported they were having difficulty loading the module.
BUG FIX: Replaced Mummy in tower with Vampire as since updating my drivers, the Mummy caused the game to crash.
BUG FIX: Finally managed to get Toolset to rename my area names
Version 4: Completed on 17/11/07 � Tweaks.
Added Influence to Epona�s dialogue. A happily ever after with Epona is now NOT guaranteed. Make sure to talk to her throughout the game, especially after the main story quest is over. Note, she will NOT automatically leave the party if the wrong things are said to her, but it will affect your influence with Epona (This is not the �official� influence system from OC and MOTB, since I have no idea how that works. This is much simpler).
Added portrait for Agrag.
Added farewell dialogue to Agrag�s conversation.
Added experience points for solving quests without fighting.
Added automatic export of character to the end of the module.
Added new XP values to several of the creature NPCs in the story.
Added the ability to lock pick the door leading to the upstairs of the tavern. You can now either buy a key or pick the lock.
Added descriptions of Epona and Agrag
Tweaked effects in stone circle conversation.
Reduced volume and frequency of Max�s sound loop.
Made objects you only need to examine, examinable (if that makes any sense)
All conversations spell checked (many thanx to SC for that).
BUG FIX: Corrected the issue in Black Aggie�s conversation, where if you didn�t take her quest, she would still ask you if you had delivered the letter.
BUG FIX: Epona�s level now resets properly when (if) she joins you and she now gains xp as normal.
Version 3: Completed 11/11/07 I wasn't happy with the areas and this was confirmed by feedback received.
95% of game areas redesigned (exceptions: Lorna's cottage interior, Jarred's Farm Interior, and Tavern Interior, but even these have slight changes).
Wolf cave area deleted.
Stonedale is now a separate area and can be explored. Most buildings can now be entered (some MUST now be entered).
Moved Sharla from Tavern (to somewhere else).
Polished all conversations.
New areas added (total now stands at 22 as opposed to the previous 16)
New conversations added.
New companion added.
New NPCs added.
New Subquest added.
Day lengthened and night shortened.
No respawn available: save often!
Added restoration items to Father Casmus's store.
New portrait for Epona.
BUG FIX: Woodland clearing completely redesigned, hopefully clearing up any issues.
BUG FIX: Sharla will not now give the response that allows you to complete the game UNTIL the main story quest is complete. (This an improved version of the quick fix in version 2)
BUG FIX: Several adversaries would not give journal update if killed by a companion rather than PC. This is now fixed (or at the very least worked around).
BUG FIX: Because Goblin caves can now only be entered after accepting appropriate quest, there are no issues with Goblin chieftain not speaking with you.
BUG FIX: Epona no longer killed/kills all goblins before player can react, this is now encounter driven.
Known Issues.
Final Fight: If you resurrect your companions and one of them deals the killing blow, the journal entry will not be given to complete the quest, and you will be unable to complete the game. Please play the final combat as intended, one-on-one.
Grass effects: Since this game is mostly set on moors, there are A LOT of grass effects, these can slow NWN2 or even crash the game. If you are experiencing these problems please go into game options and turn the grass off (preferably before loading the adventure under 'options' on the main title screen).
Floating bowl of flowers: If you bash the armoire in Lorna's cottage rather than pick the lock (you vandals) the flowers on top will remain floating in mid air. I was going to correct it, but the first time I noticed it happen, I thought it funny, so I kept it in.
Currently I know of no game stopping bugs (if played as intended,see above known issues), though when making this module I did notice that sometimes somethings stopped working for no apparent reason and then would work again next time I playtested. This was very flustrating. I believe that I've fixed everything let me know if otherwise. Either post on the NWN2 vault board or send a mail to [email protected] Also, I'm under no delusions that I've caught every spelling/grammatical error, despite the number of times I playtested the module. Again let me know if you spot any.
Well that's it. I really hope you enjoy A Secret In Stone. Pella 25/11/07.
The traders in Stonedale gives twice the market price when you sell something. When you hold the pointer over an item it will tell you the same price for both buying and selling it, but in reallity you can buy an iten for, for example, 50 gp and then sell it back for 100 gp.
The escaped werewolf can reward you with 500 xp again and again if you successfully use diplomacy.
If you refuse to give "Lorna" the Pulsing Jewel, you may end up with two of them in inventory.
If you temporary leave the stone circle before Sedna is dead, the log will never update.
lol. In a way it's reassuring that I'm not the only one having difficulties in this place. Basic message was that I had started a Hall of Fame revamp - adding loads of new stuff, trying to work out the bugs, playing around with the story and even a cinematic ending. Problem is that I also decided to go back to university and after -a very long time- I am now a mature student. Unfortuantely between day job, studying and the crumbling state of social life, I literally have very little time on my hands.
I want to complete this, I have PLANS!! I even want to work the sequel - which is the reason why the red wizard (that everyone says has no business being there) is actually in there. Left to my own devices, it will be May realistically before I can resume work on my project. SOOOOOO .... if anyone wants to volunteer to help, and co-work on it (with complete credit naturally) I'd be able to get it done sooner :) Any volunteers...
LOL! I edited my profile in hope of making the email working, and now I can't log my old profile anymore. This forum is definitely buggy.
Posted by Winwood at 2012-02-24 06:17:01 Voted 8.50 on 02/20/12
Thank you Pella, but it seems the email function doesn't work. I have not recieved an email from you and I can't even send a email to myself via the nwvault profile. Maybe some external spam filter eat the mails or maybe the function is broken, but I think it is best you post the answer here on the forum if you possible can.
@Winwood: Having logging in problems (had to create a second account), so I sent you an email as a reply.
Posted by Winwood at 2012-02-20 00:20:39 Voted 8.50 on 02/20/12
Excellent
Posted by Winwood at 2012-02-09 17:58:01 Voted 8.50 on 02/20/12
I upgrated my vote after Pella said she would debug the module after all. I will upgrate my vote even more, and probably post a bigger bug report, if she actually does something and promise to maintain the module in the future. This would be a very cool module if the annoying bugs was just ironed out.
Posted by Avo at 2011-12-22 04:22:09 Voted 8.00 on 12/22/11
Forgot to vote.
Posted by Avo at 2011-12-22 04:21:49 Voted 8.00 on 12/22/11
Very enjoyable little mod. A somewhat linear, but nice mystery story.
I started witha lvl 5 fighter and combat was generally very easy. I recommend lvl 3 for a more challenging experience.
Hi, first of all, I did not played the module yet. I just downloaded it.
About your question.
If the conversation is in a cutscene, maybe it's because the engine apply an EffectCutsceneImmobilize, so, jump the party to another location before the end of the conversation, the party will still have the effect and cannot move. I always use selfmade scripts for this kind of stuff, so, I cannot say for sure, but you could try to check, after the jump, for active paralyze effects and remove them, or delay the ActionJumpToLocation so the player is able to close the conversation cutscene first.
If this will not help, try to look for the destination location, if invalid, or not walkable, the party will be stuck and not able to move.
I think there were a few things going on here that I didn't access-- some characters who might have joined me, I guess-- so maybe my review here is tilted. However, I can only judge what I played. From a strictly technical perspective, the mod was pretty competent. The game crashed during SPOILER a post-game conversation with my goblin ally END SPOILER, but I can't say for sure that that was the fault of the mod itself.
From a storytelling perspective, however, I just wasn't very impressed. Having talked to SPOILER the rogue companion maybe once previously, I was somehow able to enter into a conversation with her in which I was forced to confess feelings for her, and she took it in stride. That romance just blossomed way too quickly. END SPOILER. The main plot is kind of underwhelming as well, because although SEMI-SPOILER it seems that the final conflict is with a pretty powerful force, nevertheless the whole episode concludes in a very routine way, as though I'd literally done nothing more than just found the missing body. END SPOILER. Also, the sidequests-- both for Black Aggie and the Mayor-- seemed almost entirely unrelated to the main story.
Fights were a little easy, but there were some more difficult ones to balance it. Also, the level estimate-- that it would take a character from 4-6-- was spot on. Again, technically the mod was completely functional, although not really exceptional in any way. Consequently, I feel like kind of a jerk for posting a negative review, but this mod just didn't do it for me.
Posted by Winwood at 2011-02-10 22:17:29 Voted 8.50 on 02/20/12
Okay it does deserve a look.
Posted by ChaosSeeder at 2011-01-16 05:06:25 Voted 10.00 on 01/16/11
Great, a romance module!! Thank you, will be looking forward to download and play it at home!!!
Posted by darant at 2010-11-25 23:44:54 Voted 8.50 on 11/25/10
Really quite an excellent module with the perfect premise--small village, big adventure. I was really drawn into the lonely, mysterious mood presented and the characters involved. All the quests fired properly and led down the adventure path. The romance factor was very interesting as well--adding another element to gameplay--but was destroyed by the auto death of the companions in the final fight. I didn't understand the point of that--it was forced so I removed them from the party rather than follow their unrealistic renewal. That's one of my two criticisms--take that auto-programming out. The other fault was that the areas were too contained without any room to spread a little. Nonetheless one of the best submissions I've played on NWN2. Great job.
Well I'm about a third of the way through the update now, BUT I've become a bit stuck. I really hope somebody can help (will post this in the toolset section as well). I've done an area transition from a conversation and it's not working properly. When the PC (and companions) arrive at the new level they cannot move. At first I thought I had forgotten to bake the new area, but this is not case.
in the conversation I used the ga_area_transition script pointing to the appropriate way point and set the party transition from 0 to 1.
now this definitely works if you want to move your pc from on part of an area to another (as the current version of the module uses this), but I have no idea why it is not working from one area to another.
Thing is it is vital for the update, so any help much appreciated. Anyone got a clue?
Hi All,
Firstly Thank you to everyone who has downloaded this module and given a few seconds to give some feedback - it is very much appreciated (with the possible of exception of DEOMIN - next time please add a bit more than 'not nice' to your feedback, otherwise how can I improve). Secondly apology for the 3 year gap - what can I say? Time flies. I am, however, back and if anyone is still interested I've read through all 163 comments on this page and I am currently working on version 6 and (not promising anything) possibly the sequel.
Posted by beyorn at 2010-06-29 09:41:13 Voted 9.00 on 06/29/10
well done. make more pls
Posted by Sumguy at 2010-04-03 15:06:50 Voted 8.75 on 04/03/10
Great mod. I liked the writing. Conversations are well-written and without any noticeable mistakes. Areas looked nice, too. And a non-standard companion is always a big plus.
Very recommendable.
Posted by jaege at 2010-02-08 02:11:16 Voted 8.25 on 02/08/10
Good mod. Really worth playing. An interesting story and really good encounters. The NPC is great. Lack of map pins was a problem though.
Posted by Irisis at 2009-06-07 08:31:32 Voted 9.00 on 06/07/09
Great! I like the flow of the events. (SPOILER maybe?) However I am lost now. I have killed that demon boss at the stone circle and gained second pulsating stone. Maybe its a bug because of the SoZ, but I really don't know what to do now. Any help please?
Posted by Dalethfc at 2009-04-06 12:21:06 Voted 9.00 on 04/06/09
I liked this mod,, espc Epona so was a bit disappointed when she left at the end.
All the chats were possitive to.. I was hoping there would be a part 2 and you can get her back ;) _________________________ Dalethfc
Posted by bjdnwn at 2009-03-27 18:07:46 Voted 9.00 on 03/27/09
"I was also surprised when Epona left me at the end, and am also wondering if that's because I took the goblin (I wouldn't have made it through without the little guy though, so I hope it hasn't been desined that way)."
Well, I didn't take the goblin along, and I'm pretty sure I encountered all the influence gains with Epona that are there, and no influence loss. Still, she left my PC at the end. So I'd say the final influence check is either bugged or it's dependant on every single influence gain possible, and maybe I've still managed to overlook one somewhere. Either way, that part of the game should be fixed, though it certainly looks like it never will be, because this mod doesn't seem to be supported anymore, which is a shame, because apart from the mentioned problem it's indeed very nice.
Posted by Ambrose MacAthol at 2008-12-25 18:51:20 Voted 8.75 on 12/25/08
Hi Pella,
Very nice mod I enjoyed playing it. This mod gave back something to me and that was the feeling that I had the opotunity to just go and explore. It was a simple but straight forward plot, just and all out short fun adventure.
Thank You for sharing your work with us here and I look forward to playing more of your creations.
Sincerely, Ambrose MacAthol
P.S. I experienced some real slow downs in this mod and was wondering why that might be, I experienced this in only 1 other mod. My frame rates on the interiors were fine as high as 40 FPS but outside they could go as low as 3 FPS. To you or anyone that reads this could you offer any insight. I checked my system with a bench mark utility and everything seemed fine very high frame rates.
Posted by Vulgarius at 2008-12-15 14:17:24 Voted 9.00 on 12/15/08
Um how the heck do i save this file so i can play it? Like where do i save it?
Posted by beyorn at 2008-10-16 10:03:40 Voted 9.00 on 06/29/10
liked it very much please make a new one
Posted by Tana Banda at 2008-10-13 11:57:46 Voted 7.00 on 10/13/08
Nice story, had some 'problems' when trying o 'report' finished quests, though
Posted by Caller_in_Darkness at 2008-10-13 07:06:22 Voted 9.00 on 10/13/08
Great mod. I really liked the atmosphere and the natural way the story develops. The only complaint I have is that the mod is a bit short. But apart from that, really great.
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