****NOTE: THIS MOD REQUIRES MASK OF THE BETRAYER!****
ALSO: Crashing problems and other undesirable behavior can occur with files in the override folder. To play it safe, REMOVE ALL FILES FROM THE OVERRIDE FOLDER!
OVERVIEW: The story begins in Drawn Swords, a tiny settlement on a crag between the Backlands and Sunset Vale. You had come here with Vroman Horner, an amiable treasure-hunter of about one year�s acquaintance, in order to meet with his brother Manfred; the three of you were to seek adventure together after meeting up. But when Manfred fails to arrive on time, adventure finds you before you can find it.
Aided by a stern and lovely paladin of Sune, the good folk of Drawn Swords, and the diffident Vroman, you are soon drawn
into a drama of religious conflict, military stakes, and esoteric mystery�only to find yourself, quite unexpectedly, the drama�s key player.
This is a medium (four- to eight-hour) mod for neutral and good characters. It begins at fourth level. See the Readme for more information on building a character for this mod.
INSTALLATION
Installation is easy and does not interfere with any of the OC�s or MotB�s files. It has not been tested for use with other custom content, though. There are two ways to install the game. The first is recommended for most users. The second is for those who have unusual installations that the .exe might not recognize, who dislike executable files, or who run into trouble with the easy installation. (VISTA users: This .exe has not been tested with Windows Vista.)
**Easy Installation**
1. Unzip harp.rar. You will end up with a folder (H&C Unzipped).
2. Open H&C Unzipped. Move the campaign folder (Harp and Chrysanthemum)
to My Documents\Neverwinter Nights 2\Campaigns.
3. Move drawnswords.mod and backlands.mod to
My Documents\Neverwinter Nights 2\modules.
4. Run the executable file harp.exe.
**Manual Installation**
1. Unzip harp.rar. In the folder (H&C
Unzipped) you should find the following items:
A. A campaign folder (Harp and Chrysanthemum).
B. Three .bmu files. These are H&C�s custom music files.
C. One .hak file (harppak.hak).
D. One .tlk file (harp.tlk).
E. Module files (drawnswords.mod and backlands.mod).
F. An executable file (harp.exe). You will not need this.
2. Open H&C Unzipped. Move the campaign folder (Harp and Chrysanthemum)
to My Documents\Neverwinter Nights 2\Campaigns.
3. Move drawnswords.mod and backlands.mod to My Documents\Neverwinter
Nights 2\modules.
4. Move harppak.hak to My Documents\Neverwinter Nights 2\hak.
5. Move harp.tlk to My Documents\Neverwinter Nights 2\tlk.
NOTE: If you want to view the mod in the toolset, you will also need to copy harp.tlk to C:\ProgramFiles\Atari\Neverwinter Nights 2.
6. Move the .bmu files to C:\Program Files\Atari\Neverwinter Nights 2\Music.
FOR MORE INFORMATION ON THE GAME'S COMPANIONS, RESTING SYSTEM, ETC., DOWNLOAD THE README.
***QUEST CHEAT SHEET***
This isn�t a true cheat sheet or complete walkthrough (if there is enough demand for a real walthrough, though, I will make one). It doesn�t give the solutions to any quests or reveal any major spoilers. However, it does give you a checklist of all available quests in the game as well as where you get them.
Note that not all of the items that appear in your journal are quests: some are pieces of information tied to certain quests. The items that appear in this list are quests proper.
Harp & Chrysanthemum: The game�s main quest. You get this automatically.
Visitors To The Crypt: Brother Anselm, on the second floor of Swordskeep.
Gossam�s Green Thumb: Gossam Thistlefall, in Oudin Asterchord�s shop.
Gossam must be in your party.
Castle Joyous: The game�s largest side quest; to get it, look for the secret door in the Swordskeep Crypt.
War: Gargothis Warbeck, the gnome demonologist whose hovel can be
found on the Castle Joyous grounds. Perhaps the game�s most difficult quest.
Saern�s Sharp Swords: Melincourt or any of the other �volunteers� in the
Sword and Dragon Inn. Ianth must be in your party.
Dryad�s Fire: Northdark Wood (north); you must find Voeae, the dryad, to
get this quest.
The Tomb Guardians: Northdark Wood (south). You can obtain this quest
from two stranded travelers on one of the forest�s paths.
Backlands Barrow: The Backlands. There are three entrances to the barrow.
UPDATES
1.01
-Built with NWN2 1.11
-Added unlimited vials of acid to Asterchord's store (they will be pricey!)
-Added some new magic items to Asterchord's store and two elsewhere in the game
-Enlarged the scales in the Castle Joyous basement so that they are less easy to miss and easier to click on.
-Nerfed Dunne, Tybalt, and Theophilus slightly
-Fixed the War script so that Gargothis always plays ten hands
-Made sure the party stays put when Manfred chats with the PC
-Fixed a plant collection dialog that reports the wrong plant harvested
-Fixed a blank Tomb Guardian journal entry
-Made sure Freusen Esk is dead before the portfolio can be read
-Applied a conditional to the Flame Stone dialog so that it does not fire after Ianth has had her vision
-Added map markers on the Barrows entrances to make the riddle less difficult
-Fixed the Barrows OnEnter script so that it did not reset the puzzle when returning to a saved game there
-Maerdred now directs the PC not to waste spells before the arrival of the Zhents & Risen Sun
-Hid "The Lady in the Lake" from prying eyes
-Incorporated Vroman's romance dialog fix in campaign folder
This file is for the first version of H&C (1.00), and fixes the Vroman convo issue where Vroman thinks your PC is female even if he is a he. Drop it into your H&C campaign folder (in My Documents/Neverwinter Nights 2/Campaigns) BEFORE starting a new campaign if you don't want to download version 1.01.
Damn... Played it through a second time, did all quests this time (though the Harper Code quest doesn´t complete, guess because I went to the meeting before reading the book about Harpers), even won the War quest in 1 attempt (with Lucky Coin of course). But this time I´ve hit a bug, killed Marcellus and friends but quest doesn´t update. It still says that I should meet them at the encampment, so can´t proceed with main quest :-( Might give it another try at a later time, but not in the mood for a third playthrough right now so will find another mod for now. But great work!
Posted by Johansen74 at on07/01/11
Amazing module! great story, interesting and believable npc´s, great cutscenes with lots of mood, great custom music, beautiful areas and challenging combat. No bugs at all for me. Only downside - combat is TOO challenging. Clay Golem had me running out of tomb to rest several times. Ended up leaving it, but came back after I got the adamantine weapon, it helped but still pretty tough. Didn´t finish the game as even on Easy (only set it like that after several tries at the final battle) my entire party is gone in less than a minute. Most are close to 50% health even when cutscene ends. Badguy (can´t remember name) is invulnerable to my weapons. Tried focusing on elementals first but still didn´t stand a chance. I am only lvl 6 and it does seem like I´ve missed a few side-quests, so may give it another try from the start (it´s not that long and worth another playthrough) to see if being a lvl or 2 higher will help. So my vote is based on everything up until last fight, absolutely perfect!
Posted by Enyavar at on06/03/11
Just wonderful. Totally in the style of the official campaigns, and totally fitting into the Faerun setting. Though the end is very abruptly. No big battle between the armies, just an impossible boss. And then the endscreen. That felt like... huh? Oh, and here's my statistics an war. Yes, I played it rather often. Via Load/save I cheated my way to earn the money to buy the lucky coin, 12000 iirc. After the exactly 2200th time I got the 10 matches in a row - which gave me the cash to buy the lucky coin, but that was of no use anymore... Well then: Won 0 matches: 3 times Won 1 match: 20 times Won 2 matches: 99 times Won 3 matches: 268 times Won 4 matches: 420 times Won 5 matches: 546 times Won 6 matches: 460 times Won 7 matches: 265 times Won 8 matches: 97 times Won 9 matches: 21 times Won 10 matches: 1 time This means that we won and lost more than a million GP in total. And it makes a wonderful curve... "War" is boring yet fascinating :-P
Posted by TikiHat at on08/04/11
I just finshed this delightful module. It was truly an impressive work. As nearly everybody has said, it was visually and musically breathtaking. The Knight was a standout Companion and the Rogue was a fully fleshed out personality, too. I especially liked the varied terrains that could be used to either avoid combat or control its flow. The North Woods and Castle Joyful areas were wonderfully fun to adventure through. This is also one of the very few modules out there where Diplomacy is a very important skill. Combat seemed well thought out as well. Opponents and settings made each encounter seem unique and fresh instead just repetative waves of orcs or mephits crashing into my party. Again, the topography and landscape made it possible for the melee specialists to keep the ranged and spellcasting members from being overrun... if you played it smart. The side quests were entertaining, except for the Cleric's. Only found 1 damned plant. Oh well, no deduction for my failure. The Crypt Quest was so well detailed and poignant that it could almost be turned into a standalone module in and of itself. That, in an oddball way, is my biggest complaint. HC feels like it should be just the opening chapter in a much larger epic campaign. Everything is perfectly laid out and thought out to the point that I want it to last as long as OC did. I'm sitting at my keyboard screaming to myself, "I made Harper, I want to HARP!" I've never made a module, I admit. I can't fathom the effort this took, nor gainsay you for saying "Enough!". Still, I want to Harp. There were only a few things that kept me from rating this a 10. Every module has some point where you accidentally click on a companion's 'space' instead of what you intended, especially around stairs and doors. It seemed to be annoyingly commonplace in this module, enough to make me curse with some regularity. This was most irksome when trying to target an enemy in combat. I burned quite a few potions trying to heal up party members who had been zapped because I couldn't bring aid to them due to this. The only other deduction was for the abruptness of the ending. I killed the baddy and BAM, one cutscene line about a party-member mourning a family member and then a (very pretty)cutscene of the Party walking away from the area? No 'We Did It'? No 'Thank You'? Nothing? Terribly abrupt and jarring after the wonderful 2 days spent playing this otherwise outstanding work. Even with the above-mentioned gripes, I plan on playing this many more times with different characters. For my first go through, I played a lvl-3 Aasimar Bard, who ended up a middling 6th level. I didn't take sleight of hand, and failed to complete the Cleric's quest. I also failed to get the resting restriction bonus. I hate running out of Curse Songs. The only other thing
Posted by pepa at on03/13/11
beatufully done, storyline is captivating, thanks
Posted by Arkalezth at 11:01:18 Voted10.00
I'm replaying it and have a couple complains: - I can't take SoZ feats (I wanted a Dino!). I'd appreciate if this could be implemented. *SPOILERS* - When the priest locks himself in his house, you lose access to the only shop with an infinite amount of healing supplies. If you haven't purchased a good supply of them before, you may run into problems unless you rest (losing XP in the process). I don't have much hopes on these issues being "solved" (no updates in almost two years), but this may be useful for future modules, yours or not. Other than that, the module is nearly perfect.
Posted by Squire at on02/17/11
It's awesome! Love the story, love the characters and love the overall design. It's nicely balanced for characters of the lower levels, which I like, and the overall feeling is more realistic. My only real criticism is that the ending seemed a little abrupt, and left a lot unfinished. It'd have been nice, for example, to have the option to hunt down BMT afterwards (I didn't want to fight him and the cultists at the same time but if I'd have known I wouldn't get the chance to kill him after that then I'd have played it differently), and the relationship between you and the other characters could have done with more time to develop - I don't know about anyone else but I found that the relationship with the woman hinted at a possible romance, but it never seemed to develop beyond that. So I guess my real criticism is that it could have done with being part of a series. However, as a single module, it was great. Really engaging, and one of the few modules I've played that have kept me interested for long enough to see it through. Good work!
Posted by TheVanillaGorilla at on02/10/11
short, sweet, great areas, great story, great characters, great dialogue. A very satisfying module.
Posted by Jarandel at on02/04/11
Finally finished it after several months' hiatus, great module. Beautiful areas and lighting, interesting companions and storyline, the latter with some length and twists despite a relatively tight-knit geographic spread.
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