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NWN2 ENGLISH MODULES

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Name  A Veil Lifted
Author  Allyndn the Beggar
Submitted / Updated  01-07-2008 / 06-22-2008
Category  Single Player OR Multiplayer (1-4 Players)
Module Types  Combat, Dramatic, Puzzles, Roleplay, Various Settings
Scope  Medium
Content  Everyone
TricksTraps  Light
Roleplay  Light
HackSlash  Heavy
LevelMin  09
LevelMax  13
Gameplay Hours  04
Patch  1.10
NWN2Game  NWN2
Description
A Veil Lifted is an epic journey wherein you will be contracted to retrive a rare item and return it to a remote monastery.

While ideally suited for a single PC of roughly tenth level, I have made efforts to make the module multiplayer compatible with a few caveats (see the ReadMe file for full details).

The module features quirky NPCs, strategic combat, breathtaking set design, scripted cut scenes, and even a few puzzles.

I have also been adapting this module to a comic book, which can be read at Link

February 2, 2008: updated to version 1.1. This fixes the final battle bug, fixes several badly linked conversations, and fine-tunes some of the cutscenes. See the ReadMe for full details.

March 26, 2008: updated to version 1.2. Fixed the start area and made some minor revisions.

Files

NameTypeSizeDownloads
AVL_HAK.7zAVL_HAK.7z
Submitted: 01-07-2008 / Last Updated: 01-08-2008
7z687Kb2271
This includes the version of Ashura's visual effect hak, the boardable ship, and the web override I used for this module.
A_Veil_Lifted_1_2.7zA_Veil_Lifted_1_2.7z
Submitted: 01-07-2008 / Last Updated: 03-25-2008
7z38.9Mb2773
--
AVL_ReadMe_1_2.pdfAVL_ReadMe_1_2.pdf
Submitted: 01-07-2008 / Last Updated: 03-26-2008
pdf1.6Mb1971
Information about the module and the world, as well as known issues and workarounds.
SCORE OUT OF 10
7.48
28 votes
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SCREENS

... dangerous creatures ...


... exotic locations...


... and, yes, there will be dragons!


... interesting places ...


Loyal companions...





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Comments (30):

1 2 3

Posted by foil at on08/10/08
Hi, Your readme pdf has a link to the most recent hack files used in your module. However, these versions prevent the game from loading. Might want to make it clear in your readme that only the versions that come with your module work. Thankfully I found the cause of the problem within the first few posts of this thread. Often however, these threads get very long and it becomes harder to locate fixes for problems. Thanks very much. Looking forward to playing with the added visual effects.

Posted by foil at on08/10/08
[quote] Actually, I have the XP scale set to 5% instead of the "standard" 10%. This is something I always do. I suppose I should have put it in the ReadMe file :-). The reason for this is to keep advancement slow... more of a PnP feel than a video game feel. Like, when I played DD at the table, we would run two or three *complete* modules before we advanced a level. In NWN2, sometimes you go up two or three levels in less than an hour. [/quote] Very much appreciate that and agree 100%. Hopefully you feel the same about available items. You live in southern Africa? I think that this is the first module (that I know about) I've played from an author in that region. Look forward to how that influences your story telling and area design. Also, any word on if you succeeded in uploading an update? Thanks.

Posted by lyon812 at 2008-07-1511:27:14    
Spoiler warning----------- Really liked this module until the end. I suffer the same problem as some others. Monty dies, I get the fruit, I walk up the hill..to a bunch of neutral, non-talking enemies. I've tried to talk to all of them, and also the monks. Nada. The only one I can talk to is the druid, which triggers the ending without a battle. I replayed the scenes before it and tried different things with no success.

Posted by Raskae at on07/07/08
I have to take back what I said about difficulty.. if I hang back and not get myself involved in any of the general melee and spell slinging, the final battle is actually quite easy. I just had to pick off those gyth when I had a clear field.

Posted by Raskae at on07/07/08
I got as far as what I assume to be the final battle (or near the final battle), when I return to the island and have the seeds, but need to fight my way through a small army of undead, elementals, as well as the three what-ya-call ems. This part of the game is outright impossible at the stated difficulty. Maybe if I took a level 10 character outfitted with stuff from the OC I would be allright, but a character built with FRW character creator just doesn't have enough equipment, and especially healing supplies, to handle a battle like this. And while the rest of the mod up to this point was relatively easy (too easy perhaps), there was no chance/treasure to equip myself for this climax. I was also playing in Hardcore difficulty. Alas, in this case, that just meant that my 'allies' for this battle, who were not controllable, killed themselves faster than the enemy could. (and almost killed me a few times as well, which is where the lions share of my few Cure Critical potions went.)' All of this can be overcome, of course. I can re-start the mod at a higher level/higher gold start-up just to make it through this battle, and reduce the difficulty for this fight so allies don't nuke themselves. I'll leave a vote if I ever get around to the completion. If you're still reading after all that negativity, I'll add that the dialog, though far too little.. is absolutely top notch quality.. It's rare for a module to be so well written that it looks like it came off an editor's desk. (when I say too little, I mean it's so enjoyable, I wish there were more.) The scripts all went off without any bugs or game breakers, so really, betwix the two, I see allot of polish went into this.

Posted by Langus at on07/02/08
I'd give it a solid five. Well-executed, unique setting, but it didn't really grab me and hook me. It didn't drag - I've played more than a few which have - but I felt more like an observer than I did a participant. ...Granted, the OC gave me a similar feeling a few times.

Posted by Olaeus at on06/30/08
Sincere apologies for the various typos in my review :-S I am usually quite OCD about writing correctly; blame the beer. I've been supping it all evening and it's bound to manifest itself eventually, one way or the other -;) Guess that'll teach me for not writing out a comment on Word first before pasting it here, especially when there's no apparent way to edit a post once it's done.

Posted by Olaeus at on06/30/08
**SPOILTERS CONTINAED WITHIN** I've just spent three or so enjoyable and pleasant hours playing through this mod. I found the story to be quite engaging to tell the truth; the creator spoke of a lifetime of enjoying interactive story-telling and that actually is quite evident here. From the little the mod gives you in terms of the backstory of this realm in which the mod is set, as a fellow writer, the roots of the emphasis on the narrative is quite clear. I liked the idea of the Veil, and how it's an alternate world attainable usually through sleep but occasionally physically as well. As for the game itself in terms of the mod, I've played better but being fair I've also played worse. I thought I was to become a victim of the dread curse of the bug quite early on (I'd returned the female monk and the assassin gnome) but couldn't seem to fathom a way to get the dragon to whisk me away. One steep turn of the camera angle revealed the superior monk dude and all was solved following a conversation with him. Note to the Allyndn: make important, progression-granting people more obvious to see in future. One thing that stood out for me in this mod were the various of set designs, which, as promised, were a visual tour de force. I've played through a fair amount of custom mods now and after a while many of them on appearance toend to blend into one. This one is an exception and for that congratulations are in order. I hope I'm clear on what I'm about to say, but I think the storyline itself was shortchanged by the actual events of the game. That is to say, from the plotline itself, more was promised than the gameplay of the NWN2 game engine delivered. This isn't the fault however of the game engine, it's the fault of the mod designer. Still, it's a decent mod and one that deserves to be played. The potential double-crossings that take place (the so-called friendly monks attacking early on, and the mind-control hooks, on the dragon and the assassin) could have yieleded better results. The trouble is, they just weren't expanded upon. For instance, why weren't the rest of the monks annoyed that their own had attacked the "help" their own had gone to the trouble of rcruiting? Sure, we knew they were in council and that the cogs of this federacy spin slowly, but don't they take tea breaks? do they not shower or bath? Naturally, one would assume when their own numbers try to slay others coming to help, there would be consequences of this and the narrative "get out" of the lack of consequence was ineffectual and weak. Still, there were certainly plusses. I liked the fact that the player had to rely on the guardians for help with the dragon battle. I played as a level 11 sorcerer/ level 1 Neverwinter Nine (one level higher than was recommended) and so I needed their help. One thing I would say at this point however is that this was the only battle that was difficult. The rest, in cluding the sacking of a rival ghost ship and the defence of the central town were painfully easy. Pirate skeletons, shadows and ghouls...this is level 4 and 5 stuff, not level 10/11. Still, it wasn't enough, oddly, to detract overly from my enjoyment of this mod. I liked the variance I suppose; the underground cove, the islands, the submerged ship decking: it was interesting and refreshing. I would have to agree with a previous player/reviewer - the ambience was welcome and provided a certain realism to the settings. Too many towns in other mods are identikit and look-a-like and therefore feel-a-like; this mid avoided such pitfalls admirably. Which brings me to the close. One thing I wasn't keen on was the ending. After the unexpected twist of the rogue character burning the tree and committing suicide, there was little glory, it felt, to be had from wasting the enemy and restoring the tree with the fruit. The druid guy lobbed the fruit on the smouldering wreck of the tree, waved his arms around and - BISH - the end. Bye and thanks. Given what was at stake (supposedly the end of the realm) the actual end of the mod was a little underwhelming. Was there a sinle "thanks" to be had for saving the tree, the town, and the world? Nope. Nobody batted an eyelid. A couple of much smaller faults I'd like to mention, if only so the modder can improve on his next effort: the NPCs who join you offer NO dialogue when you try to talk to them. Nothing, not a sausage. Bit of a let down. Secondly (more of a nitpick but still) the rogue character claimed to have the tree in a magic bag. Upon checking his inventory, however, he has a sling and some bullets, but no magic bag. Whatever happened to attention to detail? I guessed that this was left out to stop the PC from taking the tree himself whilst on the ship, so as to not ruin the plot events that awaited. All well and good, but the trouble is, this is what happens when you let the plot dictate the characters and the game. The plot shouldn't do this. In a book (since the modder tells us that he enjoys telling a good yarn) the best stories are those where the characters determine the events, not the other way on; when the plot drives the characters, the characters lose realism and become plot crowbars that serve little purpose other than to act as vehicles for the story. In the context of a game, ie, to translate this to NWN2, when the plot drives the story and overrides common sense and the characters own motivations, it becomes a little trite in that it can only ever subtract from the gameplaying experience. The more "power" (ie, choice) you can give the player, the more enjoyment he will take away (to a large degree anyhow). Just some advice to the modder for future reference - you have a bright imagination and some good ideas - don't fall into the novive trap of throwing that away by writing yourself into a corner, like with the magic bag holding the tree. How, for instance, can you automatically assume my character isn't a control freak who would have INSISTED on taking the tree from the other dude at first possible opportunity? After all, it was the main object of the game - and are you telling me that during what was apparently a lengthy sea voyage before we had to stop and fight the ghost ship, that my control-freak character wouldn't have demanded the tree for himself away from the rogue? Anyway, I don't want to sound too critical, I onyl mean to offer advice for improvement in the next mod; I enjoyed playing this one and will look out for future efforts from Allyndn. Cheers, Olaeus

Posted by Gizfire at on06/22/08
I can deffinetly see a lot of effort was put into this. I really enjoyed this mod **SPOILER** I especially liked Sister Aleta. She was cool for an egg-head lol. I almost creid when I saw what happened to her. My only problem is that I never did work out how to melt the sand around the boat. Overall though I give this a 9 becuase I was a bit confused with the journal as it didn't quite "update" during the quests. However I really liked this dude!!

Posted by Gizfire at on06/22/08
looks good, I'm downloading it now. Will put feedback here soon. - Giz -

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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