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.
Posted by Allyndn_The_Beggar at 2008-06-2204:03:57
Hello all. I am still without a way to upload an update to this (am currently at an Internet Cafe in the capitol city of Botswana). I have changed some of the entries above though. On time: It consistently takes me about six hours to play through the module. Eight hours was my estimate on how long it would take for someone who didn't know the optimal path. Since several people have posted that it has taken them less time than that (and have given me a reduced score because of that), I have marked the module as shorter. Better short and sweet than shorter than expected. On the XP and challenges: virtually all of the creatures encountered in the module are "tweaked" from their original spec in order to achieve what I hoped would be a reasonable challenge for the level specified. Some encounters are fairly easy, while others are very difficult without use of strategy. Part of the "fun" in a module for me is not having players be able to say, "Oh, yeah, Goblin CR 0.5..." etc. Some folk have commented that they have received very low XP from kills in the module and attribute that to low CR of the opponents. 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. I appreciate all... well, *most*... of the comments and criticisms I have received on this module. I'll keep trying to make it better.
Posted by frankie at on05/25/08
Not a bad mod, worked well in multiplayer, but very short. Much less than the 8 hours claimed by the author, more like 3 or 4. Many of the maps were just a single room containing the one encounter needed for the quest, others were sprawling mazes but also contained only one encounter with no side quests.
Posted by fardoche77 at on05/14/08
I believe this mod has improved since its first incarnation on the vault. Pretty good story, although I could care less about the setting (sorry, but it didn't drag me in...) Combats were so-so. At first they seemed balanced but after a while, meh, ghouls? 3-6 xp? That's not good action for a Cleric hurling multiple Hammer of the Gods... Are you sure about the starting level (10th?) SPOILER What I especially liked were the original ways to complete the levels... sometimes you just have to run! END SPOLIER Anyway, looking forward to more mods... keep up the fun henchman interaction, develop some more puzzles, polish the areas... and BALANCE BALANCE BALANCE. Voila! a Hall of Famer.
Posted by smorpheus at on04/22/08
Please let me know if you make some improvements to the mod, I would be interested in playing it again, the premise is there, it just needs a lot of balancing to make it fun. _________________________ Smorpheus' Toolset Visual Index Link
Posted by smorpheus at on04/22/08
OK I figured out the Halfling, he is hiding on one side of the bar, and you can only see him if you turn the camera around to that side of the bar. Full Review below. Dialogue The Dialogue of the NPCs is well-written and complicated. A fairly complex story is told, which obviously has complex background lore. I would describe the Dialogue choices as poor. There?s no real Roleplaying involved, and they range from ?bland response? to ?smart ass? response. Few if any of the options felt accurate for a Lawful Good Paladin. Characters The characters are interesting, but they are introduced then quickly killed off before they can develop much personality. Quests Very linear quests. Sometimes it?s unclear what exactly you are supposed to do as your Quest log doesn?t update. Overall Story This is a heavy-lore setting, but I was surprised at how low the roleplaying was and how few options you have when interacting with other characters. This mod has something I?ve never seen before which is incorporating traveling with the story telling. This gives a sense of world size and adventure, and executed quite well. Level Detail The level detail is up to par with the main campaign, with lots of Placeables spread around to add to the depth of the levels. Level Creativity The levels aren?t badly designed. The only thing that I think could use some more work is the texture painting, which often appears flat and doesn?t blend naturally. Overall Level Design The levels are above average. Better texture painting would be appreciated in the future. Items Very few items to be found in the game. It appears to be a ?low magic? type of world. I don?t think there were any unique magical items to find at all in the adventure. Enemies This Mod has possibly the most frustrating and annoying combat I have ever seen in an RPG. The enemies are underwhelming. The first time you encounter any enemies, it?s 2-at-a-time regular Shadows. These are an absolute joke for any level 10 character, and offer no challenge or interest. You get practically no XP for killing them, tougher undead should definitely populate that area. This continues on the obelisk island, but is much, much worse. The Imps are extremely low-rated in the CR scale. They have regen, they have damage reduction, they have high AC, and they give you about 9XP a kill. Add to this the insane quantity you have to kill as you get to the obelisks, and you have a completely tortuously unfun combat experience. Additionally, if you are unfortunate enough to activate the Obelisk?s spawning without killing the Obelisk within a few minutes, you?ll soon be overwhelmed by underwhelming Imps which are hard to kill but offer no XP rewards. I imagine with some fire bombs this whole thing would have been much less frustrating, but I was not given Fire Bombs, and there?s only a very subtle hint in the town that you might need them. There is, however, a semi-interesting fight with a dragon (you don?t actually fight it, you just run past it), but the scripting is barely working in this section. The guardians need to move faster, and it?s really unclear what you are supposed to do in this section besides activate the guardians. Are you just supposed to run? After that, you go back to finding inane enemies like Ghouls and Ghasts, until a final climax where you fight about 20 skeletons. These skeletons again are rated ?Effortless? and have annoyingly high AC and Damage Resistance. The final battle isn?t bad, you have a ton of monks and druids on your side, but you're just battling the same skeletons you fought on the boat plus a couple of NPCs. It?s a pretty easy fight. Puzzles No puzzles to speak of. Overall Balance Creature battles all were torture. Quests were balanced OK, and gave decent XP. Bugs Besides extreme balance issues and quite a few confusing bits, I didn?t come across any broken scripts. A lot of bad camera angles in the cinematics, especially when the dragon is involved. Grammar Good Grammar and spelling. Overall Quality Assurance Definitely could have used more polish to tighten up the scripted events. Overall Pluses: *Quick adventure *Lots of background lore to the campaign. *Good ideas for combat. Overall Constructive Feedback: *Not even close to 6 hours, more like 2 to 2 ½. *Maddeningly annoying combat, that is not challenging at all. *No roleplaying, very few skill checks utilized. *Poor execution of good ideas (Dragon combat sequence for instance.) Final Score based on Voting Standards: 4 ? Some Merit, requires improvements. _________________________ Smorpheus' Toolset Visual Index Link
Posted by smorpheus at on04/22/08
Can't find the Halfling Assassin either. No where in the pub. _________________________ Smorpheus' Toolset Visual Index Link
Posted by Gnarf at on04/06/08
Great work! Just finished it together with a friend (unfortunately we first played version 1.1, which stopped, because Sister Aleta refused to talk). Looks like it had taken hours and hours to script this whole thing. Looking forward to see more work from you.
Posted by Allyndn_The_Beggar at 2008-03-2605:12:07
Version 1.2 has been uploaded to the vault. Fixes a few minor things. Smoothes out a few rough edges. This is a stopgap update; I am heading into the bush for six months and will have irregular Internet access, including no ability to upload large files. I played through the module again. Everything worked for me. I have some revisions and improvements which I would like to add, but these will have to wait until I return to civilization.
Posted by erthule at on03/21/08
Can't finish it, too many bugs. A good try, but need more debugs.
Posted by gonlaz at on03/04/08
Just finished it; great job man, I look forward to more work from you, thanks for the time you took for this.
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