A direct continuation of [Sands of Solvheil I: The Ruins of Kazatharis] Link spoilers of which may follow:
Introduction You've explored a lost stronghold beneath a rural river town, pieced together the workings of arcane magic, rediscovered divinity in an ancient ruin, and helped bring about an end to the war. Who says an empty cask of ale and pounding head don't make for a productive day?
Sands of Solvheil II: Beneath the Hearleforne picks up write where the previous module left off. You find yourself employed as a Royal Herald of the kingdom of Dalreon whose first assignment is investigating an anonymous street vigilante who operates beyond the law. Amid various events about town, you learn of mounting tension between the Crown and the new Temple of Tornne. King Jorlaan soon tells you that your services are needed in the massive forest that plays home to the indigenous elven race. After Harrn's defeat at the battle of Jerichon's Field, and the subsequent Surrender at Storneth, the dwarves who had lent them one of their religious icons have come to collect. Unfortunately for King Ulivon of Harrn, the brigade that carries the relic refuses to return and has taken refuge in the Great Forest.
Fearing instability in the region should the dwarves take to arms with Harrn, you are sent to locate the renegade warriors and recover the dwarven artifact to secure peace in the North. The Crown also hopes the inclusion of the elves in this assignment may help to alleviate ages of past tensions with them and expedite an official treaty. Get in, shake hands with the pointy ears, find the barbarians, recover the item, save the day, get out. Sounds like a piece of cake as long as nothing goes wrong.
Along the way you'll discover more about the intricacies of the material world, as well as the ramifications of the flood caused by the Imlan Sea being expelled from its mountain basin. You'll be asked to help atone for the past sins of humanity, and learn of the problems that arise when arcane and divine magic suddenly return to a world that had long forgotten them.
Module Trilogy Sands of Solvheil I: The Ruins of Kazatharis Link Sands of Solvheil II: Beneath the Hearleforne Link Sands of Solvheil III: Crusaders of Shalihir Link
Character Creation
Race: For the scope of this module, it is assumed that the player is human. Other races will still function, but will make less sense from a story standpoint.
Level/XP Progression: This module is designed to take a 6th level character to 7th.
Rest/Death: Left at game defaults. This module is focused on storyline over semantics.
Time: This varies greatly on how much ancillary exploration, reading, and dialogue is done by the player.
Encounters: Encounters are a mixed bag of:
a.) Hand placed creatures.
b.) Standard NWN encounters.
c.) NESS enabled spawns.
Depending on what the situation called for.
**Be sure to pick up the book you see in the beginning. It is a DM Tome that when used, can help you out of a jam. AKA "Break Glass in Case of Bug".**
When in doubt, check your journal.
(OE said it best: Save Early, Save Often)
Special Thanks to RogueDao for LipFlappers Link As well as Adam Miller for the use of his Bubbles VFX
Also thanks to all of the testers, fellow builders/developers, the vault, and NWNPodcast for providing the community that helps NWN2 flourish.
Installation:
1. Unzip the .mod file to your MyDocuments > Neverwinter Nights 2> modules directory.
*Substitute current build number
2. Unzip the [sol_2_mod.hak] file to your MyDocuments > Neverwinter Nights 2> hak directory.
3. Start NWN2, Select New Game > New Module, and select Solvheil_II_Beneath_the_Hearleforne_v*.mod
Common Problems/Known Issues:
Q.)Man, things are crazy! A.) Whoah, first of all, did you clear out your [Override] folder and have only the included files in there to play this? Yeah I know, picky picky, but we are tinkering under the hood here. A clean etch-a-sketch is all I ask to deliver the fewest possible hangups. Yeah, I'm allergic to haks and campaign folders.
Q.)Conversations are flying by faster than I can blink! A.) If you don't have the Lip Flapper (Thanks Rogue Dao) Wav files in place, they are ignored and thus each conversation node has no placeholder to slow it down. Make sure these are in your Override folder, or take a speed-reading course.
Q.)I'm rather broke for being a Royal Herald, don't you think? A.) Fine fine, in the next build, I will throw some more coin your way. In the meantime, use the DM Tome to throw yourself some. You did pick it up off of the desk in the beginning right?
Q.)I can't see very well underwater. A.) The graphical limitation of the water in Sunken Temple is unfortunately unavoidible. This was to allow for the 2-tier level with both above and below water traversable sections. The known work around is utilizing your view to an over the shoulder look and somewhat zoomed in. While this isn't the ideal vantage for combat and exploration, I kept this area light on both for that very reason.
Q.)Why can't I open the door to the Citadel in Storneth? A.) There seems to be a problem with the Snow Mulsantir Theater Placeable. You must use yor keyboard commands to step up to the door before you can open it with a mouse click. Just clicking on the door does not cause the controlled character to move close enough which causes many to think the door itself is stuck.
CHANGELOG
Update [v1.1]: -Fixed Names in Relic Restoration Journal Entry
-Fixed spelling of Thief in Lockpocket conversation
-Duplicate Ellenari Removed
-for_wagon area renamed
-Ellisvar conversation node fixed
-Moved Storneth intro trigger back to prevent skipping of conversation
[Workaround] Use DM Tome to set the quest [Relic Restoration] to Node [11] which enables King Ulivon to give you the proper conversation. [/Workaround]
Update [v1.2]: -Put Start Location back in Albrynn Estate
Update [v1.3]: -Moved Speaktrigger outside Cairn Caverns
-Added/Adjusted some Conversations
Update [v1.4]: -Replaced Override files with Hak Pak
I really should just package these into a campaign and lose the 'strip and set' intro scripts. Not sure I'll have time since I'm busy making "Beyond the Shivering Pines" which is a seperate story in this custom setting. Any takers? Actually, need help in both endevours ;) The investigation quest may 'seem' unfinished, but there is still a whole module left to go. You may just find out WTH was going on with that eventually, as well as a few other lingering questions. Thanks everyone, for playing and voting! _________________________ Raith Veldrin Sands of Solvheil Series | Atlas Gazetteer | Blog
Posted by KelvinEcho at 2010-02-1807:49:19
Solvheil 1 was nice, but the thing that really bothers me with this one is that the author seems to be in love with item and gold stripping even between his own modules. I don't like it anyways, but come on, if I export the character from Solvheil I and use it for the second part, I expect to have that character's equipment. What happened beteen modules? My character was conked on the head and robbed? Got drunk and tossed everything he had into a river Ridiculous, to say the least.
Posted by M.I. at on02/16/10
Better than first, but too short! I was disappointed that the investigation(quest) was left unfinished. The underwater areas were great (made me use my camera angles more with not being able to see through the water from above). Some of the encounters were way to tough, and thankfully you had an alternate means of getting through them (almost beat the two drowned souls after the elf left). Also disappointed in the number of areas in the Dwarf stronghold, seemed way too short. Still don't like the dialogue problems (nothing... [CONTINUE]), but at least you are consistant. A few typos noticed. _________________________ Ranger's have Lead the Way since there was a way to be lead!
Posted by Spidercat at on02/08/10
Just voting \>^.^
Posted by jaege at on02/08/10
Good continuation of the first mod. Really a must play series
Posted by merbeast at on01/21/10
Well built atmosphere, good balance to the combat, and interesting story. I loved going underwater, thought it was handled great and looked great. I got tired of clicking continue on the long soliloquies. The "dialogue", while informative, seemed more like a monologue. It offers very little depth to my character. I was also annoyed that all my gear was stripped (I played the same character from episode 1). He lost his full plate and could not afford it before he left town, and never got back to anywhere that sold it. That was annoying. Still a good, solid bug free adventure, and the story kept me going.
Posted by masoon at 2010-01-0518:35:00
I really loved Part 1. I thought the fights were very well balanced. I am not happy with this one though. Two Magic Users and a Ranger as companions against Barbarians? I think there should be at least 3 fighter types in a party for every Mage. These fights are not winable and I'm trying every tactic short of cheating.
Posted by Raith at 2009-12-1912:38:48
Robert, I was unable to email you back since the address looked spoofed. However, in regards to your 'Catch of the Day' quest question: If you talked to Gideon (the dyemaker) and then to Rellan (the guy on the docks), the journal should return you to the castle to talk with King Jorlaan. The room with the gnolls was just a red herring (unfinished quest). Let me know if the conversation with Relland didn't fire correctly, as that is the only thing that I know of that could hang you up. _________________________ Raith Veldrin Sands of Solvheil Series | Atlas Gazetteer | Blog
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