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
The areas were well done and the story was quite interesting. There were no major bugs and the game provided a enjoyable experience.
Posted by Raith at 2009-06-0422:10:31
Oh man, well the above statement would have made much more sense if you added the EQUAL and DOES NOT EQUAL signs where I placed them...stupid formatting :p _________________________ Raith Veldrin Sands of Solvheil Series | Atlas Gazetteer | Blog
Posted by Raith at 2009-06-0422:09:23
Forthryr Cake Cake = Lie Therefore, Forthryr Lie He is, however, a Treant model that requires having Mask of the Betrayer installed to see. Then again, if you made it that far into the module without MotB, there would have bene no docks beneath your feet in Evertide, and many other things would look quite bare. If you can describe your problem, I will try to get it fixed for you. _________________________ Raith Veldrin Sands of Solvheil Series | Atlas Gazetteer | Blog
Posted by Scorch at 2009-05-1303:26:19
Forthyrr is a lie!
Posted by Raith at 2009-03-0917:50:54
I'm still dragging my feet on part III, though slowly moving forward. I have the story complete on paper, and all of the areas built. Just those pesky conversations, encounters, and scripts to deal with lol. I'm very thankful that the patch fixed what the previous patch broke...I was close to having a broken spirit. _________________________ Raith Veldrin Sands of Solvheil Series | Atlas Gazetteer | Blog
Posted by Ambrose at on03/03/09
Hello Raith, Updated to the new patch and all started well and finished this chapeter, great fun. I did feel a little rushed in this one though but still a nice experience all the same. No glitches to speak of save one. At the forest ( Ambush ) when I came upon the fey, the game loaded the encounter then it flashed for a moment and I seen something that looked liked a 3D test screen. I was then able to do the encounter, everything ran smooth though. No other anomalies. Although short it definitely left me wanting more, don't make us wait too long for chapter III. Thanks for sharing... Ambrose
Posted by TymmeRMortis at 2009-02-2714:06:50
Hey, Raith--I just restarted Solvheil 2 using the new NWN2 1.22 patch and it seems to work fine now. I got through Urchins' Alley and am off to the palace. I'll let you know if I run into any problems. Thanks, Mark. _________________________ Verbing weirds language--Calvin
Posted by Raith at 2009-02-1120:44:42
I'm fairly sure that the latest patch has borked this and part I, mainly with speaktriggers. It will definately take a little time to go through them both and find/correct the anomolies. Sorry for the inconvienance...regression testing is a real bear. _________________________ Raith Veldrin Sands of Solvheil Series | Atlas Gazetteer | Blog
Posted by TymmeRMortis at 2009-02-0713:55:28
I loved Solvheil 1 and am prepared to love this as well, but I too am unable to leave Urchin Alley after talking to Len. NWN with MotB and 2.1 update. Mark. _________________________ Verbing weirds language--Calvin
Posted by Blazerking at 2009-01-2613:09:51
Man, I would really love to continuing playing this series, but have not seen this updated to correct the problems that I addressed earlier. I will withhold all voting until able to play the rest of the series.
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