"125 gold for the annihilation of wicked goblin briggands!" These words of the Daggerford village crier have brought you to Fair Harvest inn, located along the Delimbiyr Route about 10 miles south of Ardeep Forest.
The reward is being offered by the innkeeper Edward Rollins.
Version: 1.13
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INSTALLATION:
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Download all three parts, place them in one folder, and unzip any one of them with the RAR compression tool of choice. You should get one "Goblin Bandits of the Delimbiyr Route v113.mod" file. Copy the .mod file to the "My Documents\Neverwinter Nights 2\modules". Start the game and select "New Module" then "Goblin Bandits of the Delimbiyr Route v113".
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NOTES:
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* Intented to be a Wilderness adventure.
* 3 potential companions provided (Fighter, Sorcerer, and Cleric)
* The number of traps make a character with Search/Spot useful (Disable Device is not too helpful since most traps spring on you at level 1).
* The module is designed for a single player or single party multiplayer. The module was created and tested in single player mode. I have tested the module in multiplayer mode but not thoroughly.
* I have added a multiplayer feature that forces all PCs to rest at once and increments the time by 8 hours. This occurs when any player hits the Rest button.
* Level 1 fresh characters with no weapons should get a proper starting package of equipment.
* All conversations are NWN1 style. Two of the conversations are flagged as cutscenes because of actions that accompany them.
* Any area transition that says "(Travel)" takes a least an hour
* Should take a character from Level 1 to at least Level 4. Finishing all quests should get them to level 5.
* Air, Water, Fire, and Earth Genasi, Tieflings, and Drow characters will should have a reaction from NPCs (purely for flavor)
* Game time is running at a half hour to 1 real life hour.
* Any feedback on bugs, errors, and just general odd behavior is appreciated.
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PATCH CHANGES (Spoilers)
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Thanks to everyone for suggestions and bug reports.
v1.13
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* Minor fixes to dialog, items, spelling and grammar.
* Tweaked enemy AI and encounters.
v1.12
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* Added overland map (no encounters, only used for travel)
* Added extra task
* Minor fixes to dialog, items, spelling and grammar.
* Beautified area layouts
* Tweaked storyline and loot
v1.11
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* Minor fixes to dialog, items, spelling and grammar.
* Beautified (hopefully) area layout
* Tweaked storyline and loot
v1.09
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* Fixed spelling errors
* Updated quest option that uses the Daggerford Patrol to clear the goblin caverns to get rid of traps, unlock certain doors, and get rid of unneeded companion speech triggers.
* Tweaked encounter difficulties slightly
v1.08
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* Updated stores to buy/sell at 40/100 (seems to work best, not sure why)
* Reworded a couple of conversations slightly
v1.07
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* Fixed glaring spelling errors
* Increased chance of Drow characters getting bad commoner reaction
* Removed/replaced several enchanted items
* Added extra buy caps to merchants
v1.06
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* Bug fixes
* Reduced loot (swapped out +1 weapons for Masterwork)
* Added minor spirit encounter for Spirit Shamans
* Added extra loot room to Goblin Caves
* Added flavor text to all stone braziers when offering is accepted
* Minor tweaks to several conversations (Ed Rollins now has Aaron Gend's voice, Quigley's tomb conversation should flow properly for non good characters)
* Added weapons package for characters that have no Weapon Proficiency
v1.05
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* Bug fixes
* Added Druid conversations to animals
* Added some Drow hate/fear to the commoners
* Updated unlockable transitions to unlock with certain triggers as well as on use
* Updated companions to attempt skill checks in converstations if PC fails (Diplmacy, Intimidate, and Bluff are done with a 2 point penalty)
* Updated skill ranks of companions to properly conform with game rules.
* Endless minor grammar and spelling corrections (why didn't anyone tell me there was one right there in the Ed Rollins screenie?)
* Updated Quigley's intro questions so they are available later on
* Toned down the loot drops
* Added descriptions to some of the items taken off fallen enemies
* Updated tri-crown door in aqueduct to be lock-pickable but not bashable.
* Added grenade weapons to a couple of the enemies (totally forgot about those!)
* Added shortcut Area transition from Dutton Farm to Fair Harvest.
* Updated lore of ruins (added extra clues to their origin)
v1.04
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* Bug fixes
* Added "puzzle" (term used lightly) and beefed up lore
v1.03
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* Bug fixes
* Tweaked encounters
* Added companion interlude conversations
* Added quest finale conversations for companions, commoners, other NPCs
* Updated voice sets on NPCs
* Added high level merchant that stops at Fair Harvest about half-way though the adventure
* Reduced drop rate of poison items (they are super-expensive)
* Beefed up conversations to give more information on goblin baddies.
* Retextured Edge of Ardeep area.
* Fixed quest/logic flow conversation issues
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KNOWN ISSUES (Spoilers)
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* I've gotten reports of torches not working in the caverns. In my case it happened when I exited a cavern with a torch equipped, unequpped the torch, re-entered the cavern, and equipped the torch again. Not sure why this is happening, but I got the torch to start working again by dropping it and picking it back up. If you run into this problem please let me know the exact circumstances, thanks.
* Companion interludes that occur after an unused ending conversation get queued, and result in an unexpected ending conversation later on(happened to me 'cause I speed through the module, but shouldn't normally occur to players).
This is an excellent mod - my sincerest thanks to the author for creating and sharing it! What I liked best was the effort he put in all the small aspects of his module. I do highly recommend this one.
Posted by kcarr at 2010-07-1421:06:21
E.C.Patterson, thanks for playing and the vote! _________________________ Goblin Bandits of the Delimbiyr Route
Posted by biren666 at 2010-07-1217:44:36
Yes, thank you. That was exactly the problem, backed out to 196.21 drivers and all is good again.
Posted by kcarr at 2010-07-1213:49:58
@biren666 That sounds like the NVidia driver problems reported in the forums. Are you running the latest version from Windows Update or the Nvidia website? If so, you have to roll back to 196.21 to to get NWN2 to work. If that's not it, I'm out of ideas. Good luck. _________________________ Goblin Bandits of the Delimbiyr Route
Posted by biren666 at 2010-07-1117:51:49
I am having problems running the mod. I extract it (correctly? mod is 267 Mb) and try to run it. Interiors render OK, but the starting map only shows shadows and lighting, all the tiles, placeables are transparent. I have tried this with a NWN2:MotB (1.20v) and NWN2:SOZ (1.23v) games and got the result both times. Can anyone tell me what I am doing wrong?
Posted by E.C.Patterson at on07/03/10
What I never voted??! Great starting level mod. Fun all the way. Thanks for making and sharing! _________________________ E.C.Patterson Gaming Parents Studios Trinity, the NWN2 adventure : Download now.
Posted by kcarr at 2010-03-2906:22:58
Glad you enjoyed it, and thanks for the feedback. _________________________ Goblin Bandits of the Delimbiyr Route
Posted by Sumguy at on03/21/10
Great shortish mod. I enjoyed it. Biggest plus is the consistent setting and polish. Areas, conversations, quests, companions, etc. all felt well-designed. The only real downside is that it's yet another lvl 1 mod ... and too short ;)
Posted by kcarr at 2010-02-1819:23:18
It's on a skeleton in the depression outside the goblin hideout cave entrance. _________________________ Goblin Bandits of the Delimbiyr Route
Posted by Dreadstar4 at 2010-02-1812:34:04
HELP Where is Krenshaw book and body? I looked everywhere and can't find it?
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