Based on the Conan stories by RE Howard and others
Patch
1.12
NWN2Game
NWN2:MotB
Description
PLEASE NOTE THIS MODULE IS NOW SUPERCEDED BY "CONAN CHRONICLES 1 - THE BARBARIAN CHRONICLES" WHICH COMBINES THE FIRST THREE MODULES INTO A SINGLE CAMPAIGN
Beta version 0.93
For what seems an age you have languished in the dungeons of Castle Haloga at the mercy of its cruel Queen. But fate is about to intervene.
This is the second part of the Conan Chronicles for NWN2 that started with the adventure "Legions of the Dead". You should preferably use a PC from the previous chapter and be 5th-6th level at this point. A level-up is available for starting characters.
The module has a number of custom features, including community-designed equipment models, rules for custom equipment such as oversized two-handed weapons, bucklers and cutlasses, the RWS deep sewer tileset, secret doors, thieving scripts, custom traps and more. It also features some open-ended game play with seven optional endings.
Although the module is complete and playtested by me, it has to be considered at this stage a beta rather than a finished game, so be aware there may be unforeseen bugs still present. Also there may be some balancing issues.
NOTE: If you have the old "Conan Chronicles Override" folder in your override folder please remove it!
NOTE: V 0.92+ has a new conan.tlk file and a new feat.2da file. See the readme.
I have read the walkthrough but still cannot get a fight challenge...spoke to the old man, trained, rested, practiced - but no fight and no slave master C in sight.
hate to quit now, Am i missing a trigger for this convo.?
thanks, FeyKina
Posted by erthule at 2008-11-30 00:08:10 Voted 9.50 on 11/30/08
An arena game with story, good work
Posted by jmelzer at 2008-11-02 21:10:08 Voted 10.00 on 11/02/08
Wow ... and let me say wow again.
Posted by Grimpelune at 2008-10-18 13:34:04 Voted 10.00 on 10/17/08
And now, there ARE true hyborian deities !!!
Bel's luck !!! Please, forgive anything else I could have noted in my previous post you would have already changed in the "Barbarian Chronicles". I just didn't have seen your new installement when I wrote it.
Thank you very much !!!
Posted by Steph09 at 2008-10-18 11:38:41 Voted 8.50 on 10/18/08
Great second part even I haven't really appreciate the arena system (challenger or defender) too repetitive. On the other hand the occasions to go out of this system were interesting and I was so relieved to see my character get out of the arena at the end (he's a ranger who can't stay long indoor :p). In any case a good module again.
Posted by Grimpelune at 2008-10-17 14:50:59 Voted 10.00 on 10/17/08
(I apologize for my awful english... Just in case you became upset at reading, mind you it's even more shameful and painful to me to write it, than it is to you to read it.)
I gave my note a +1 enhancement bonus for the serie, which this mod won't need anymore to deserve a full ten on its own right, when it will no more be a beta.
I have posted at "CC1-Legions of the dead" page a general praise which is true all the same for the entire serie. This specific mod make the whole even more replayable and, as a matter of proof, I may add I've already gone through it (and the others) 11 times... to be continued...
-------------SPOILER BELOW-----------------------
ABOUT THE GUILMASTER'S PATH BUG:
From what I've seen from the bug already mentionned by previous posters, it seems to be tied to the disappearance of the guildmaster just after he told the secretdoor's location to the PC, wether to prepare to move away his guild, or because the said PC was a little to carried on his own vile ways when she decided to kill the poor man after having him reveal his little secret...
The variable the game need to read, in order to check if the secret door is known to the PC, is put on the guildmaster himself (and not on the PC). The game can't read a variable from an object which is no more...
So, the only way I've experienced to use the rogue's secret door was to be kind and compassionate enough to strike a non-mercantile bargain with the guildmaster and let him peacefully agonize amidst the hacked corpses of his poor comrades...
-------END OF SPOILERS-------------------------
About "wizards ruling the arena"... uh...uh... I would like me correcting this rushed note on a previous post from the author, who probably has lost much more time in hard work to build this campaign for our torough enjoyment than in the fun of playing it. I strongly agree that spell-casters are at an advantage in the whole serie *but* IMHO the divine ones ARE the TRUE rulers of the hyborian world !
BTW, the priest of Mitra didn't recognize my priest-only PC as an "attuned soul" during his conversation about the divine training, BUT the correct fee and XP-benefit of the said training were nevertheless used by the game.
What I regretted... (you know what it is : hundred hours of free toil just to share an exceptional adventure with people who have fled, screaming, at their first glance upon the open toolset you have yourself took the pain to dig into... And the first thing those people will do after 11 free tours of merry-go-round, is to let you know they were disappointed by the buzzer lacking on the big pink pig -this very one which will probably cost you hundreds more hour of work to fix- or because THEY couldn't manage to grasp the dangling puffy ball, to earn even more free tours, or because they have come to think, at last, that pretty blue airplane could look even more realistic if you just happened to be kind enough to make it fly for good... er... I am very sorry... I'm just one another of those people... and my english is a pain, too...)
So...er... if there would be a mean to replace the standard deities list by some more hyborian ones (the way you dealt with the race's option), It would make me even more happy... and would give you some new opportunities of conversations, as you were probably looking for...
I wouldn't mind, either, if you took the time to develop an entirely new path of escape which would give female characters the opportunity of a bonus romance (e.g. with this lil'funny zingaran guy, Valbo... I think. Not that I disliked the way a romance is already slightly hinted with Connal, but the manly warrior always seem a little afraid 'round me... a shame...) along with, naturally, a tragic escaping attempt through some brand new, heavily guarded areas in the sewers... which could even put us, why not? amidst the town itself...
Now, to give a short end to my modest wish-list (and I'm perfectly aware of this last task's difficulty), could you give an efficient limit to the XP-awards one can receive in CC2 considering : a) I know some weak-willed greedy player (and I won't recommand her to you) who knows difficulties to refrain her enthousiasm when it comes to XP, and who therefore made the mistake to level 4 of her 11 characters above the level 20 (one at level 30) with the help of an in-game cheat YOU (!!) spoke of in the walkthrough and because the trainers turn a blind eye upon the character level, just looking at the class level instead ; b) the said weak-willed player has felt all ashamed at the very beginning of CC3 when it was reminded her that mommy surely would'nt approve her ways (please don't tell her!), and has been therefore forced to type in DebugMode some "dm_giveXP -*arrrrrg*!!!" to put her 4 beloved PCs at level 16 (level 17 minus 1XP... to be more specific... *innocent look*).
End of rambling. Merci infiniment, DrSungh !
Posted by Oberst Woodson at 2008-10-02 22:40:39 Voted 9.75 on 10/02/08
Having a great time playing this one but I have just hit a problem. I have been challenged and the notice board says my fight is tomorrow night, unfortunately its a case of tomorrow never comes as the next day when I go back, it is still down as tomorrow and I have now gone through several days of resting to try and force it but to no avail (I also went off and did a lot of the side quests so when I get round to the fight I am going to slaughter my opponent). Does anyone know how to resolve this to for the game to go to the next day ?
I thought I'd give these a try, and so began installing all 3. I noticed that the .tlk file from the second chapter overwrites the first. Is this intended, or do I need to put in the second .tlk file only after completing the first chapter?
Also, there is no reference to the .hak file in the installation instructions. Obviously, I know where to put it, but is it even used? If so, why can't all the various files going into override be merged into the hak as well? It would make this module a lot more friendly for interracting with other mods.
Posted by dagorkan at 2008-09-24 09:40:13 Voted 9.50 on 09/24/08
"Outstanding, a Must Have", +0.50 for the linked episode idea
Posted by StevenACarder at 2008-09-23 17:19:24 Voted 9.00 on 09/23/08
I have played through this module twice now. The first time was with a chaotic good female warlock. I finished by escaping with the fallen paladin (I never remember character names well). That seemed like an appropriately tragic ending for her character. I wasn't able to do the rogue quests, but that isn't a surprise. I had some trouble with the slaver's quest because the way my warlock deals with locked and trapped doors involves Eldrich blasts. I had to reload once after the guards went hostile. I managed to time my blasts better the second time and didn't offend anyone.
The second time through was with a chaotic neutral male barbarian/rogue with two barbarian levels for every rogue level. I spent a lot of time stealing from everyone and this felt more like I was playing Conan. I won by becoming too formidible and being freed. I wanted to stay and become arena champion, or at least fight one more time to increase my cash through betting. But I couldn't challenge anyone besides wild beasts, and then everyone insults me for picking them. I was never able to get very far with the fallen paladin, but I suspect this may be an alignment thing. I wouldn't expect her to have much to do with a thief like me.
I was never able to get the weapons trainer to do anything for me. The first time, playing a warlock, it made some sense, although the wizard and priest offered to train you regardless of your class. The second time, playing a barbarian/rogue, I was more annoyed that I couldn't get any weapons training. Both times, we spared once but then he never offered to do any training.
When the barbarian/thief left the thieves' guild area to find the ancient ruins, he was attacked by rats just outside the guild area. All but 3 of the rogues, including the guildmaster, ended up standing next to or in the water right outside of their area. They remained there for the rest of the module. This did let me pillage the guildmaster's bed room with impunity. I tried to fool around with his wench but she wouldn't talk to me.
Overall, a very nice module with an excellent job of creating multiple paths to take through the module. Very interesting characters to interact with as well. I plan to install part three tonight and jump right in.
Posted by Mighty Dragon at 2008-09-20 01:50:17 Voted 10.00 on 09/20/08
The best part of your amazing Cronicles. Really enjoyed it...
I really enjoyed this chapter. Very nice addition to the story. I did however run into the same problem as ericdoman. near the end I only had the option to fight wild beasts.
Posted by plotyj at 2008-09-10 20:49:32 Voted 9.75 on 09/10/08
I liked it even better then the first one.
I hope that you will continue with your Chronicles.
Posted by Vadr at 2008-09-03 12:54:28 Voted 8.50 on 09/02/08
Ah. Nevermind. It pays to RTFM. To discover the secret doors, you need to stand in the appropriate area in Search mode. It may take a few rounds, but eventually, you'll discover the secret door/ladder/whatever.
Posted by Vadr at 2008-09-02 12:35:39 Voted 8.50 on 09/02/08
I too had the problem where I paid the Guildmaster, but then could not find the secret door in the sewers that would allow me to escape. I could see the 'Exit to Scythia' portal if I rotated the camera up and zoomed out, but after an hour or two of checking the walls around it I gave up.
Also, there are no instructions regarding the hakpak in the readme file. I managed to figure out what to do with it when the game would not load, but I'm an NWN2 noob (played the original years ago) and that might cause a problem for other newbs.
This and CC1 are the only mods I've played since buying the game.
Overall I enjoyed it. It seems I missed some of the side quests, but that's OK. I've been playing through it as a straight human Barb with a few rogue skills. Trying to play a traditional young Conan: long on brawn, but not very wise or calculating.
I too must cast a vote for trying to stick more closely to the Hyborian saga when it comes to magic items and such: more lotus extract, felt boots and black capes please: fewer potions of barkskin, eagles splendor and the like.
I've enjoyed both mods with the exception of that one sewer bug, and look forward to starting the 3rd one tonight.
I am absolutely convinced of being at the right place after paying the Guild (it *is* the tunnel right after the shaft upwards to the slaver experiments, right?), but I can't find or locate any secret door mechanic.
After spending fifteen hours or more playing through the mod, being stuck *now* is kinda annoying. :) Is there any console command to make the door appear, or is there a trick I didn't get?
Posted by LeslieMS at 2008-08-27 12:26:21 Voted 9.75 on 08/27/08
Sorry for the double post...
I just realized I had forgotten another possible bug. I could never choose anything but wild animals when I was able to choose my battle?? I played through over and over, trying to figure out what variable I was lacking, and never figured out why I couldn't select human opponents. I had to wait for them to challenge me, but it didn't take a way from the enjoyment of the game. _________________________ Stupidity kills people.
Nothing Good comes from ignorance.
Knowledge is power that is useless with out the wisdom to use it properly.
Be Well and Be Safe,
Leslie
Posted by LeslieMS at 2008-08-27 12:21:28 Voted 9.75 on 08/27/08
Another well made module, in what is looking to be a very promising series!
Map notes in this episode where readily available, the story line was once again well written.
One thing that seemed to me to be a bug:
When I exit the slave quarters the very first time, I get the dialogue with Connal telling me I am free, but everyone else acts like I am still a slave, and it would seem to me that the particular dialogue should come much later than it does. Also, Connal had a habbit of disappearing afterwards, and I had to reload saves several times to catch him for the dialogues that kick off the arena quests.
I was so impressed by the continuing immersion of the mod, that it broke my heart when the next chapter wasn't out yet. My consolation is that you are still working on the Cronicles.
Keep it up. _________________________ Stupidity kills people.
Nothing Good comes from ignorance.
Knowledge is power that is useless with out the wisdom to use it properly.
Be Well and Be Safe,
Leslie
Posted by Bedeo at 2008-08-27 11:26:16 Voted 9.50 on 08/27/08
I was very very impressed with this module. Certainly the most enjoyable NWN 2 module I've played to date. The various subquests and options in completing the main quest are great. I especially liked the detection rolls and such when picking locks and opening doors.
I'm a huge fan of modules that have multiple paths, especially ones that are as open as this one. The fact that you manage to keep a good storyline going is impressive.
I did run into a few problems, bugs, or simple design issues, however, which is why I didn't give it a 10.
**SPOILERS**
I played through with my character from the first module, who was a bard, and multiclassed to a shadowdancer as soon as I could.
- Upon paying 50k to the guildmaster, I could not get the secret door to open or trigger. I can see a trigger sitting there when I go into debug mode, but it will not work. I am also at the point where Connall and the main character reach an agreement, however, so perhaps it will only let me go with one path. Because of this, I could not actually 'finish' the game via the thief route.
- Please, remove the weight on the "underclothes" item that you receive when sleeping. As a low-strength character, I kept getting encumbered each time they appeared. Since it's not a balance issue, having a very low, or 0 weight would be fine.
- I wanted to see all the different paths; when I told Connall that he deserved to die, after Fergal attacked, the journal entry was blank.
- As others mentioned, less magic and more simple bonus items (ie the felt boots). For a low magic world there are a lot of potions and scrolls available. I -loved- the unique potions and throwables, and the spiked shield was a very nice touch (it doesn't give off-hand penalties though).
- There is a room in the gladiators quarters (far south passage, third on the left) that has a door that will open, but behind it is a black, unbuilt area.
- If you don't have the gold to pay for the 10 coffins from the undertaker the first time you ask about them, you are unable to access this pat of the conversation again.
- After gaining access to the thieves guild, if you ask the shifty merchant about "How can I help you?" or whatever it is, you can no longer access his information about the other gladiators.
Posted by PfcJs at 2008-08-26 15:08:21 Voted 8.75 on 08/26/08
Just finished Part Two. I liked the Arena concept and the multiple methods of escape.
Thanks for making this module and sharing it!
Downloading Part III.
Posted by Thirdpres at 2008-08-23 23:28:55 Voted 8.75 on 08/23/08
Hmm. I thought I had voted on this one before but I don't see it. Thanks for the module...even I'm a bit late on the vote.
Posted by ericdoman at 2008-08-23 13:15:08 Voted 8.50
BTW have found on character creator there are 2 new slots. Normally you have the choice of dwarf, human etc etc, now There is Bad Strref and "the last attempt to detect your settings" as race options? Also going through OC again and 2 things happen that are very strange and have not seen before. In the swamp ruins had noticed that the "tracks" are now walls suspended above the ground and worse still when you find the silver shard there is no movie scene and then the option to either look around or go straight back to village does not happen. You collect the shard and return to West Harbour and Daeghun does not recognise the fact that you have shard. End of game. This is quite a recent occurrence and so am posting this comment on all games I have recently downloaded. Maybe it's the ruddy overrides again. How do you post this for Bioware/Atari to see and take note?
Posted by bietu at 2008-08-21 08:41:32 Voted 7.75 on 08/21/08
*/SPOILERS/*
Very good mod i highly recomend it to everyone. Gladiator fighting could be uterly boring and it some part is. But this mod had other options wich worked as spice to keep intrest on could have being more of those tho but idea worked perfectly. One thing was bit weird i couldnt ever challenge Stumpy the dwarf. Even it was side task as given to challenge him. Other bugs i couldnt find. That stone guardian i killed by jumping on fireball trap wich didnt affect to me because of neclase of fire resistant. I was bit consern it to affect on dialogue since i didnt get any xp of it but it went eventually well. Storyline was also intresting had it own supprices wich is allways key factor in quality mod.
Posted by Starwars at 2008-08-20 14:54:04 Voted 8.50 on 08/20/08
*spoiler warning*
And so my adventures in the lands of Conan (previously quite unknown to me except for the movies) continue, and I had a blast with this.
I was actually a bit wary of starting this since I've never been a big fan of "arena fighting" in games. But the beginning did an excellent job of drawing me in, and from there one the mod flowed quite well.
The arena fighting is obviously a big part of this mod, and I'm really glad that you imbued the fighters with personalities, looks and fighting styles. It really lifted the arena fighting a lot. I will echo the others though, in that the cutscenes make the arena fighting a bit repetetive. Perhaps some variations in the presentations of the fighters would spice things up a bit.
I'll also shower you with praise in the area of player freedom. It's quite funny in a way that this mod, which has a very enclosed setting (since you're a slave basically), has more freedom than most other mods. I loved that I got mileage out of playing a Rogue, and you should definetely pat yourself on the back for providing different endings that can be reacher in different ways.
Though I do wonder if the mod wouldn't feel rather less interesting had I played something that was not a Rogue basically.
It was a really welcome thing to have quests and interactions outside of the arena fighting, and while it may seem greedy, I would love it if there were more. As it is, the mod still paces itself quite good, but a few more quests (or just a few more fun interactions with various PCs) would've mixed it up real good.
But yeah, I'm quite impressed at how it all works. Very nicely done. The whole bit about Symbia was wonderful. The last confrontation (before fighting her in the arena, just after you read on the billboard you're gonna fight her) was beautifully done, and really quite sad.
I did not have any problems that I can recall. A minor one was when I was fighting in the sewers, and the Guild Rogues would come and help me out. I was pleasantly surprised by this at first, but it turns out that the Guildmaster had also wanted to help, and I had a bit of trouble actually finding where the hell he had gone to, haha. Maybe the Guildmaster could be "locked" to his Private Quarters so to speak?
All in all, definetely one of the best mods for NWN2, and while fairly popular still a bit overlooked I feel. I wonder if the Conan title maybe scare people away, I know I for some reason never really expected the depth that these mods turned out to have.
Excellent job, and thanks for the upload. Now it's onwards to Chapter 3 for me!
Posted by Mr.Lizard at 2008-08-17 18:20:46 Voted 9.25 on 08/17/08
This module has well done cutscenes and varied arena opponents. I was impressed at how even the arena changed in a random manner from battle to battle. Some parts can be challenging, but that makes for a more interesting module.
That noted, fighting battle after battle in the arena does become repetitive and there are not many side quests to complete when one is not fighting.
Posted by ericdoman at 2008-08-15 10:39:31 Voted 8.50
After fighting more wild beasts nothing/no one in between decided to leave with Connall. Killed Gurthak instead of Connall guards did not go hostile until I found S door in well. Also numerous blank journal entries. Had to wait (fortunatley) in game time 139 hours for someone to challenge me and it happened to be wild beasts.
This time around took the edge off the game
Posted by ericdoman at 2008-08-15 09:36:09 Voted 8.50
Another thing the first time I played this the thieves/sewer area was quite clear, now I can't anything even my character unless I press z button. Instead of me fiddling around with the graphics, any idea what should be on or off
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