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PLEASE NOTE THIS MODULE IS NOW SUPERCEDED BY "CONAN CHRONICLES 1 - THE BARBARIAN CHRONICLES" WHICH COMBINES THE FIRST THREE MODULES INTO A SINGLE CAMPAIGN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 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 on09/24/08
"Outstanding, a Must Have", +0.50 for the linked episode idea
Posted by StevenACarder at on09/23/08
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 at on09/20/08
The best part of your amazing Cronicles. Really enjoyed it...
Posted by mrmarrero at 2008-09-1211:53:18
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 on09/10/08
I liked it even better then the first one. I hope that you will continue with your Chronicles.
Posted by Vadr at on09/02/08
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 on09/02/08
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.
Posted by Karacan at 2008-09-0102:16:59
Gnarf, stuck right at the end! *Spoilers* 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 on08/27/08
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
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