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NWN2 ENGLISH MODULES

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Name  Conan Chronicles 2 - The Scythian Pits
Author  John McA
Submitted / Updated  04-30-2008 / 06-02-2011
Category  Single Player
Module Types  Combat, Dramatic, Dungeon Adventure
Scope  Part of Series
Content  Mature
TricksTraps  Light
Roleplay  Medium
HackSlash  Heavy
LevelMin  05
LevelMax  06
Gameplay Hours  08
Categories  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PLEASE NOTE THIS MODULE IS NOW SUPERCEDED BY "CONAN CHRONICLES 1 - THE BARBARIAN CHRONICLES" WHICH COMBINES THE FIRST THREE MODULES INTO A SINGLE CAMPAIGN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.

Files

NameTypeSizeDownloads
conan_chronicles_hak.zipconan_chronicles_hak.zip
Submitted: 04-30-2008 / Last Updated: 04-30-2008
zip88Mb2826
--
Conan_Chronicles_MOTB_Override.zipConan_Chronicles_MOTB_Override.zip
Submitted: 04-30-2008 / Last Updated: 04-30-2008
zip18Mb2545
--
Deep_Sewer_Override.zipDeep_Sewer_Override.zip
Submitted: 04-30-2008 / Last Updated: 04-30-2008
zip11.3Mb2660
--
The_Scythian_Pits_v0.93.zipThe_Scythian_Pits_v0.93.zip
Submitted: 04-30-2008 / Last Updated: 06-20-2008
zip18.3Mb3027
Module, custom talk, readme and walkthrough files
The_Scythian_Pits_Readme.rtfThe_Scythian_Pits_Readme.rtf
Submitted: 04-30-2008 / Last Updated: 06-20-2008
rtf16.31Kb2730
--
SCORE OUT OF 10
9.06
48 votes
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Comments (30):

1 2 3

Posted by LeslieMS at on08/27/08
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 on08/27/08
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 on08/26/08
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 on08/23/08
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 13:15:08    Voted8.50
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 on08/21/08
*/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 on08/20/08
*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 on08/17/08
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 10:39:31    Voted8.50
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 09:36:09    Voted8.50
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

1 2 3

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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

 
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