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NWN2 ENGLISH MODULES

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Name  A Red Wind Blows
Author  mattd
Submitted / Updated  05-09-2008 / 05-13-2008
Category  Single Player
Module Types  Various Settings
Scope  Medium
Content  Teen
TricksTraps  Medium
Roleplay  Medium
HackSlash  Medium
LevelMin  01
LevelMax  05
Gameplay Hours  05
Patch  1.12
NWN2Game  NWN2:MotB
Description
An adventure for character levels 1 to 5.

Requires NWN2 with Mask of the Betrayer expansion.

Lord Thom of Treetown has sent out a call for adventurers. A wandering bard traveling through my village spoke of great rewards for people who were willing to go on a dangerous journey into the unknown under his orders.

While Treetown is a coastal town, the journey to the dock is only navigable by ships with special maps, so I set sail to a village some way south of there. From there I set out on a trade road that leads to Treetown while passing through Renald's town.

Features:

* Single player adventure module with some non-linear gameplay.
* Set on the east of the Dragon Coast in the Forgotten Realms but locations are mostly created by me for this module.
* More than 4 hours long.
* 7 Companions, three of which can be in party at time.
* Custom resting system. Screen will fade to black, and if resting in a dangerous area there will be a risk of attack.
* Functional world map.
* Possible to complete main quest without combat or with a lot of, sometimes challenging, combat.

Uses custom content by:

Hellcow, Jester, Sorceress Ashura, Aleanne, MisterBritish, Barrel of Monkeys and RunnerDuck.

If any of their stuff looks bad in this module then it's more likely to be my fault than theirs.

Thanks to Adam Miller for sharing his install script and to everyone on the Bioware forums who helped with testing and feedback.

History:

#2008-05-13 Patch 1.
*Fixed a graphics corruption bug in treetown.
*Changed the way that the lair journal entry is updated.
*Fixed some item and conversation text.
*It is now possible to recover stolen items.
*Added tracking of campaign alignment shift.
*Changed Andre's dialog so that he appears as less of a forced companion.
*Changed the balance of a couple of combat encounters.
#2008-05-09 Initial release.

Files

NameTypeSizeDownloads
RedWindBlows_toolsetfiles_01_05132008.7zRedWindBlows_toolsetfiles_01_05132008.7z
Submitted: 05-09-2008 / Last Updated: 05-13-2008
7z13.8Mb435
Additional TRN files required to open module directories in toolset. Vol 1.
RedWindBlows_toolsetfiles_02_05132008.7zRedWindBlows_toolsetfiles_02_05132008.7z
Submitted: 05-09-2008 / Last Updated: 05-13-2008
7z13.9Mb450
Additional TRN files required to open module directories in toolset. Vol 2.
RedWindBlows_05132008.exeRedWindBlows_05132008.exe
Submitted: 05-09-2008 / Last Updated: 05-13-2008
exe24Mb1470
Setup file. This can be extracted with 7-Zip/LZMA software.
SCORE OUT OF 10
8.09
21 votes
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Comments (30):

1 2 3

Posted by Raskae at on07/08/08
I really loved this module... I never did figure out how to enter the lair, but had a great time getting into the Wizard's tower. (would likely never have figured that one out on my own if I had not remembered the mimic from HOTU) It seems I missed a "crow cave" entirely.. oh well, I'm sure I'll enjoy re-playing this mod. It was all the little details that made it perfect. The companions with personality mis-match who abandon you. The great use of toolset to create environments. The random encounters, travel encounters, unsafe rest areas, all the little details that suffuse the mod everywhere, and still remained fun to play. This may well not be the best mod available on the vault now, but it sure must be the most underrated.

Posted by Blatob at on06/17/08
Nice module, with inhteresting selection of henchmen and "random encounters". Main problem was the ridlle (I've solved it, but i don't have a clue how). Also, the end is unclear. I'm not sure if the chice I made good one.

Posted by Gwydion669 at 2008-06-1109:47:33    
Officially giving up until an an update appears on new releases. I'll miss you, Andre (sob!)

Posted by Gwydion669 at 2008-06-0211:42:44    
Hullo? Still beggin' here. I have since moved on to other modules, but would like to one day come back and finish this one.

Posted by mattd at 2008-05-2514:30:45    
dj_doc, was the puzzle just difficult or badly designed? I don't mind you voting me down if you don't like difficult puzzles messing with your game but if it's broken I would like to know how to fix it.

Posted by dj_doc at on05/25/08
This was a nice mod, thanks for your time creating it. Would have rated it 6 without that riddle I also have to agree with all the other posts that argued about area design and FR feel. The first could be better and the second just doesn#t work for me.

Posted by Gwydion669 at 2008-05-2421:57:14    
Thought "eldritch energies" might have been a clue at the diamond door. Seems not. Would someone be willing to email me the answer? Pretty please?

Posted by DaveFritz at 2008-05-2309:44:05    
Thanks, Rosie!

Posted by Rosie at 09:13:28    Voted8.50
DaveFritz I've e-mailed you, not sure how much help I've been, though ...

Posted by DaveFritz at 2008-05-2307:49:11    
@Rosie: I still don't get the Lair. Please email me and tell me how you did it Cheers, Dave

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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