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NWN2 ENGLISH MODULES

- Jump to comments -
Name  Halls of the Beast Tamers NWN2 v1.03
Author  MikeLM9215
Submitted / Updated  09-07-2008 / 10-10-2008
Category  Single Player OR Multiplayer (1-4 Players)
Module Types  Classic PnP Conversion, Dungeon Adventure
Forum Thread  Link
Scope  Small
Content  Teen
TricksTraps  Nonexistent
Roleplay  Light
HackSlash  Light
LevelMin  03
LevelMax  07
Gameplay Hours  02
Categories  Forgotten Realms
Myth Drannor
Patch  1.13
NWN2Game  All
Description
HALLS OF THE BEAST TAMERS
by TSR, Inc.
converted by MikeLM9215

In the eastern ruins of Myth Drannor was a guild devoted to learning all they could of the animal world. Their studies were used to train rangers. When Myth Drannor fell their complex was ruined. But an opening into their cellars has been uncovered. And a brave few have determined to enter.

For levels 5-7 individually and 3-5 for a small party.

Takes place 1st day of Hammer 1358.

There are 4 NPCs and a store. Only 2 NPCs can be in your party at one time.

v1.01. Control over NPCs, ladders in water if you fall in, NPC equipment IDed, trolls don't regenerate to full hits on death, fixed text on globe conversations.

v1.02. Fixed NPCs so they now follow right behind.

v1.03. Fix respawn to wake you up in throne room, change placeable water with 3D water, change opening conversation to opening of store only. Some secret doors work differently now.

Files

NameTypeSizeDownloads
Halls_Of_The_Beast_Tamers_MOTB_v103.7zHalls_Of_The_Beast_Tamers_MOTB_v103.7z
Submitted: 09-07-2008 / Last Updated: 10-10-2008
7z3.5Mb743
MOTB v1.03. Fix respawn to wake you up in throne room, change placeable water with 3D water, change opening conversation to opening of store only.
Halls_Of_The_Beast_Tamers_NWN2_v103.7zHalls_Of_The_Beast_Tamers_NWN2_v103.7z
Submitted: 09-07-2008 / Last Updated: 10-10-2008
7z3.4Mb425
NWN2 v1.03. Fix respawn to wake you up in throne room, change placeable water with 3D water, change opening conversation to opening of store only. Some secret doors work differently now.
SCORE OUT OF 10
6
5 votes
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SCREENS

A strange orb.


They really can die!


Surviving the night.


The tabaxi look remarkably were-ish.


An assortment of cages.


Rabid Goats in Myth Drannor.


A statue marking an intersection.


A meeting chamber.


The dead interred.


A fitting portrait.


A store room.


Three can search better than two.


An unexpected guest.





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Comments (30):

Posted by Lanessar at 2009-09-02 05:19:59    Voted 6.25 on 09/02/09
Hi Mike,

Excellent recreation. It's pretty true to the mod, and is a PNP conversion.

I think the main point of contention from the posters is that the "module" in and of itself in the original FR boxed set required a lot of setup from the DM in order to make it into an adventure. There has to be a basis for the trip, why they find themselves there, etc.

The vagueness which occurs in the old modules doesn't occur in the newer ones because it's built around the DM having woven a whole story. The new mods from WOTC spoon-feed this all to DMs.

Thus, I think that when you do a PnP conversion, you the mod writer have to "be the DM" to some degree and add those bits of ingenuity in order to make it really work for NWN.
_________________________
Lan's Placeable Groups v1.5

Posted by darant at 2008-11-03 23:19:27    Voted 6.00 on 11/03/08
I really liked the premise, wandering around the creepy ruins of Myth Drannor. Not much was happening but the realism was cool. However, there were definitely many scripting issues. NPC's started attacking me and each other for no reason, or became invisible. Rescued companions wouldn't follow outdoors and quests couldn't be completed. Overall I applaud the effort. More concise adventuring could be improved upon.

Posted by MikeLM9215 at 2008-10-01 08:25:06    Voted 5.75 on 10/01/08
Worked all right with 2 people and no NPCs. Nothing special yet.
_________________________
The road to Ravenloft is paved with good intentions.

Posted by MikeLM9215 at 2008-09-21 18:39:15    Voted 5.75 on 10/01/08
Sorry, not much you can do with a larva and one outdoor area. Think of this as using a real adventure made by TSR to learn how to use the toolset for a different game. Is too small to be rated really. There is a Ruins of Myth Drannor module it could be expanded into. It's more of an I'm travelling from one module to another and did this little adventure in-between module.
_________________________
The road to Ravenloft is paved with good intentions.

Posted by chaoschristian at 2008-09-21 14:22:45    
I don't know how to rate this, because from reading the other comments, I'm not sure what the developer really intended this to be. And not being familiar with the origianl PnP material, I don't know how to compare it.

I will say though that while the dungeon in question has a lot of potential, I spent a lot of time in anticipation of encounters rather than actually encountering anything.

The one thing that really had me intrigued and excited was the Worm on a Hook subplot. But then even that ended with a fizzle, unless I've missed something both obvious and spectacular.

This adventure needs a DM to come along and populate it with traps and encounters and treasure.

Posted by MikeLM9215 at 2008-09-16 21:30:11    Voted 5.75 on 10/01/08
Great, more problems. I apparently used henchman scripts instead of companion scripts. Changing them seems to have solved several problems. Fixed the armor too.
_________________________
The road to Ravenloft is paved with good intentions.

Posted by ericdoman at 2008-09-16 11:19:09    
Mike

Downloaded and started to play but the cleric and druid can not memorize any spells. The memorize spells sheet is blank. Also notice that you have to press exploration and the follow me. How? Every other game I have played didn't have this. The goat rag armour was a red question mark? Any ideas?

Posted by MikeLM9215 at 2008-09-14 19:20:37    Voted 5.75 on 10/01/08
Version 1.03 will be up once I figure out how to get respawn to actually work someplace other than where you are standing. G1 and my Maztica conversion should be done in a week or two.
_________________________
The road to Ravenloft is paved with good intentions.

Posted by helmo1977 at 2008-09-14 02:38:49    Voted 2.50 on 09/12/08
MikeLM9215 I didn´t read the part about light roleplaying and light hack&slash, but even so, I voted for what I think of the module. It´s my personal opinion, and If you didn´t like your module to be low rated, just disallow voting. If you allow it, take the critics for what they are, the opinion of somebody (and for me your module had "very little appeal"). Perhaps you are the one who should be banned from the forum if you bully all who don´t give you good reviews.

PS. I have no X Box or any other console, know perfectly what Myth Drannor is and have been playing D&D for almost 25 years, so think twice before starting to judge other people.

Posted by MikeLM9215 at 2008-09-12 17:18:42    Voted 5.75 on 10/01/08
Thanks, that averages it to what the voting standards say it should be.
_________________________
The road to Ravenloft is paved with good intentions.

Posted by MikeLM9215 at 2008-09-12 17:08:23    Voted 5.75 on 10/01/08
Thanks, that averages it to what the voting standards say it should be.
_________________________
The road to Ravenloft is paved with good intentions.

Posted by Flubaddy at 2008-09-12 12:18:03    Voted 9.00 on 09/12/08
Hear Hear!
We shall all wait with baited breath until Helmo actually contributes something to this site!Probably be a long wait? And then we can all nit pick our way through it, probably dropping a few 2.5 votes along the way,and then see how he feels about it!

Posted by MikeLM9215 at 2008-09-12 08:35:24    Voted 5.75 on 10/01/08
helmo1977, there's no point in lying. The module says it is a conversion, has small scope, has light roleplay, light hack and slash and non-existent traps. It is in Myth Drannor, and if you don't know what Myth Drannor is you shouldn't be playing in the Forgotten Realms. If you expect anyone to know what is going on in a city dead for hundreds of years good luck to you. There are three talking creatures that can tell you something of the history of the building. That would require you to move more than 5 feet. And if taking 15 seconds to move down a hall to a door is too slow for you, you should get out of role-playing and go back to your X-Box 360. 20 minutes of play? More like 2 minutes.

You do have control over your NPCs. You just need to press the Voice key followed by E and E to make them follow. It is a design flaw in the GAME that you have to keep telling them this, I have nothing to do with it. And each NPC has 10 places in the module where they speak to you, sometimes giving information about the building itself.

No doubt your whole 45 days has been spent giving 2.5 votes to everyone who dared to put out a module you knew you wouldn't like. People like you should be banned from the vault.
_________________________
The road to Ravenloft is paved with good intentions.

Posted by helmo1977 at 2008-09-12 01:46:10    Voted 2.50 on 09/12/08
I have played this module for 20 minutes and frankly, I don´t see the need to keep on playing. First of all, you can´t control other characters, which is irritating. I can coup with that, but the real problem is that there is almost no roleplaying and no combat. Most time you walk along endless tunnels begging to have some encounter. Most of the module is empty of encounters and treasure. And finally, there no history at all, you just explore the really big building, so you have the feeling of wandering with no pourpouse. I like the adventures with few enconunters and big areas to explore, but only if the areas are beautifully made and the enconunters are really good, which is not the case.

Posted by MikeLM9215 at 2008-09-09 16:59:59    Voted 5.75 on 10/01/08
Speaker-to_Customers: I did the NPCs the way I did them because thats the way they were set up in NWN1. I did find the NWN2 scripts and will see if they work with the module.

The module is a pen and paper conversion. Lots of computer players don't like them. Thats why the NPCs talk every few feet, to fill in the emptiness. The DMs will probably get more use out of it once I have that version uploaded.

It is a small module with about 2000 gold and 1000 experience. Wasn't meant to be anything more than that.
_________________________
The road to Ravenloft is paved with good intentions.

Posted by Speaker-to-Customers at 2008-09-09 15:53:24    
The Weapon in Hand of the Cleric is 'unidentified'. As the NPC's don't have accessible inventories, and aren't controllable, I can't tell for sure if he's managing to use it despite its unidentified status. The Druid keeps changing into animal form and, every time she does, the next time we go through a door she gets left behind.

The normal custom of having controllable companions is much more fun to play IMO than the way you have chosen. In my own attempts to build modules (abandoned because of persistent module corruption issues) I didn't find it necessary to have any special scripts for controllable party members; it's the default. I'm puzzled as to why you chose to do it this way.

The areas are huge but very empty. After over an hour of playing, finding almost nothing to fight and very little to loot, I rather lost my enthusiasm for continuing. Far too much of the time is spent simply walking along endless empty corridors and checking out side doors which, almost always, lead to bare and empty rooms.
_________________________
"You do well to flee, townspeople. I will pillage your lands and dwellings. I will burn your crops, and make merry sport with your more attractive daughters!" (Olaf the Troll, in 'Buffy the Vampire Slayer')

Posted by MikeLM9215 at 2008-09-08 15:10:59    Voted 5.75 on 10/01/08
isaacjr: It is from the 1st edition FR Boxed Set, as will be another one in a month or two. Don't really have issues to fix, just weird things happening.

juan: There isn't any reason to control your companions. There is only one creature at a time to fight. I didn't script them to play like NWN2, I scripted them to play like NWN1. You converse with them to give them orders. NWN2 scripts kept getting me killed. The module is too small for NPC control to matter. It can even be played single player.

sirchet: Right, I was going to make a DMFI version. I just don't know what the DMFI trigger is for.

eb52t: How'd you get in the water? There's no way down. There an ixitchicatl in one pool. But you probably fell in killing it. Use the tilde and DebugMode 1 command so you can use dm_jumptopoint to get out. I'll have to see about putting a ladder in or something. Didn't think anyone would fall in.
_________________________
The road to Ravenloft is paved with good intentions.

Posted by eb52t at 2008-09-08 13:54:36    
Is there a way to get out of the water in the water room? I can't get the camera to zoom above the water surface, so can't get my character to find its way onto solid floor. Also did not find anything of interest beneath the water surface...maybe I missed something =/
_________________________
Timmmeahhhhhhhhh!!!!!

Posted by sirchet at 2008-09-08 13:44:03    
Hi MikeLM9215,
Is this multi-player friendly? It seemed a little empty to me, but that's just my opinion. I think it would be a great set for a DM to run a party through though. Would you be thinking of making this a DMFI module?

Thanks for your work.
_________________________
Help is good when asked for,
Better when needed.

Gaming Parents Studios

Posted by Juan Valera at 2008-09-08 11:12:12    
I´ve started the adventure, but I can´t control the companions. Then, I decided to create my own companions and create a party of 4 members. In this, I can´t control the companions either.

Exists the possibility of having total control of the companions? Perhaps Exists a cheat or something similar.

Posted by MikeLM9215 at 2008-09-08 08:14:02    Voted 5.75 on 10/01/08
Actually Juan, it's just a little dungeon that can be put anytime. It doesn't connect to any political situations. It's an abandoned building in the ruins of Myth Drannor. It could happen current time. It's one of those filler dungeons.

And don't apologize for asking a question. Most my entries have no posts at all. I get to prove I'm actually listening to people when there is a question.
_________________________
The road to Ravenloft is paved with good intentions.

Posted by Juan Valera at 2008-09-08 04:35:23    
Sorry. I didn´t see the year of hammer (1358)

Posted by Juan Valera at 2008-09-08 04:33:53    
One question: In which year more or less is set your adventure? 1300 DR?

Posted by MikeLM9215 at 2008-09-07 20:25:28    Voted 5.75 on 10/01/08
Buckwheezer, this is a conversion of an actual TSR D&D adventure. They always have empty spaces (which is why the NPCs interject comments). But it is a small adventure with only 24 rooms, approximately 1200 exp (depending on level)and about 2000 gold. Maybe some day I'll make more buildings to explore.

I didn't set the NPCs up to be controlled. There isn't enough to do and I haven't found the scripts yet. You give them instructions by actually talking to them and telling them to fight hth, or ranged, buff up or stay away from locks. Don't know how many of these actually still work, but they are the reason each NPC has 1300-1500 words of conversation.

The log goes off if you leave, since you can rest on one stairway and in the throne room. It's assumed you are done when you come back out. Players like to have at least one journal entry. There are actually two other simple quests with journal entries also.

The module is as finished as it can be within the constraints of a computer. Only had to leave 4 things out.

I'm a NWN1 modder learning how to use NWN2. I tend to forgot some people have only played NWN2. I did list it as small with up to 2 hours of play. It actually has 1-3 hours of play.

_________________________
The road to Ravenloft is paved with good intentions.

Posted by Raskae at 2008-09-07 17:26:17    
Oh hell, don't update for one letter.

If you care at all, I would just keep notes of all the little things like this people point out so that when you have a *real* update, you can add polish.

Looking forward to playing, and thanks, for creating and sharing.


Posted by issacjr at 2008-09-07 17:00:19    
I like the original short mod in the FR-1 boxed set is this built around that module? also have the issues with it been fixed? i will check it out when im not as busy i love pnp conversions.

Issac

Posted by buckwheezer at 2008-09-07 16:44:44    
I am not sure if I finished this or not but my log says that I thought I had explored the crypt enough. I found a whole lot of nothing - mostly empty spaces with a couple of rather easy combats (not even a hack and slash). We have no control of the NPCs. There doesn't seem to be a reason to play so I am assuming that this needs finishing.

Posted by MikeLM9215 at 2008-09-07 15:42:14    Voted 5.75 on 10/01/08
Figures, checked all the people conversations. Missed the ball conversation. Should I update for one letter?
_________________________
The road to Ravenloft is paved with good intentions.

Posted by Raskae at 2008-09-07 15:08:07    
I'm usually not one to nitpick, but when it's right in the screenshot... the present tense of radiate is 'radiates.' The glowing ball radiates light, for example.

Posted by MikeLM9215 at 2008-09-07 11:30:53    Voted 5.75 on 10/01/08
Oops, caught me before I finished uploading screen shots.

BTW, the druid NPC tends to have problems going through doors for an hour after shape-changing. Don't understand why.
_________________________
The road to Ravenloft is paved with good intentions.

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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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