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NWN2 ENGLISH MODULES

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Name  Legacy of the Dragon
Author  Illondar
Submitted / Updated  09-22-2008 / 06-01-2009
Category  Single Player
Module Types  Combat, Dramatic, Dungeon Adventure, Roleplay, Romance
Forum Thread  Link
Scope  Medium
Content  Mature
TricksTraps  Light
Roleplay  Medium
HackSlash  Medium
LevelMin  02
LevelMax  07
Gameplay Hours  08
Patch  1.22
NWN2Game  NWN2:MotB
Description
Requirement: Mask of the Betrayer

Installation: The "Installation Guide.txt" can be found in the Legacy of the Dragon Package which explains the installation in detail. (The installation only requires copy/paste of module data, no setup.exe needs to be run)

Intro:

Arriving in Port Trinad on a hijacked ship is bad enough, but something in this small port town is not as it should be. Prepare yourself to uncover secrets, explore hostile territories and fight for the greater good or simply for your own glory.

Campaign features:

type: single player
playtime: 6 to 9 hours
level: 1 to 7
companions: fighter/thief, wizard, bard

Hints:

Skills: Most of the skills are used here and there in conversations except for crafting skills. Appraise lets you haggle for free items at shops so it might be a good choice.
Encounters: Not every creature can be beaten by ordinary weapons. If a creature proves resistant, try something else.
Companions: Speak with them often (in each area) to find out more about them. If they don't have anything more to say you will know. Whatever you tell your companions may have consequences, so be aware on how you treat them.
Difficulty: As this is a low level module starting with a fighter or similar class will ease the difficulty while choosing a class relying on magic will give you a harder time.

Files

NameTypeSizeDownloads
Legacy_of_the_Dragon_Package_v1.02.zipLegacy_of_the_Dragon_Package_v1.02.zip
Submitted: 09-22-2008 / Last Updated: 12-07-2008
zip118.1Mb9215
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SCORE OUT OF 10
8.95
80 votes
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Comments (30):

1 2 3

Posted by KrysNyte at 2010-06-2104:53:25    
Is there someone that can help me? PLEASE

Posted by KrysNyte at 2010-06-2104:52:19    
I downloaded the module from the Vault and began playing and I have to say it is a fun and well-made adventure. I was really enjoying it but have now run into a wall. I cannot enter the Inn, I cannot leave town. I see on here that maybe I'm supposed to talk to someone's mother, but my game doesn't have a Mother. Where is she? There are no doors to open and enter except the church.

Posted by Robel at on05/31/10
I`ll just say this: I died in a friggin' cutscene. _________________________ Needles in the eyes!

Posted by Sumguy at on04/11/10
Overall it was a nice short-medium mod. Writing was good and the occasional typo didn't really matter. Areas looked good, fights were challenging and characters were interesting, too. There was one big downer though: I've never seen companion AI behave so badly. Zones looked nice but their design wreaked havoc on the AI. In many fights keeping companions under control was the hardest part. - Companions tend to attack enemies that are far away, not part of combat, instead of those directly next to them. That's particularly annoying when it happens during cutscenes. I lost count of the times I had to reload because they kept pulling more enemies. - Some prop corpses seemed to trigger attacks from companions. They'd ignore everything else and move to the corpse and either do nothing, run in circles or blow all AE spells on them. Most notable in the wood after Glittertown (a dire boar corpse IIRC) and in the fight against the bugbears in the port town (bugbear corpse near the mayor). They became useless in fights because whenever you told them to attack or move, they'd just run back to those corpses and blew their spells into thin air. Even in follow mode, they'd cast spell at them. Also, the Rogue/Fighter companion's feats aren't consistent. He has Longsword Focus and Weapon Finesse. Weapon Finesse doesn't work for Longswords. Granted, he has more feats than possible, but it's still arbitrary. A minor point are the 2 zhent mages. They are rated as effortless, which was quite the understatement. All in all it's a nice mod with a few issues but it's still very recommendable. Just keep your companions close ;)

Posted by jaege at on02/08/10
I really enjoyed this mod. I liked the way it was broekn into several adventure goals. Nicely done.

Posted by hellion1971 at on01/08/10
OK, I had to restart the game after getting to the Wooded Valley and not being able to keep Whitemancer alive (I lost him while running from the Devil). Aside from this this error (to those of you reading, follow Whitemancer's directions to a tee---DON'T DEVIATE), the game played out quite well. Combat was worthwhile, scrips were solid (some spelling errors, but so what?) and the finale was actually not so easy. Good job Ilondar. Wish I could rate it above a 9, but having to restart from the beginning sucked a bit.

Posted by hellion1971 at on01/08/10
@ Aardvark: I have the same problem...Whitemancer died immediately from imps, and now I can't find him. How did you end up?

Posted by taltamir at 2009-11-2920:48:40    
since none of the crafting skills are used, you should consider disabling them so that the AI does not stupidly choose them. Also, why build the cohorts with skills like persuade? they will never use those, only you can. I loved how you actually included stores with scrolls for wizards, very useful and something often omitted by modders. Consider making a note in the description about the setting being faerun. I was sure it was gonna be a wheel of time adaptation until actually playing it halfway through. Also, the special armor for the bard has -20% arcane spell failure. This is pointless for a BARD since bards automatically ignore arcane spell failure while wearing light armor (and it is light armor). _________________________ I do not have a superman complex; for I am God, not Superman!

Posted by taltamir at 2009-11-2908:10:23    
when you have whitemancer with you, he uses a few spells, then he runs into melee and fights unarmed! (unless he has some monk levels that means attacks of opportunity) This is utterly ridiculous, there is an AI option to absolutely and utterly avoid melee. You can set it on the party AI, he isn't a "normal" party member though so I can't set it, he is a henchmen, thus you must set it. I really don't want to see him die (as a henchmen he is gone for good if he dies), so i reload a lot and work the fight around him. _________________________ I do not have a superman complex; for I am God, not Superman!

Posted by taltamir at 2009-11-2905:03:22    
I found some "ancient weapons" under the church in the opening town... one of them had "material: Bad Stref" or something to that extent. I assume Stref is string reference. basically something is broken there... plus the weapons were crap, they sold for a lot of gold, but had a bunch of minuses making them worse then regular items. Appraise used for BEGGING was a bit, jarring... why not use it to make "merchantile deals" or "investments"... you put some money upfront, based on your appraise check you get back part of the money, all of it, a profit, or a large profit + item... Make it happen at a "later" portion of the game. Also, no two handed weapons? no heavy armors? and not crafting? but unlimited rest? Wow, its like the first module in a long long time where playing a wizard is worthwhile (for low levels that is, obviously at levels 10+ mages rule no matter the module) _________________________ I do not have a superman complex; for I am God, not Superman!

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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