Having left your parents house some days ago, you where not thrilled at the idea of spending the rest of your life being a farmer. That and you had about just enough of your mother's nagging and father's controlling ways. You decided it was about time to go out in the world and try your luck at making your fortune.
Up the dirt road ahead, you see a group of slightly run down huts and small buildings. You pass an old rickety sign that reads Dunlop, you wonder to yourself if this might be the place to make your fortune or at lease find something to eat. You are cold, tired and STARVING!
Murder in Dunlop is a single player game for 1st level characters. It�s the story of a young adventurer who has set off to make his fortune. While doing some local quest being the hero of the day and trying to make a little gold on the side. Are hero starts to uncover some letters that point of something for more menacing happening. When a good friend becomes the victim of this evil plot, the quest is on!
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NWN Podcast Episode 120
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First I want to thank you the player for choosing Murder in Dunlop.
To play you must have NWN2, MOTB and your game updated to version 1.23
To install:
Murder in Dunlop: My Documents/ Neverwinter Nights 2/ Modules
Hak Pack: My Documents/ Neverwinter Nights 2/ hak
WARNING! There are no respawns for the playing character so I advise that you save (F12) and save often!
I would also like to point out that this mod is a thinking man�s/women�s mod and is not easy. If you�re looking for a game that you can just tank your way through then Murder in Dunlop is not for you.
Player tips
� Use the stores, don�t hoard your gold, buy potions, scrolls, ect you�ll need them.
� Scout the area when possible, have a plan of attack.
� Don�t forget to buff your party before a battle; you�ll need all the help you can get for some encounters.
� Use your rogue to do ambushes, have the party hide a little ways from the monsters then use your rogue to get the attention of two or three of them and lead them back to your party for the big pounce.
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MinDv1.4
� Corrected or rewrote some conversations.
� Fixed all triggers that where noted to be bugged.
� Rebalanced bosses.
� +/- To treasures for better game play balance.
� Added to stores.
� Improved/redid scripting to some areas.
� Some slight cosmetics.
� Added a couple of Easter eggs.
� Fix the character export script.
� Put lip mover file in Hak.
On rare occasions the unpacking of rar files has been known to induce bugs. (No journal entries would be one good example.) If this be the case please re-unpack your rar file and install a fresh copy of MinD.
@Chymeraes, I have to be honest the story was added after the module was 75% finished. I just needed the story line to tie all the areas together. I am thinking of an over hall after I finish Fanglewood and I?m going to try and address some of the issues you pointed out. I will check out the Saintly problem because that does sound like a bug in the trigger. Thank you. @TheatrePenguin, Yes I agree on the lack of roll playing, going to try and address after I finish Fanglewood. Thank you for your kind comment and score. _________________________ Murder in Dunlop Fanglewood My Class is Rogue ... "You look surprised to see me. If you'd been paying attention, you might still be alive."
Posted by TheatrePenguin at on06/27/11
This is a good little adventure with a decent plot and some great looking areas. A few typos and gramtical things here and there, but not enough to detract or distract. With the cast of characters assembled for this adventure, it seems a shame that there could not have been a lot more in the way of role-play and character interaction. That wold have made this tops.
Posted by Chymeraes at on06/17/11
Hack 'n' slash is not usually my thing but I really enjoyed this - I found the encounters challenging and imaginative, perhaps occasionally a bit too challenging but I think that was largely because I'm a wuss. Ended up feeling a bit like I was in WoW, LoS pulling and kiting and God knows what. I thought the area design was pretty good, although there were a few areas that were larger than their contents warranted (the path up to the mines, for example, is a big hill with nothing in it except a couple of enemies). The story is ... okay-ish, enough to get you into the action but, honestly, it could have been stronger in places, and I felt like I didn't really care about why this dude had been murdered, even though the game kept telling me "it was personal" now. I think if he'd had time to actually establish himself has having some sort of personality beyond dispensing vital adventuring equipment I might have been slightly more interested. And, although the overall plot, made some sort of sense by the end I think there could have been a bit more to join the dots, if that makes sense, so it didn't all come as Villain Denouement Dump at the end. As a few people have pointed out, there are a few grammatical errors here and there, and I would have appreciated a bit more interaction / personality from my companions. I mean Thingy the Saintly just came up to me and was like "hey, have you changed your mind about joining up with me?" and it was the first time I'd met her. But, yeah, grousing aside, I had a lot of fun with this, so thank you very much :)
Posted by alupinu at 2011-05-2408:22:47
@DannJ, Glad you loved it. Sorry about the grammatical errors. Going to do better with the grammar part in the future. Good luck with your mod looking forward to it. Thank you for playing. @rross28, Thank you for your encouraging words and yes there will be a sequel. As soon as I finish Fanglewood. ;) @Sieben, thank you, I?m flattered you compare MinD to MS. :)Glad you enjoyed the mod. @Avo, thank you for your positive words and yes I do plan to make the sequel. _________________________ Murder in Dunlop Fanglewood My Class is Rogue ... "You look surprised to see me. If you'd been paying attention, you might still be alive."
Posted by Avo at on01/30/11
Nice one. I played it witha cleric and it was tough in parts as promised. The story was solid and kept me going. A good module to get a character to level 7. No bugs, good challenge, aslightly stereotyped in terms of characters and story but well woth playing. I'd like to know how the story continues.
Posted by Sieben at on01/11/11
I thoroughly enjoyed this module. I hadn't played a level 1 PC for a while and had forgotten how fragile they are. Take the author's word for it, all the combats are challenging. You really need to buff up (I played a cleric), use the cute little halfling to recon and use tactics to win the fights. You cannot just wade in with weapons swinging, like Misery Stone, and expect to gain anything but grief. I encountered no bugs (also very unlike Misery Stone) that I could not attribute to NWN2 itself. The areas are attractive, the story acceptable and the combat intensive. The companions are lifeless, but you need them all to finish. I've mentioned M.S. twice now, since it was the last module I played. I'd much rather have a module Murder in Dunlop that is supported by the author, doesn't push the toolset to it's limits and works as advertised, than one like M.S. that is long on eye candy, isn't supported and can't be finished because of all the bugs. Hence my vote. _________________________ Been a long day. I could use a drink.
Posted by rross28 at on12/05/10
This is a nice straight forward module. I encountered no problems (I played using the latest updates). The final fight was a bit to easy - the party had just reached 7th lvl before the final portal - the firepower of a 7th level cleric,a sorcerer,2 fighters, and rogue made the final battle fairly simple. The available equipment had a nice balance to it, nothing overpowering - some modules make very powerful items available in low level modules which takes the challange out of the combats. I liked the fact that in some battles; tactics such as choke points, ambush, party control was essential. Overall a good low level module. I would definatley play a sequel if it became available.
Posted by DannJ at on12/01/10
Finally finished. Loved it. After the cake-walks that NWN1 and NWN2 had become, it was good to play something more challenging. It reminded me of the older games like Balder's Gate and Icewind Dale, where strategy was actually important. I'd have scored higher if not for the spelling and grammatical errors. That may sound a bit pedantic, but when you notice them they can really jolt you out of the playing experience. Encountering them in the initial credits didn't bode well for the rest of the module ("fallowing" instead of "following", "there" instead of "their"). I also noticed a couple of minor bugs. After accepting the quest to clear out the cellar, you can simply talk to the bartender straight away and tell him you've finished, when you haven't even left his side. The pots of burning oil also say they do 2d8 fire damage, but when you throw them they turn out to be ordinary alchemist's fire, which do a couple of points of damage at the most. They were still useful at the swamp shrine though. :-) Now I can get back to developing my own current module. Although I also have a character in it called 'Lucky' (it's a play on words hinting to what he is; he's not humanoid), and it's set on (well, mostly under) an island - just as 'Islander' is being released. D'oh!
Posted by alupinu at 2010-11-2916:09:33
@DannJ, Patch 1.21! Well that explains a few things. The mod was tested and fine tuned for patch 1.23. I can?t take responsibility for any tech issues from here on out with the mod. But I do still take responsibility for the miss spellings/grammar. LOL I?m glad to read that you?re finding the MinD hard to put down. It was designed to be a fast paced action type game, kind of like an action movie. Looking forward to your final comment and score. Have anymore issues let me know. Good luck and thank you for playing MinD. _________________________ Murder in Dunlop Fanglewood My Class is Rogue ... "You look surprised to see me. If you'd been paying attention, you might still be alive."
Posted by DannJ at on12/01/10
I found the problem. The halfling's speak trigger is right outside the inn door where the player spawns on exiting. I've always found that spawning directly onto a trigger is a good way to break it. Perhaps this was fixed in subsequent patches - I'm still running 1.21. I repainted the trigger in the toolset so that it was a square U-shape surrounding the door, so that the player has to take a couple of steps to trigger it. Now it works perfectly, and I'm able to progess with the module. I do have another serious problem with the module though - I can't stop playing it, when I should be working on my own new module. :-)
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