The Harvest of Chaos: King's Festival + Queen's Harvest Campaign is a conversion by Kaldor Silverwand of the classic introductory modules King's Festival B11 and Queen's Harvest B12 by Carl Sargent and published by TSR in 1989.
This is an introductory single-player campaign that takes 6-10 hours to play and levels the party from level 1 to level 5. Enhanced versions of the SoZ death system and crafting system and the party editor system are implemented. NWN2 and both the MoTB and SoZ expansions are required.
For modders, threads on how the SoZ death system was implemented, the SoZ crafting system was implemented, and the SoZ party editor and party system was enabled are available in the Bioware NWN2 Forums (links and explanations below).
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Implementing the SoZ death system in a campaign:
Link When setting up the SoZ death system in my own campaigns this is what I have found:
First, this will only work in campaigns. Using the campaign editor plugin set PartyMemberDying to TRUE. If you do not do this then the player will not bleed from -1 to -10, and will instead jump right from 0 to -10.
The required scripts from SoZ are:
ginc_death
k_death_remove_gui
k_mod_load (to be used as the module On Load script)
k_mod_player_death (to be used as the module On Player Death script)
k_mod_player_dying (to be used as the module On Player Dying script)
k_mod_load contains some SoZ cohort specific code and some SoZ module specific trade code that can be commented out. The significant thing it is doing regarding the death system is this line:
SetGlobalInt( VAR_GLOBAL_NX2_TRANSITIONS, TRUE);
This line makes sure that dead party members are transitioned with the party when switching areas. Like the US Marines, no one is left behind.
If you allow characters to die and your first PC does, then when you try to have any other party member converse with an NPC the dead body of the first PC will switch with the conversing party member. To avoid this you can set all NPCs to be able to talk to non player-owned creatures. An easy way to do this if you do not want to alter all of the creature blueprints you have is to take advantage of a line in the k_mod_load script:
SetGlobalString("N2_SCRIPT_SPAWN_CREATURE", "kb_default_sp" );
This line sets a script name to be executed for any creature being spawned in with the standard spawn in script. This can be used to control treasure on creatures, but can also be used to set the talk to non player-owned creatures. Look at the bb_kingsfestival_sp script in my Kings Festival campaign if you want to do this.
A cautionary note about this: If you have NPCs set to speak to non player owned creatures then you may have a problem if you use the gb_surrender_hb script. This script causes a creature to surrender after being damaged and then start a conversation with the nearest party member. If the NPC is set to talk to non-player owned creatures then it may start a conversation with someone other than your currently selected PC, in which case the conversation will not work properly.
k_mod_player_death is pretty clean and doesn't contain any SoZ specific code that can be removed. It executes the k_death_remove_gui script.
k_mod_player_dying doesn't contain any SoZ specific code that can be removed.
As long as your companions use the standard gb_comp scripts they should be handled correctly.
So if all you want is to mimic the SoZ death system in your campaign the above should be enough.
In my campaigns I do quite a bit more though so that in easy mode the death system from the OC is used rather than the SoZ system. I also apply xp penalties for dying.
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Implementing the SoZ Party Editor:
Link
Implementing the SoZ Crafting/Enchanting System:
Link
These notes are also available at my blog bbellina.blogspot.com
See the Read Me file for additional information.
Campaign patches should be applied after installation of the campaign. Patches must be applied in the order they were released.
Patch 2.00 20110425 - This corrects the conversations of the inn keepers in Penhaligon so that they remove the fatigue effects properly. This should be installed after v2.00 and patch 20110424.
Patch 2.00 20110424 - This corrects an issue when starting the game that caused characters to become fatigued immediately and prevents idle time from counting toward fatigue or the minimum rest period. This should be installed after installing v2.00.
Patch 2012-04-13 - This patch allows crafting to be done by Warlocks who have the Imbue Item feat and a high enough UMD; changes the calculation of spell caster level when enchanting to use class levels and the Practiced Spellcaster feat; adds scythe recipes to the medium level recipe, and adds meditate, drop unequipped inventory, and character visibility options to the player context menu.
Nevermind, I figured it out and started the Queen's Harvest.
Posted by karen at on09/18/11
I enjoyed the first part of the campaign and would like to do the Queen's Harvest, but how do I start it? I spoke with Aralic and he told me I finished the King's Festival, but he doesn't offer any way to continue. I would really appreciate some help. Thanks, Karen :)
Posted by Kaldor at 2011-07-2319:17:09
@Avo: Thanks for the feedback. There are quite a few companions provided in the game. So the loot is geared toward outfitting them. If you stuck with your small party all the way through and sold everything then I can see how you can end up with more. Then again, you did save the kingdom so you should get something for your trouble. @roadsaint: Thanks for the feedback. Glad you liked the traps.
Posted by roadsaint at on07/20/11
Other than how difficult the Orc boss and his buddies were for a 1st level character, I liked this mod. The second installment "Queen" was much better. The original traps in the basement were especially nice and challenging. Good work!
Posted by Avo at on07/18/11
Nice little old school dungeon adventure. Very linear, but exceptionally well done. Tough battles and nice dungeons. I don't know th original DD module, but I can very well imagine it after playing this. I went into it with a pure meelee party of 4 already lvl2 characters, so the first part might have been somewhat too easy, but during "Queen's Harvest" it balanced nicely. One minor quirk: What's with the incredibly heavy looting towards the end? There's some almost epic gear to be found. My lvl 5 party ended up with loot worth some 200.000 gold. Luckily most of it was mage items, so I can't use them with this group. Otherwise they would have been heavily overpowered for any other mods to follow.
Posted by Kaldor at 2011-06-2310:15:24
@Wulfmeister, Thank you very much. I'm curious as to what you mean by environment design. If you mean the area terrains then I can only take partial credit for that. My area-scaping artistic skills are not what I would like them to be so I tend to repurpose and modify OC areas and areas from the vault. Often these required a lot of work to get them the way I wanted, but it always helps a great deal to have an area that looks pretty good to start with.
Posted by Wulfmeister at on06/21/11
Simply great, especially the environment design!
Posted by Kaldor at 2011-06-1822:09:34
@Ander Gent, Thanks for the feedback and vote. I'm glad it worked for you. With a PnP conversion I think there is a balance you have to strike. I like to think of this more as a re-imagining since I did take some liberties. There is a significant amount of content that I added in areas that were either not described in the PnP modules or very lightly described. I also took liberties providing more explanation of events than provided in the original. These are areas where I think a DM would probably have expanded things as well. But when the PnP descriptions were very detailed ("in this room there are 8 orcs and a hobgoblin and a desk but it is otherwise empty") I usually followed the descriptions. I'm glad you enjoyed it. Regards
Posted by Ander at on06/14/11
Yeah i wasn't getting those... I re-installed and it fixed whatever was going wrong for me though. Not sure what happened but most likely something on my end. I did just finish it today, and the adventure was grand! I never played any of the original pnp's. I could see where you put some of your own personal touch into the modules, maybe a little would be nice though. Especially in some of the emptier areas. That's really my only complaint, to do more good stuff ;p
Posted by Kaldor at 2011-06-0916:01:54
@Ander Gent, When you get to the world map point at the south end of the King's Road the world map will have two new locations: the city of Penhaligon and the estate of Kavorquian. You should be able to proceed to either.
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