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.
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