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NWN2 ENGLISH MODULES

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Name  Arithel
Author  Hilltop2012
Submitted / Updated  06-20-2009 / 01-26-2011
Category  Single Player
Module Types  Dungeon Adventure
Scope  Medium
Content  Everyone
TricksTraps  Light
Roleplay  Light
HackSlash  Medium
LevelMin  03
LevelMax  04
Gameplay Hours  04
Patch  1.22
NWN2Game  NWN2:MotB
Description
**MOTB required**
There are no respawns, so save your game.

There are no Haks or anything, just place the mod file in your 'MyDocuments\Neverwinter Nights\Module' folder and run as Module.

All comments are welcome.

Quick description:
You arrive at the small town/village of Elton which is located close to the Moonwatch Hills, along a trade route, between Phlan and Melvount. A few of the houses are charred and burned. They seem to be victims of a recent attack. And so an adventure begins.

I would like to thank:

Testing:

Hoegbo
Otso
Jackkel Dragon99
Ingthar

Things that were used:
Kaldor Silverwand, ga_bb_set_xp_for_level Script
Sunjammer: Sunjammer's Conversational Visual Effect Scripts
Storyteller01: Adolescent NPC's

If I forgot someone, please let me know.

**Updates / Version History**
08/26/2009
Fixed Throne room key bug. The game should no longer crash when you load a saved game with the throne room key in your inventory.
08/23/2009
Re worked Arithel conversation. It should work now.

If you leave the ruins and return, you will end up in a corner of Celestia. Talk to the Pixie. He will send you back to the ruins. (Lame fix, I know.)

07/21/2009
Fixed control panel / save conversation problem.

Companions will no longer drop loot on death. Companions have a way of leaving suddenly sometimes. Sometimes bad things happen. Be careful what you give them. :)

06/30/2009
Worked on the conversation problem with Arithel and the locked door.

06/28/2009

Fixed as many there/their spelling errors as I could find. Also changed 'Plan' to 'Phlan'

Made ruins entry door transitional, so it can be used to return to the surface.

Goblin cave door is now unlocked! And no longer has a coversation attached to it.

Added armor to the weapon merchant, outside the Inn.

Set a door in Thar Underground to Static.

Tinted the ground in Elton a little bit.

01/26/2011
***********
Removed TRN files and uploaded the file to the vault. Since Divshare seemed to stop working.

Files

NameTypeSizeDownloads
Arithel.zipArithel.zip
Submitted: 06-20-2009 / Last Updated: 01-26-2011
zip17.6Mb1413
Reduced file size and uploaded 01/26/2011
SCORE OUT OF 10
8.1
17 votes
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Comments (30):

1 2 3

Posted by Raskae at on08/02/09
Oh, forgot to mention. If you are the kind of rotten scoundrel who appropriates shay's magic sword and shield for yourself, he rejoins the party with a new set. A good way to dupe those :)

Posted by Raskae at on08/02/09
Still rough around the edges, but I'm enjoying the story regardless. Still needs a bit of proofreading, synonym errors and missing apostrophes abound. (You should add they're to your there/their hunt) I'm sorry if that seems a bit anal. More importantly, if you exit and re-enter the kobold ruins, you are transported and stranded to a corner of celestia. The merchants in town don't have enough gold to get the party started. I really wanted to sell the rogue links armor from the mage tower and buy myself a magic weapon of my choice (for me, being the katana), but neither the gnome nor the barmaid were able to aford to buy it. I figured I could just return when I had more loot, but the dungeons are all one way.

Posted by Raskae at on08/02/09
Just a silly noob question... is there any reason in particular to not host the file on the rather generously bandwidth endowed ign servers?

Posted by Gwydion669 at 2009-07-2800:00:32    
Hmm ... could it be a journal entry trigger? The save that worked was also the first one that had my character make the diplomacy check to get Arithel's full story.

Posted by Gwydion669 at 2009-07-2723:52:27    
Seems I?ve found yet another way to break the mod (sheepish grin) ? sorry. *****Semi-spoilerish This run through, I made full saves every five minutes. I was up to 12 covering post-power source. Every one of those 12 would crash the game upon loading, but the pre-power source ones were fine. It seems the boulder area wasn?t the culprit. I?m guessing the player should take back only what was given, and not any of the original equipment. Kind?a makes things go ?kablooey,? for some reason. No duplicate plate for the undead-killer, it seems. A new save in the mine (with only potions, etc., taken back) seemed to work. ******End Spoiler Once I finish, I?ll figure out if it was the module or my stubborn streak bringing me back again and again. I still think your mods just hate me, specifically. (insert smiley here)

Posted by hilltop2012 at 2009-07-2312:09:30    
Dave, Did you talk to Pogg? (the kobold, next to the cleric) You should have a quest called "Eye of the Kobold" before entering the ruins.

Posted by DaveFritz at 2009-07-2311:29:54    
Hi, again, SPOILERS I checked all the doors with all my characters and no luck. Is there a script I can run from the console to unlock them, or a key that you can give me the item code for? Also, I got no conversation from the Duergar with a name in the mines section of the Ruins. As well, I never got into the Lighthouse in Elton before leaving. Who should I have talked to? Cheers, Dave

Posted by DaveFritz at 2009-07-2311:04:42    
Hi, Hilltop, Rapiers! Yay! I've run into a dead-end, I think. SPOILERS I went to the S. Border and found the Cleric, but he had no conversation. I couldn't get by the Rock Face, so I went to the Ruins. I'm now in there with a ton of locked doors that I can't open and nowhere to go. I have the Wizard and Jondel with me and neither seems to be able to open a door. Any advice? I'll keep checking more doors just in case. BTW, after the first in-area transition in the Ruins, there was a door partly hidden in the right-hand wall when I was standing there. I could open and close it but there was a wall in the way so I couldn't use it. Cheers, Dave

Posted by hilltop2012 at 2009-07-2308:51:57    
Rapiers, check! I think people are ending up around level 6 or 7, so it will probably start around there.

Posted by DaveFritz at 2009-07-2307:15:13    
Hi, Hilltop, Thanks! That's good news about the new mod! I hope the level will be appropriate to use my current character. I've been kind of making an informal campaign of your mods. A small request - most of my rogues favour rapiers, a role-playing choice. Please put in a decent rapier or two. Cheers, Dave

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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