Current Posted Version: v1.1
A direct continuation of [Sands of Solvheil II: Beneath the Hearlrforne]Link spoilers of which may follow:
Introduction After defeating Anziath and the invading Ith'inaar at the Stoneclef Mines in Harrn, you returned to Storneth with the injured Ellenari. It was there that King Ulivon informed you that forces from Dalreon had aggressively moved into the Shalihir desert under the guise of religious crusade. His earlier warnings about mixing faith and force coupled with the misgivings between King Jorlaan and Malcarus seemed to hold merit. Leaving Ellenari behind to recover, you borrowed a Harrn steed from King Ulivon to ride back to Albrynn. After stabling it for return as promised, you stopped by your estate before heading toward the Scarcrag Pass that connects Dalreon to Shalihir.
Sands of Solvheil III: Crusaders of Shalihir picks up where the previous module left off. A journey that started below deck on a ship in a river town leads you to into the desert and to the birthplace of man.
Module Trilogy Sands of Solvheil I: The Ruins of Kazatharis Link Sands of Solvheil II: Beneath the Hearleforne Link Sands of Solvheil III: Crusaders of Shalihir Link
Race: For the scope of this module, it is assumed that the player is human. Other races will still function, but will make less sense from a story standpoint.
Level/XP Progression: This module is designed to take a 6th level character to 7th.
Rest/Death: Left at game defaults. This module is focused on storyline over semantics.
Time: This varies greatly on how much ancillary exploration, reading, and dialogue is done by the player.
Encounters: Encounters are a mixed bag of:
a.) Hand placed creatures.
b.) Standard NWN encounters.
c.) NESS enabled spawns.
Depending on what the situation called for.
**Be sure to pick up the book you see in the beginning. It is a DM Tome that when used, can help you out of a jam. AKA "Break Glass in Case of Bug".**
When in doubt, check your journal.
(OE said it best: Save Early, Save Often)
Installation:
1. Unzip the .mod file to your MyDocuments > Neverwinter Nights 2> modules directory.
*Substitute current build number
2. Unzip the two hak files to your MyDocuments > Neverwinter Nights 2> hak directory.
3. Start NWN2, Select New Game > New Module, and select Solvheil_III_Crusaders_of_Shalihir_v*.mod
Partial Credits & Thanks
Special Thanks to JasonNH for his work on the cutscenes (he's the reason for the parts that sparkle).
Also special thanks to the following for their beta tests:
Jet Truebow
TymmeRMortis
Rashkae_
A Couple of Custom Content Creators of Cunning and Creativity who Cultivate Curiosity:
- Bouncyrock Entertainment
- Robinson Workshop
Finally, thanks to the community in general whose love of building and playing games together keep me out of the pub.
CHANGELOG v1.1 -adjusted Ambrose alignment to NG
-added Tower Shield Prof to Dorrian
-Made Doorguard always there with conditional conversation
-DO ONCE variable removed from Alakanthor onClientEnter to prevent it being skipped by glitch
Thanks for the last part of the trilogy - I really enjoyed it. What a surprise ending - I never saw it coming lol!
Posted by Avo at on11/30/10
Surely the best of the three modules in this series so far. The story was well thought through and the linearity didn't stick out so much. The plot was logical and it was quite clear when the party had to be a certain location. I thought is was weird that Malcarus never joined as a companion but followed around only for the cutscenes. Whatever - didn't jurt me much. In genreal I'd say that the series got better and better the longer it lasted. Thumbs up! Something that irritated me allthrough the series was, that, allthough the bulk of the dialogue was very well written, the dialogue choices for the character were rather cliched and hollow in comparison. Even as if it had been written by a completely different author. Since it feel you are getting better and better with the toolset it would be a shame if you stopped making modules. I am looking forward quite a bit to what you are working on.
Posted by Winwood at on08/06/10
Very Good, Deserves a Look
Posted by Qilue at 2010-03-1321:13:28
I haven't played this yet as I've been checking the .hak files for compatibility. The modified nwn2deities.2da in your .hak is based on the original one from NWN2. 4 columns were added by MotB and 1 was added by SoZ. Not sure if this would cause any problems though. Conversely, the spells.2da the one from SoZ, with some changes I expect from the mods you've used.
Posted by Raith at 2010-02-2120:50:59
@M.I. Ranger Oh man, taking that key early messed you up! I didn't consider that when I last minute made him just there opposed to spawned in via journal entry. That was causing problems, and it appears that talking to Anziath too early will too :( With the aquaducts. Unsure what causes this, as the area is baked. Try to save and reload that save when in the area. That seems to fix it for those who get stuck here. _________________________ Raith Veldrin Sands of Solvheil Series | Atlas Gazetteer | Blog
Posted by M.I. at on02/16/10
I may raise my opinion if I can work out the Bugs mentioned by others (Aquaducts movement, and Malcarus not joining). Great story line, and I loved the use of the Driders. I like even better the "Free Trade City" idea. I took some "iron claws" off of a Black Orc and it is giving me a "no picture" bug... might have missed these somehow in the haks. I found the return to the City a little mixed up as far as where to go first (I forgot to use the journal), I first went to visit my wizard prisoner (I had already stolen the key from the guard... he did not even get upset when I failed) but the dialogue was so strange that I thought I missed something in the temple... it was even stranger. When did we find out about the "Golem Armor", I only knew about new armor being made for the King from when they sent Malcarus to meet him. The rest I liked, maybe some more pissed of merchants though since we did invade their town. Ohh, and I agree some more with Sato Tan would have been nice, we probably could have handled the guards but it was nice to be introduced to the new Warrior Elfs. I am disappointed to hear this is the last epsiode, after reading your documentation I was excited to hear there would be a fourth. _________________________ Ranger's have Lead the Way since there was a way to be lead!
Posted by Spidercat at on02/08/10
Awesome storytelling mod with good story, lots of dialogs, quite a number of *very* nice looking areas, and good use of music too. I appreciated that combat was not overwhelmingly difficult for once. Impressive work ! Congratulations and thank you ! \>^.^
Posted by jaege at on02/08/10
I agree, great finally, to a great trilogy.
Posted by merbeast at on01/21/10
Solid final episode of a very good trilogy. Again, the lack of dialogue options or free choice was constraining. I am glad I got to keep the goodies I had acquired from the second episode (yay, banded mail and a masterwork longsword). There were some interesting characters that I would have liked to see more of (Saito Tan, for example). The end fight was ridiculously easy, I was unbuffed at the start of it, and I don't think my health ever dropped below 75% (one companion did drop, and the other got messed up though). All in all, the real saving grace was the story, it was well thought out. I did like the low magic setting, but the limited character creation choices (human melee), very limited dialogue choices, and a very linear storyline mean that there is going to be little or no replay value to it. So, bottom line a good solid one time thru module.
Posted by Raith at 2010-01-2020:56:12
@DaveFritz Actually, there isn't a part IV from this story's perspective, although there used to be one planned: Chasing the Golden Dragon...a fifth somewhat concieved too. When I began Crusaders of Shalihir, I decided to wrap it all up in a trilogy instead. The mod that I am somewhat working on (translation: Story is written and bunch of areas designed but nothing else) takes place in the same setting, but seperate events. It is more of a gothic horror-ish setting in the Northern Harrn area of Lontharvia. _________________________ Raith Veldrin Sands of Solvheil Series | Atlas Gazetteer | Blog
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