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NWN2 ENGLISH MODULES

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Name  Sands of Solvheil III: Crusaders of Shalihir
Author  Raith Veldrin
Submitted / Updated  12-16-2009 / 06-29-2011
Category  Single Player
Module Types  Dungeon Adventure, Epic, Various Settings
Forum Thread  Link
Scope  Part of Series
Content  Everyone
TricksTraps  NA
Roleplay  NA
HackSlash  NA
LevelMin  07
LevelMax  08
Gameplay Hours  07
Patch  1.23
NWN2Game  NWN2:MotB
Description
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

Development Blog:
Link

Setting Atlas/Wiki
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

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2010-07-19VPJ7.67Excellent story and atmosphere.
Unique and well-thought out setting.
Linear story and gameplay may turn off some players.
Some annoying bugs.

Files

NameTypeSizeDownloads
SOLIII_DESIGN_DOC.pdfSOLIII_DESIGN_DOC.pdf
Submitted: 12-16-2009 / Last Updated: 12-17-2009
pdf933.51Kb702
Sands of Solvheil III: Crusaders of Shalihir Design Document [PDF]
Solvheil_III_Hak.zipSolvheil_III_Hak.zip
Submitted: 12-16-2009 / Last Updated: 12-17-2009
zip304.6Mb1601
--
Solvheil_III_Crusaders_of_Shalihir.zipSolvheil_III_Crusaders_of_Shalihir.zip
Submitted: 12-16-2009 / Last Updated: 12-20-2009
zip62.8Mb1621
--
SCORE OUT OF 10
8.75
20 votes
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SCREENS

The city of Tahamman in the Shalihir Desert.


The ruins of Solvheil lost in a planar rift.


The ruins of Nalass sit upon an arid plateau.


Alakanthor perched upon the side of a cliff.


The Oasis of Azullain is a central trading hub in Shalihir.





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Comments (30):

1 2 3

Posted by Raith at 2010-01-2019:21:41    
Thanks gang! Yeah, the ending can be confusing without looking at the Journal. I just don't quite trust onDeath scripts to trigger 100% of the time, so I played it safe. If I didn't run into anomolies testing, it would have all been done differently. Still, most of the story got conveyed as it should. _________________________ Raith Veldrin Sands of Solvheil Series | Atlas Gazetteer | Blog

Posted by DaveFritz at 2010-01-2008:18:47    
Hi, Everyone, Sorry for the fuss. I missed a journal entry, or maybe reset the Journal wrongly with the DM Tome. Anyway, I got through OK. I'm looking forward to Part 4!! Cheers, Dave

Posted by Rosie at on01/20/10
I enjoyed this very much, thanks for making it. It seems I played version 1.00 as I had the bugs that some others have mentioned; however I was able to get around them with the DM Tome and completed the story. The story was a real high point, as was the detailed universe you created with tons of its own lore. Characters such as Ambrose also really brought the place to life. Outstanding stuff. I played through as a rogue, with a couple of levels of fighter and found this story pretty much perfect for that build. I'd recommend this to anyone, as long as they don't have a problem with a linear story and not too much in the way of exploration (something which clearly doesn't bother me!). Thanks again.

Posted by DaveFritz at 2010-01-1914:59:42    
Oops. "stuck"

Posted by DaveFritz at 2010-01-1912:27:28    
Hi, Raith, I seem to be stick at the end. SPOILERS I fought and defeated Reyzalla in the Ruins of Solvheil. He broke into 4 Thrells which I also defeated. Then nothing happens. There is a door which requires a key that I don't have and that's it. The design document says that I should drive Threll back to the Outer Planes, and then Stop Second Disaster, then the final scene. How do I get to those? Cheers, Dave

Posted by rabiesraeven at on01/16/10
Very nice set of modules, and a pat on your back for finishing what you started! I liked that the camera moved during conversations to point out things of interest. SPOILERS| Some critisism (for the whole trilogy) |SPOILERS - The end boss of part 1 was *very* hard to hit. Was i supposed to be of use during the fight? My celestial ally constantly blinded and wounded my evil character with some sort of spell. - My experience actually got decreased when importing to part 2. - The door to barbarian king's citadel was hard to target. I had to walk super close to it manually (and it took a while to figure this out). - I played a custom prc called warrior of darkness from kaedrin's pack. The custom feats stopped working in part 3. - I tried to intimidate a few thugs in desert market village into not killing me or taking my money. The game made a listen check iirc. Might be a mistake. - Marcaruswhassisname didn't talk to me or join me when I meat him outside the ancient temple area almost at the end of part 3. - The story line moved super fast at the very end. I had some trouble grasping the final twist.

Posted by DaveFritz at 2010-01-1507:44:41    
Hi, again, Here is a method that worked for me to fix up Dorian's missing feats. Apologies to those who know how to use the Console for the baby-step instructions. First, select Dorian as the character you are controlling. Then type the following dialog series. Note that it IS case-sensitive. Things (in parentheses) tell you what the command will do. Do not enter things in parentheses. ~ (opens Console) debugmode 1 (turn on Debug Mode so you can make changes) givefeat 2 (gives Heavy Armor Prof.) givefeat 3 (gives Light Armor Prof.) givefeat 4 (gives Medium Armor Prof) givefeat 32 (gives Shield Prof.) givefeat 1115 (gives Tower Shield Prof.) debugmode 0 (turns off Debug Mode) ~ (turns off the Console) Dorian should now be able to wear his armour and use his shield when you save and reload. The extra proficiencies are prerequisites for the ones you really need. Yay, I can continue with my saved game instead of starting over. Cheers, Dave

Posted by DaveFritz at 2010-01-1413:38:29    
Hi, Raith, I'm going to have to start over as I have the Dorian-with-no-armour-or-shield-proficiency bug as well, but I'm on the old version. I see you gave him Tower shield proficiency in version 1.1 Does Dorian have armour proficiency now, too? I found that he kept his armour that he was generated with OK, but because of the missing proficiencies, on a reload of a save, he lost both his armour and shield. Cheers, Dave

Posted by Raith at 2009-12-3003:18:22    
It just wouldn't work out, I'm sorry :( The hak is required for everything from area design to adversaries. _________________________ Raith Veldrin Sands of Solvheil Series | Atlas Gazetteer | Blog

Posted by Jecht69 at 2009-12-2923:36:16    
That hak file is really big and my internet usage is unfortunately quite limited:(. What would happen if i tried playing without it?

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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