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NWN2 ENGLISH MODULES

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Name  Crimson Cherry 2: Demon Womb (Chapter2) Beta
Author  PaladinXtreme
Submitted / Updated  06-09-2010 / 06-20-2010
Category  Single Player
Module Types  
Scope  Part of Series
Content  Extreme
TricksTraps  Light
Roleplay  Medium
HackSlash  Medium
LevelMin  06
LevelMax  06
Gameplay Hours  04
Categories  Dark, Horror, Violence, Erotica, Series
Patch  1.22
NWN2Game  NWN2:SoZ
Description
The gods have forsaken her. Now the heroin must face not only the chaos of the world around her, but that of her innermost self.

Note: This mod must be played through the campaign file provided and NOT the modules.
Note2: The mod was created with importing the original character in mind. Although benificial, it is not compulsory.
Note3: The plot enforces that Cleric spells be disabled for the majority of the module.

Installation:
1)Unzip all 4 RAR files
2) Make a backup of previous dialog.tlk in NWN main folder and replace with one provided.
3) Copy Campaigns, Modules, Music and Hak folders to their respective My Documents NWN2 Folders
4) You need only load the Area02 Fix File if you Beta file download preceded 21 June 2010.

(This mod is only the beta version and is still a work in progress. Feel free to speak your mind)

Files

NameTypeSizeDownloads
CC2CH2_(music).rarCC2CH2_(music).rar
Submitted: 06-09-2010 / Last Updated: 06-13-2010
rar96.6Mb650
--
CC2CH2_(hak).rarCC2CH2_(hak).rar
Submitted: 06-09-2010 / Last Updated: 06-13-2010
rar57.7Mb699
--
CC2CH2_(movies).rarCC2CH2_(movies).rar
Submitted: 06-09-2010 / Last Updated: 06-13-2010
rar989.89Kb652
--
CC2CH2_(beta).rarCC2CH2_(beta).rar
Submitted: 06-09-2010 / Last Updated: 07-06-2010
rar93Mb752
--
CC2C2_Area02_(Fix200610).rarCC2C2_Area02_(Fix200610).rar
Submitted: 06-09-2010 / Last Updated: 06-20-2010
rar32.7Mb509
--
SCORE OUT OF 10
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Comments (30):

1 2 3

Posted by Mad at 2010-09-0102:38:11    
Hum, in addition to the noted points, Im having great problems with the transitions/links. The order camp in the farmland, only works as I think planned, about 1 in every 3or 4 attempts, part of this is the method used to induce conversations and the general clumsiness of NW2 intraparty conversation. But also once when attacking the undead using the firebombs the bedroll burned - start again. Currently I am unable to progress beyond the prison cell, read madams diaries but no door to unlock anywhere esp the lighthouse which is I assume what the keys are for given they belonged to the lighthouse keeper! Any help welcome at this point.

Posted by GamesRus at 2010-07-1401:41:02    
@ Spell Singer - I tested that area last night and I stand corrected. The Deity changes to "Heir of Silandora". Child being the manifistation thereof. PX

Posted by Spell at 2010-07-1310:23:02    
I was going to look at my game save before the final battle but I deleted all my saves so I can only go by memory that sometime after leveling up I looked at my character and the deity field was still Sune but I can't recall now if that was after the talk with Child or not sorry. Also there is no end of module saved character; my local vault has only the character from chapter 1.

Posted by GamesRus at 2010-07-1303:25:42    
@ Spell Singer Strange... It was working. The Deity name will only change after the final converation with Child, but I'll check. The Deity settings are meant to be blank for this chapter. Child will be the only Deity in the chapters to follow. Sune's "death" was implied at the beginning of the chapter. There is no further indication though. The only bug that may occur is if you level up after the conversation, which may set to blank, but I doubt it. PX

Posted by Spell at 2010-07-1204:56:23    
Sune is still listed as deity in my stats though. What I noticed was that on leveling up the list to change deity was there but the list was empty. At the time I had no way of knowing what that meant and was thinking it might be a bug; I should have listed it in the observations. Yes I read the conversation, twice, but I didn't see anything mentioning her death. Either that or I missed it while repressing my characters urge to strangle.

Posted by buckwheezer at 2010-07-1105:56:25    
The skeleton is there. Looking forward to the finished product!

Posted by GamesRus at 2010-07-0911:27:21    
Okay.... Done some testing. The jumping of the henchmen into the dream will hopefully be solved by a clearallactions(). I have tried it and it is working for me. As for the armour appearing after the barrel ride... I can only guess it's a 1.23 issue as I don't seem to run into the problem and am not running anything different than what was issued. @Spell Singer - Did you read the long conversation with Child after killing the elemental. Child IS THE GOD from whom you're drawing your powers. SUNE IS DEAD. See Diety in your stats... Just when you think you'r enear the end... Thanks for all the help... PaladinXtreme

Posted by Spell at 2010-07-0909:55:28    
Ok seems I was closer to completion then I thought. The final battle was quite good. I died twice due to being stuborn but then made a run for the door, dropped the hammer (of the gods), followed by a searing light on L.J., followed by several turns to reduce the clutter. Around about then the two demons turned up and things proceeded fairly smoothly. The dead robes have a resitance/bad stref so there is an error somewhere in them. I would also have the character remark that they feel their connection to Sune (or whoever) returning because I failed to spot that I could again cast spells. The fact that my turn undead was also suppressed was annoying. But wandering around in a pitch black room thinking "is there a module glitch here" was not so much fun till I spotted that the spell failure icon had vanished and I could once again cast light. Also telling the diners that you think they deserve a whole lot of smiting should be worth good points I think. The door at the end of the dining room opens but has no transition out...so just locking it would be better. The puzzle worked out well, although the wording of one of the questions led to my death. Otherwise the end battle, well possibly even a might bit easy, is only so because for the first time in a long time you can go full out cleric and clerics at that level are a force to be reconed with. I could not identify the two clothing outfits that I found but I have only a lore of 6 so even with the ring that is insufficient. The music has been a bit hit and miss. During the exploration of the burned village the music was a bit too light and fluffy...something more angsty would have worked better. This is not really a big deal but that place it really struck me as just wrong. The other thing is there is the pigsty but no indication if you should or should not explore it. Otherwise I think the ending, though on the whole another part of the series that is "disturbing," also had a bit of an uplifting feeling. I felt good after the last battle. The paintings were a good touch. I'm not sure if an auto save was made...or if there was anything beyond the "another world" line...I vaguely saw a picture flash by...maybe I klicked to fast though. Hope the comments are useful and I look forward to the non-beta release.

Posted by Spell at 2010-07-0903:03:35    
That the "basic clothing" does not show up is apparently what alwaysplaying and I are seeing. It seems to always show the character in the armour she was wearing at the start of the module even if no armour is equipped. This has to be module related since it happens only here. Otherwise I take off a characters clothes and I get the default outfit in any other module I have played. I am as well seeing two sets of NPC in the camp dream sequence, one pair in armour the other nude. Basically when you show up in the dream you see the pair standing by the tree while the same NPCs clothed show up exactly like they would after a typical transition. Some comments: 1. "Bare" raises its ugly head in the discussion with Child after the elemental. Should be bear. 2. In chapter 1 I spared you know who near the end. I would think this should have modified the encounter under the village at least to a degree. Also, there should be more development of that whole section as it is important to the character so having the NPCs just sorta "done we're out of here" without closure or even questioning where I might know this person from seems odd. 3. I noticed that after leveling up the number of uses of turn undead did not increase. 4. I think it would be wise to indicate what feats may be not very useful to the player somewhere. I had no real idea what feat I should take during the leveling up. In chapter 1 I took "extend spell" which turned out to be less than useful, and "martial weapons" which turned out to be more but at lvl 9 I had not the first foggiest clue what might be useful. 5. The fight with Icog. is just poorly designed. It has an AB of +22 while my character has an AC (with shield) of 26 or (with halberd) of 23. That fight is not winnable outside of dm_god. I mention this only because in chapter 1 you did a very good job of striking a balance in the combats and in this chapter not so much. I only had to use god mode in chapter 1 due to the enhanced casting AI. Also It will disarm the character, not a bad thing in itself but maybe not anticipated. I'm not sure I'm not missing something like running about and leading the NPC through the traps or something. 6. Allie starts with 2 of 4 hps, Uriel in the temple seems to be at 5/15. Mrs Tibbs also showed up as injured or near death. 7. The traps in the lower temple region were not disable-able or recover-able. 8. The first conversation with Child he is very sympathetic to Evergreen. Mere moments later he is sarcastic and offensive something that continues through most of the next meetings. Ok the next are far more subjective... 9. It would seem to be more appropriate for the prison guard to suggest an accommodation then the character. PC: "I'd like a few words with my friend." PG: "Oh. Hmmm...well it has been a long time since...and you look mighty fine sooo tell you what..." Also the text later implies something that may not have happened (prostituting yourself with the madame). 10. What is often missing is the reason for the character feeling what she is feeling. Why is peeking through the keyhole exciting? What is exciting about public display? The story is the heart of the module and why the character is feeling what she is feeling is a large part of the story would sum up my view. 11. More chance to speak with the NPCs, also Uriels conversation in the bath is odd since you can ask about the Matron in 3 different ways. 12. More chaotic but good choices would be nice. I found it odd that for the most part to keep my chaotic good status I would have to do evil stuff for the chaos points. I'll continue on tonight. I ended up getting killed by the skeleton guard after the elemental fight and had not made a save in a while so I went to sleep rather than replay.

Posted by alwaysplaying at 2010-07-0809:24:07    
Sorry ignore that last question, finished reading your post after I answered your questions PaladinXtreme.

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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