Fallen House Celofraie by Sanjuro
THIS REQUIRES 1.23 AND MOTB
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Stats at a Glance:
- Designed for a Drow male character � You can play as other races but you will be talked to as if you are male Drow. This for plot reasons if the PC was a female Drow it would drastically change the plot.
-This is a predominately linear module, and roleplaying is pretty limited. There are several side quests and some quests have several different outcomes.
- There are no alignment changes. Most of the situations you will be in are ambiguous in terms of there being evil or not. You have opportunities for better or worse actions but on the whole I leave it up to you to decide whether an action is moral or immoral.
- For classes I would avoid Rogues, you can play as one but there are no traps or locked doors/chests. The next mod I have in mind will be designed for a rogue but I decided to leave these skills out of this module.
-Most of the items are designed for Fighters, Barbarians, Clerics, Rangers, Druids, Bards and perhaps Wizards and Sorcerers but they will have a harder time. If you play as a caster I would suggest being level 8.
- Starting level of 9, you will be leveled to 7 as a Drow and 9 if you are other races.
- Ending level of 10-11
- 6-8 hours of play
- 4 potential companions, 2 are forced for story reasons you can choose which one you have.
- There is no respawn, so save frequently. Resting is limited to specific areas of the map, most of these have a map pin. Be aware that combat can occur often from dialogue choices with NPC�s. Also the majority of mod is set in the Underdark and it is dark. There are torches and colored light rings in the beginning area. Alternately use Dark vision to navigate. Most of the areas of interest are partially lit, so don�t worry about important items being placed in pitch black areas.
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Important Notes:
1) This is my first module. I attempted to root out the bugs in the mod but chances are that I missed some. If you find any issues let me know through comments
2) The mod is fairly dialogue heavy. The majority of it is focused on fleshing out the character relationships and detailing the setting. The majority is also optional. Some areas are pretty combat intensive.
3) The story of this mod takes place around the events in the War of the Spider Queen series of books. Few of the characters in this series appear in the mod. I may have taken liberties with some of the specific lore and some characters. I think of the mod as a what if, scenario based around the events in the series.
4) The custom music is from several sources. The majority is from Fallout 1 composed by Mark Morgan, also there is one clip from Planescape also composed by Mark Morgan and a short track from the Bioshock orchestral score.
5) My scripting skills consist of using Lilacs script generator and plugging in variables in the pre made scripts. So there aren�t many custom scripts.
6) There are four possible companions, 2 are major characters and 1 of them has to be in the party. Depending on your dialog choices you can choose one or eliminate one of them leading to the other. Depending on which major companion you have you will gain access to one of the optional companions but one of the others will not be available.
The mod is designed for two playthroughs, once with each of the major character. The major companions have large parts to play in the overall story.
7) Majority of skills used are Diplomacy and Bluff, Intimidate is used less often . There are no traps or locked doors so Rogues are not very useful. There is no crafting use.
10) There are several NPC in the game that will be much more powerful then your pc and will kill you if you fight them. If these npc�s die the quest string will break for the mod. I have these powerful npc to reflect that you aren�t a high status member of Drow society. If you insult, say a Matron, you would be killed.
1) Make sure you remove the files from their respective folders! For instance, DO NOT place the downloaded 'modules' folder into the modules folder on your hard drive. You must instead open the downloaded module folder and place �FallenHouse.mod� into the hard drive (MyDocuments) modules folder.
2) Place �FallanHouse.mod into your MyDocuments/Neverwinter Nights 2/Modules folder.
3) Place all the hack files into your MyDocuments/Neverwinter Nights 2/Hak folder.
4) Place all the music (.bmu) files into your Music folder (once again, under MyDocuments).
5) Place the portrait files in you�re MyDocuments/Neverwinter Nights 2/Portraits folder
6) This is all you need to do for the file aspect. To run the module, load Neverwinter Nights 2 MoTB and select New Game. Then, you must pick New Module and select Fallen House Celofraie.
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Music:
Planescape:Torment � Mark Morgan and Richard Band
Fallout 1 � Mark Morgan
Bioshock - Garry Schyman
Please post any bugs, feedback, questions, concerns or hate mail here in the comment section.
Feedback is very helpful and voting for this module and other modulesis a great way to encourage future projects.
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Thanks to the following creators for their great custom content.
RWS Deep Chasms
Acme Assault Hattery
Chaos Wielder Mind Flayer Cthulhu caves
Adonnays Elven Weaponry
Nytir�s Aribeth Valsharess Armor
Jonny Ree Beholder
D15SCORD Enchanted Eyes
Ar Pharazon Drow long sword
Female Outfits Aleanne
Fenril Heads
Briesence Male Elf Heads
Miss O�s Elf head
Antenni Lineage 2 armor and weapons
Azenn Black Wolf Forest
Komuro Scum Villainy
Team Advent Clothes
Storytellers Blueprints
Updates notes 1.1 9/9/10
-Erased several conversation links that had been used for testing.
-Added conversation option for quest
-Added map notes to make quest item locations more clear.
Update Notes 1.2 9/18/10
Mostly smaller fixes
-Fixed conversation node where items could be taken multiple times
-Fixed issue with quest not running because conversation node set to once per conversation.
-Cleaned up one more left test option.
-fixed several grammar and spelling issues.
-fixed some naming issues for several creatures and items.
Hello Zeevico, If you have to change her diety it won't affect any scripting of the story or other issues so I would just do that. When I was testing the game I didn't see that issue crop up, with the missing icons I think it had to do with some of the hacks I was using but I'm pretty sure it limited to the shields and maybe a couple of other items. _________________________ NW2 Module Fallen House Celofraie
Posted by Zeevico at on07/24/11
By "her" I mean Kilena.
Posted by Zeevico at on07/24/11
Oh, and I can't pick Eilastree as the deity either as she's LN.
Posted by Zeevico at on07/24/11
Hmm...well her alignment is listed as LN in mine. That could be why. Is that intentional? Also some of the heavy shields are appearing in the inventory screen as '?' but in-game they look fine. Anyone else experiencing this? Otherwise, if that's not the case I think this may be to do with some other mods I installed--they're stuffing up UI as well...
Posted by Sanjuro at 2011-07-1512:01:13
Hello Zeevico, The picking a new diety is most likely a bug. I haven't seen it mentioned before, if you can choose Elistraee or another it should be fine. _________________________ NW2 Module Fallen House Celofraie
Posted by Zeevico at on07/24/11
Hi-- On level up Kilena needs to pick a new deity. Bug?
Posted by Sanjuro at 2011-07-1208:01:17
Thanks for the vote Avo. The issue with the ending might be resolved by speaking with your main companion. I was having to keep track of a lot of ending possibilities and with my limited scripting skills I had to do most of the triggers with conversations. So you could try to talking to the main companion either Kilena or Serik, also clicking on the main portal at the back of the room might trigger the ending. Thanks for playing and for the feedback Avo. _________________________ NW2 Module Fallen House Celofraie
Posted by Avo at on07/12/11
Actually this module was a lot better than I expected. It's hard to get the underdark feel right, but "Fallen House..." pulled it off nicely. The atmosphere and the locations were great, as were the characters. The plot felt somewhat railroaded and shady at times but overall I enjoyed it. My own mistake was, that I was to lazy to come up with a new drow character for the mod and used the one I had previously brought through the "Hunt through the Dark" and "Shadowdances Vault" series. So I was hopelessly overpowered . In hindsight a shame because I think the battles were very well done. One weird thing: The ending felt abrupt. I ended up killing both bad guys, my journal updated accordingly and then nothing happened. I didn't think I broke something because the jounral said "you killed xx and afterwards yy". There's a "surface-portal" which I suppose I should go through, but it doesn't work. Aside from that, no major bugs. Most quests didn't get resolved in the journal. Onyl one or two did, but I got all the xp and rewards, so I guess it's fine and didn't affect gameplay at all. Some beholders were able to shoot through locked doors, but that's all.
Posted by Kaeljin at on06/08/11
Was really fun to play as a drow,never played as one in nwn2 because that ECL thinguie isnt fun to me...my only 'complain' is the fact that if u retalk with some npcs after completed some quests they will give more xp over and over...if this module had a sequel i wanted to see the lsd Duergar again hehe !!!!
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