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NWN2 ENGLISH MODULES

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Name  Crimmor
Author  Kamal
Submitted / Updated  04-04-2013 / 04-14-2013
Category  Single Player
Module Types  City Adventure, Roleplay
Forum Thread  Link
Scope  Large
Content  Teen
TricksTraps  NA
Roleplay  Heavy
HackSlash  Light
LevelMin  08
LevelMax  Any
Gameplay Hours  10
Patch  1.00
NWN2Game  NWN2:SoZ
Description
Crimmor is a module for solo rogues of level 8 (you can level up and receive appropriate gold ingame). Use skills and rogue abilities as a Shadow Thief in the streets of the Amnian city of Crimmor.

You may like this module, you may not. Crimmor is experimental and is focused primarily on the urban environment and providing the "feel" of a city, as well as rogue focused non-combat gameplay. If you are all about combat, this is probably not the module for you.

Crimmor pushes the NWN2 toolset's hard limit on objects in the external city areas, additionally, there are numerous npcs in the city. I recommend a modern pc. You've been warned.

Crimmor takes many things, from food, street, shop, and npc names, to the unusual relationship of the Shadow Thieves to the city, from Ed Greenwood's article on the city in Dragon Magazine issue 334. Thank you Ed. Some things I had to change in the interest of gameplay.

Characters without rogue levels are unsupported, though bards will probably work fine as well. You are not required to have levels in the Shadow Thief of Amn prestige class. You are not required to be evil.

Magic levels are low, there are few +2 items. Don't worry about that, Crimmor isn't a module about "powering up". You can reach up to level 14 in Crimmor. There are four possible endings, not all of which are good for the pc, and it is possible to end the game via decisions you make before the "end".

Among other things, Crimmor uses a custom lockpicking system (courtesy of RWS), all custom sound in the environment (courtesy freesound.org). It has custom weapon and item classes, and pseudo prestige classes (Crimmor does not change any 2das except for the loadscreens and trees.2das, so it works with any custom content that does not alter these, including class packs). Finally, the thieves speak cant. A pdf guide has been provided that goes over gameplay things, and includes a dictionary of the cant used as well as some background on Crimmor.

The module is completable without killing anything. There's no secret achievement or bonus for doing so. No xp is awarded for combat, only quest completion and exploration. There are approximately 10 hours of content.

There's a lot going on behind the scenes with things, and some things are pretty complicated. As with any 1.0 release, there are bound to be some bugs that managed to slip by, but there are two I am aware of:
Lockpicking does not consume lockpicks (yay for you, freebie!). Lights do not affect the hide skill though the DM will tell you it does, as there were seemingly unsolvable problems with this (I hope to get this fixed via patch). These have minimal game effect and were significantly delaying release, so I chose to go ahead and release.

Thanks to my testers: Arkalezth, PJ156, GFallen01.

Files

NameTypeSizeDownloads
credits.txtcredits.txt
Submitted: 04-04-2013 / Last Updated: 04-09-2013
txt1.74Kb37
credits for areas and scripts.
patch_1.02_to_1.03.7zpatch_1.02_to_1.03.7z
Submitted: 04-04-2013 / Last Updated: 04-13-2013
7z194.69Kb45
Use: replace the existing file of the same name, savegames will update based on the new files in the hak. (You can update from even earlier versions, but only scripts and conversations will be updated, not maps or journal issues (such as typos or incorrect journal information)
Crimmor.7zCrimmor.7z
Submitted: 04-04-2013 / Last Updated: 04-14-2013
7z541.9Mb250
v1.04
Crimmor.pdfCrimmor.pdf
Submitted: 04-04-2013 / Last Updated: 04-04-2013
pdf1.6Mb207
--
SCORE OUT OF 10
9.75
3 votes
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SCREENS

Docks Ward at night


Drovers Gate


Lockpicking, courtesy RWS!


Possibilities


Nice view


Wheel Ward





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Comments (44):

  1  2 Next>

Posted by Friar at 2013-04-22 08:46:04    
I'm so excited this is out! I'm almost inclined to give it a 10 right now because you have been such a big help to me on the forums. (koundog1, here)
But, I'm going to honor you, play it through, and then give you a proper review like you deserve... which is probably going to be a 10 out of ten, anyway. But still...

Posted by Nihlar at 2013-04-20 01:30:07    Voted 9.75 on 04/20/13
Really impressive and I enjoyed it a lot. The setting is beautifully presented and it fills an empty spot among the top NWN2-modules. I'll play it again when some of the bugs are cleared out.

/Amraphael
_________________________
ZORK - Rediscovering the Great Underground Empire
a re-make of the classic ZORK I, for Neverwinter Nights 2
Amraphael's House of Curious Things
My NWN2-blog
_________________________
If you download it, vote for it!

Posted by kamal at 2013-04-16 05:53:47    
masoon: In 1.04? I specifically and repeatedly tested this. Linyth has a conversation and leaves when you approach the front door of the prison. You can use the debug console to run the script "sh_drover_linyth_escape"
_________________________
Shadow Thief: Crimmor and Path of Evil blog Link

Posted by masoon at 2013-04-15 23:49:42    
Linyth the Elf follows you out of the prison but there is no way to get rid of her. You can't complete the quest, even when you take her to White Tern.

Posted by kamal at 2013-04-14 05:52:54    
Fixed in 1.03: Unique Lock, Kelvaert's Poison (specifically tested), sequencing problem with History of Crimmor vs the Riatavin interrogation, sequencing problem with the Lapel Pin vs Merchant Intimidation (for Malvan Chanthri), minor fixes like typos.

Fixed in 1.04: Linyth the Elf, Fell Sarcophagus, telling the Shadowmaster about Dhammada the appraiser while in Wheel Ward (all specifically tested, I'm not sure how the Sarcophagus was ever unusable as I'm unable to reproduce that, however I changed it's conversation name and re-tested in case there was some issue), minor fixes like doors that shouldn't have been usable, bad string refs, typos.
_________________________
Shadow Thief: Crimmor and Path of Evil blog Link

Posted by kamal at 2013-04-14 05:47:03    
Runestaff: Riatavin is the main quest, Fell Talisman is a long quest quest, but technically a sidequest or alternate main quest (it's possible to end the game via this quest, but there are endings that don't end the game).
_________________________
Shadow Thief: Crimmor and Path of Evil blog Link

Posted by kamal at 2013-04-14 05:41:00    
Runestaff: The Harper house is in a small alley near the water and the Guard HQ building (the golden building by the water), in an alley that has a place with blue torches in front of it. 1.04, which I am currently uploading, adds a mapnote in the alley as a hint you can go there.
_________________________
Shadow Thief: Crimmor and Path of Evil blog Link

Posted by Runestaff at 2013-04-13 21:05:20    
I've finished the module using the recently posted 1.03 patch hak. There are still several outstanding issues that I encountered. Since I was unable to resolve one of the module's major quest lines as a result, I'm withholding a rating until I have the chance to evaluate the module as a whole. The issues I encountered were:

1. The Riatavin quest does not seem to play nicely with the Fell Talisman quest. I'd advanced the former to the point at which the Shadowmaster was in the Wheel Ward. I'd advanced the Fell quest to the point of the appraiser's death (I'd given him the fake version). Upon reporting the death to the Shadowmaster, he says we need to return to the docks to discuss matters. This ports the PC to the guild hall, but does not port the Shadowmaster. Trudging back to the Wheel Ward to speak with him merely repeats the above conversation. This effectively stalls the Fell Talisman quest.

2. Although the Helm in the Crimmor Prison is now fixed with respect to the Linyth quest, Linyth herself is not. She still does not join the PC after being spoken to, and hence there is no way to get her out of the prison to finish the quest.

3. Apparently after refusing to provide the Fell Talisman to Dhamada, my journal got a new entry title "Not Used: Escape Crimmor." Despite supposedly not being used, I received a dialogue option to flee the city with the Talisman, and still had this even after I'd given it to the White Tern.

4. After completed the Symbol of Fraz-Urb'luu quest, I received an empty journal entry entitled "Wheel Ward: the Triadic Knights" that was not affected by speaking to any of the aforementioned knights.

5. There are two inaccessible doors in the Alandor Gate region, one of which presumably accounts for the fact that the Harpers dead drop quest doesn't seem like it can be completed. The first is in the lower right of the map (western edge by the compass) and is across Firesteep square from Belaerra's home. It has either a broken area transition or an unwalkable area in front of the door that prevents it from being entered. There is also a broken door in "The Drae" that is selectable but cannot be interacted with.

6. Something I'd noticed earlier that I'd forgotten to report is that there are multiple shopkeepers that sell items that grant a feat listed as "Bad Strref." Most of the "bad reference" items were sold by the Shadow Thief shopkeeper.

Posted by Runestaff at 2013-04-13 10:02:11    
@kamal: My journal entry states "In the Counting House, you have come across a unique type of lock you have not seem [sic] before. You jotted down some notes on the lock with the idea of doing further research."

I've encountered a few other anomalies since my last post:

1. The Fell Sarcophagus still did not work for me unless I also used the patch hak which allegedly is not required for module version 1.02. And yes, I did start a new game after downloading 1.02, and verified the timestamps on the module directories were indeed April 9th, so I'm confident I was indeed using the updated files. The Linyth quest was still bugged as described earlier even after doing this, however.

2. Kelvaert the smith's quest to deliver poison to him does not give me an option to actually deliver the poison. I've spoken to him with mild poison in inventory and later with three different bottles of strong poison, but the only conversation options presented are to view his shop and exit the conversation. I've also attempted to speak to his mother (who is standing at the western edge of the Purse Ward map near Krimmevol's) as well but cannot advance the quest further.

3. Per the toolset, it appears the book "Cheap or Chop" is supposed to be capable of being stored in the PC's library. However, I get no option to do so in the dialog.

4. The ground-level climbable objects in the warehouse in which the above book is found still have a "Debug Testing" conversation option that claims to let you exit right up to the roof. I assume this was an oversight that was left in during development.

5. There appears to be a sequencing problem with the Riatavin quest and the History of Crimmor quest. If you speak to the Dark Speaker first, do not give him all the books, then interrogate the prisoner, the History quest is listed as complete because you already know your destination. However, if you interrogate the prisoner first and then speak to the Dark Speaker, the History quest remains open. I haven't checked whether you can complete both in this case yet.

Posted by kamal at 2013-04-13 09:14:51    
Runestaff: Can you let me know what your journal says for the Unique Lock quest. I am looking at the conversations that handle the quest and it doesn't look like it's possible to be assigned the quest, take notes (which starts the quest), and then not have any options with the book in the library.
_________________________
Shadow Thief: Crimmor and Path of Evil blog Link

Posted by Picaro at 2013-04-13 07:01:35    
If I install 1.02 can I carry on with my saved game or do I have to restart?
_________________________
Take me out to the black, tell them I ain't coming back;
Burn the land, boil the sea, you can't take the sky from me

Posted by kamal at 2013-04-12 11:44:29    
ok, i'll look at those and get an update up as soon as I'm able to, busy this weekend.
_________________________
Shadow Thief: Crimmor and Path of Evil blog Link

Posted by Runestaff at 2013-04-12 00:10:34    
Here's a few bugs I've encountered playing version 1.02:

1. At least one of the White Tern's quests is definitely bugged, and the other two may be. To wit:
a) The Linyth the Elf quest appears to be the broken one. My strategy has been to sneak upstairs, acquire a guard uniform, then use that to bluff my way into the dungeons. This works, and I'm told to speak to the Helm. The first bug occurs if you open one of the (unlocked) corridor doors before speaking to him. In this event, the Helm will have no dialog options other than "End the conversation." The second bug occurs when you speak to the Helm first. He instructs the PC to follow him, whereupon he heads towards Linyth's cell, then walks back to his post without unlocking it. The third bug occurs if the PC responds to this event by pickpocketing the key. The Helm gives his "She's your problem now" line, but when the PC speaks to Linyth and informs her he's there to get her out, there appears to be no way to actually get her to leave. She does not follow the PC or give any additional conversation options. As a strange aesthetic issue, she also appears to have a male voice set.
b. For the Auramma quest, Auramma does not appear to spawn anywhere in Drover's Gate as suggested. Possibly not a bug as I may be looking in the wrong place.
c. For the Rudlan quest, Rudlan's house is not marked with a quest marker.

2. Completing the Book of Jormundgandr dead drop quest fails to remove the quest marker from Moruld Rithtyn's house.

3. The Crying Swindler is marked on the PC's map from the beginning of the game. I assume this is a bug given that few people supposedly know where this is.

4. Greasemang's observation that the lapel pin quest cannot be turned in if the protection money quest is turned in first is still the case in this version of the module.

5. In the unique lock quest, I've attempted to research the lock at the Crimmor library, yet my only conversation option with the Advanced Locks book is "Leave."

6. Although possibly intentional, the Crytrapper quest appears to stall if the PC fails to break the code as there is no option to retry it.

Posted by roadsaint at 2013-04-11 07:43:23    
Thanks Kamal,
I got past it ok on Rolo's advice the second time. Just wasn't expecting combat there, and it threw me how fast I went down, figured I had missed something vital that would have avoided confrontation there altogether.

Posted by kamal at 2013-04-11 05:06:11    
roadsaint: Those two will only speak to you if you are in the room they are in, and not hidden behind the wool batting they put up to muffle their own noise. Further, they only speak to you if they detect you, there is no speak trigger there, they roll detection against your stealth (which means both hide and move silent) on their heartbeat when you are in the trigger area.

Also, there are about 20 different side quests you can do from various dead drops marked on your map in the two wards of the city you are responsible for (Purse and Alandor), along with the other major quest given to you at the start of the game (which by itself gives at least two levels worth of xp).
_________________________
Shadow Thief: Crimmor and Path of Evil blog Link

Posted by Rolo Kipp at 2013-04-10 17:49:57    Voted 9.75 on 04/10/13
Fight or flight, and ixnay on the ightfay, cappice? ;-)
And sneak sneak sneak.
Also, Kamal makes excellent use of skill checks, seriously develop a broad skill-set. you never know what you'll need to get you out of a "situation" :-)
_________________________
Rolo Kipp

Humor is the only viable response to pain

Posted by roadsaint at 2013-04-10 17:34:46    
Thanks again Rolo, I should promote you to "Guide Savior". I guess the real clue should have been the auto-save...

Posted by Rolo Kipp at 2013-04-10 17:28:07    Voted 9.75 on 04/10/13
@ Roadsaint: This is where that belt of haste comes in handy. Run away. =)
They won't follow.
Then sneak back in and look for incriminating evidence you can bring to the Shadowmaster.
_________________________
Rolo Kipp

Humor is the only viable response to pain

Posted by roadsaint at 2013-04-10 16:19:36    
OK, so read the comments above. Apparently I was supposed to avoid them, but as soon as I entered a back room they spoke to me. Was in stealth mode, and no where near the two. Should I have completed another quest first, or just left the building once I saw them back there? Did I miss a clue that they are going to attack?

Posted by roadsaint at 2013-04-10 16:16:24    
Could use a little help! From the above I was under the impression that you could get through this mod with no combat, so I was only armed with a hidden dagger. On the very first quest I was sent to check on 2 companions and was slaughtered instantly. Can anyone tell me where I went wrong?

Posted by Celestial_Angel at 2013-04-10 13:33:52    Voted 9.75 on 04/10/13
Having a blast so far in! =)
_________________________
"Death makes equals of us all"

Posted by Rolo Kipp at 2013-04-10 11:47:33    Voted 9.75 on 04/10/13
Played last night without a glitch. Wow :-)

Upped my vote for the fixes in. Haven't got around to testing the murders yet :-P
_________________________
Rolo Kipp

Humor is the only viable response to pain

Posted by kamal at 2013-04-10 09:39:34    
ski2: there should be mapmarkers leading to the guildhall (which is in Docks Ward)
_________________________
Shadow Thief: Crimmor and Path of Evil blog Link

Posted by ski2 at 2013-04-10 08:54:09    
Just started the mod and I'm assuming I'm being an idiot here, but did I miss a hint on where to find the Shadowmaster right at the beginning? I've managed to find some other quests, but I don't see any markers, directions, or any other help on locating him and I thought that's supposed to be my first order of business.

Did I totally zone out on a comment by an NPC or something?

Posted by kamal at 2013-04-09 11:19:05    
Patch for v1.00 to v1.01 released. I am also uploading v1.02 which fixes a walkmesh issue in the docks and a few other map/area things that can't be fixed via patch.

Patch 1.01 fixes the Fell Sarcophagus, Linyth the elf, and the bugged conversation option with the halfling thief in Wheel Ward, among other things like typos (those sneaky things!). Complete patch notes are available in the 7z file.

All fixes from 1.01 are incorporated in 1.02, so if you download 1.02, you do not need to download the patch 1.01
_________________________
Shadow Thief: Crimmor and Path of Evil blog Link

Posted by kamal at 2013-04-08 16:15:45    
I'll get a patched version up this week sometime.
_________________________
Shadow Thief: Crimmor and Path of Evil blog Link

Posted by roadsaint at 2013-04-08 14:04:00    
Thank you for the response Rolo!
Sounds like a go.

Posted by Rolo Kipp at 2013-04-08 13:23:38    Voted 9.75 on 04/10/13
@ roadsaint: I give it a recommendation. The primary mission is not broken and the roguish feel of the mod is exceptional.

Or, put another way, to keep me going in the face of annoying major problems (which I do *not* think are related to Crimmor other than the load it puts on the engine) this mod had to be *good*.

Definitely HoF material, since I don't believe Kamal will rest until he fixes the little things that are rough now.
_________________________
Rolo Kipp

Humor is the only viable response to pain

Posted by Rolo Kipp at 2013-04-08 13:16:53    Voted 9.75 on 04/10/13
I'm assuming the intermittant crashes I'm experiencing are due to my rig, somehow, since no one else has reported them.

I *am* knocking off fitty sense for the quests I couldn't complete (harper in the prison and the murders in Purse Ward).

The long load times were off-putting, but the mod was so immersive, and so on-target with my own playstyle that I'd gladly put up with them all over again... if it weren't for the crashing once or twice every hour. ;-/

If I can fix *my* problems and K fixes a couple rough edges, I'll run Cy Softly through again (She's not a *bad* woman... she's just not a *good* one ;-)
_________________________
Rolo Kipp

Humor is the only viable response to pain

Posted by roadsaint at 2013-04-08 12:02:02    
GIven this looks like a combo of my fave NWN Mod (Book of Shadowwe - Rogues of Quinn) and NWNII (Path of Evil), should I wait for the bugs above to be fixed, or are they not game-breakers?
Thanks!

  1  2 Next>

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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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