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.
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)
Having a blast so far in! =) _________________________ "Death makes equals of us all"
Posted by Rolo at on04/10/13
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 2013-04-1009:39:34
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 2013-04-1008:54:09
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 2013-04-0911:19:05
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 2013-04-0816:15:45
I'll get a patched version up this week sometime. _________________________ Shadow Thief: Crimmor and Path of Evil blog Link
Posted by roadsaint at 2013-04-0814:04:00
Thank you for the response Rolo! Sounds like a go.
Posted by Rolo at on04/10/13
@ 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 at on04/10/13
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 2013-04-0812:02:02
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!
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