Whatever you think of SoZ, there's a regrettable amount of sloppy work in the dialogs and quests. Some of this is because of cut content, some of it is carelessness. I've been patching things up as I find them, and I figured I should share this with everyone.
Everything gets dumped into Override except module.jrl, which has to go in your SOZ campaign folder.
Here's the list of changes and which component changes them.
Lumber camp: Ghost sends the party to the right place: u03_ghost
NW City
Fixed Phineas' convo so PC can't mention museum before he mentions it: n02_sensate
Fixed Sensate journal so he requires 8 resources, not 9.: module .jrl
Fixed merchant faction leaders so they mention Jacoby, not the quartermaster: n02_keller, n02_merris, n02_archen
Fixed Aster Merris's dialog so you can get directorship: n02_merris
Overland:
Thayan slaves won't grieve for Garish if he survived: f00_en_s_slave
Bandit leader convo following bribes:typo fixed: f_00_en_s_wilted_rose
Crossroad Keep resting gives same fade effect that other town rests do: f00_loc_crossroad_keep
Sage now departs when you've finished talking: f00_en_s_toril_sage
Belueth no longer inappropriately mentions the Fated Winds: f00_en_s_sky_mage
Phandalin:
Changed Danley dialog so he doesn't mention monsters if he hasn't heard about them: f100_danley
Endgame
Small Kizu conversation change so you don't suddenly discover they're yuan-ti after already talking about it.: f31_kizu
fixed Dall convo so journal won't tell you where Sa'Sani's gone until Dall does:u03_dall
Port Llast:
Umberlee worshippers (including Lastri) now have dialog options for all the trials. Player still has to pay attention to pick the right ones:
s03_questioning_statue
West Harbor
Fixed Tarmas in jail so you don't have to restart convo if you have the key: t03_tarmas_jail
After the cult Jan now gives out his item on all dialog paths: t01_jan
Jan flagged as surviving when you've killed the cult, even if you don't talk to him:
script t01_client_enter_new
Jan has new line if Sheydann dead but rest of cult isn't.: t02_jan
Aruna: resolve shawl quest and get cult quest in one pass: t01_aruna
Tarmas in town: punish apprentice line only if you know he even has an apprentice: t01_tarmas, t01_jan
Innkeeper
Killing of worgs doesn't lock out all other rumors. Luskans in Port Llast won't be mentioned if they've been defeated : n04_innkeeper.dlg, s05_innkeeper.dlg
Crossroad Keep:
Issue with Orias sometimes not returning you to Samarach. Caused by incoherent variables. Test fix applied: m01_orias (Untested: I haven't been able to trigger the bug in my own games)
Can't Dragoon just rename the old .jrl to module.bak and put yours in? _________________________ Enjoy!
Here's a Link to The City of Torencia prefab.
Check out this Link to my Jack and the Beanstalk module... Do you have what it takes to be Jack?!
oh.. and my entry in the NWN2 area contest.. Treasure Island! : Link
Afraid not, Dragoon001. Modules are told which directory to find their campaigns in, so a My Documents folder isn't the same campaign as an installation directory folder.
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