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A Dance with Rogues Part 1 2.0 (EE Compatible)
Submitted by:
Submitted by
2acornupper
on 2020-12-13 10:28.
Last modified:
2023-01-27 09:35
Game:
NwN1
Category:
Module
Requirements:
OC
Xp1
Xp2
Language:
English
Tags:
ADWR
,
A Dance With Rogues
,
Betancuria
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There's no download.
Come on, stop being a tease. If this is real I need it in my life.
EDIT: Why thank you very much!
If anyone is having trouble downloading the mod, make sure you disable the Norton extension in your browser. I disabled all antivirus' but still could not download, until I realized I had a browser extension blocking downloads.
This mod is the only reason I still play this game.
[Deleted]
Interesting.. I'm excited to see what you did..
I would second adding credits for Valine / Thirdpres.
Valine / 2acornupper are the same person.
This news makes me want to reinsall NW1 on my PC.
2acorunupper / Valine is back to the Vault. Hooray! Let me take this moment to thank you for your outstanding work. Years ago I wrote this in the reviews of ADWR already, but to me your game seems to be capable of enhancing real-life empathy towards victims of female abuse and is also capable of dispering misognistic attitudes. Or at least I hope so. Not to mention it is a dark psychological ride. I don't play NWN anymore as real life took over, but hey, knowing it is YOU who enhanced this version puts my plans into a completely new perspective! :)
I think I will actually get NWN: EE only to try your new version. Unless I am sure I can launch it on non-EE without problems - it should be doable acc to the description. But did someone actually test the module with non-EE version of NWN? Is classic Part 2 playable after Part 1 EE? Or maybe you are working on Part 2 EE now?
That's so neat: I was just logging on this morning to put some more work into my own ADwR love letter. I will happily download and play through soon!
Personally, I'm hoping that this is Valine undercover, in regards to credits. I mean, look at the way "V" signed off the upload! Coincidence?!
My Review / Feedback.
For the "lewd" scenes that you've converted over to cutscenes.. I would heavily encourage to not remove the dialogue / conversations that used to accompany those for purely animations.
You can still do the cutscene you want with a Conversation (in SetCutscene enable left clicking) and allow the player to have both the cutscene and the dialogue.
Also there are a few bugs with some guards being hostile in Market District.. (Near north side of the map where the barracks is) they even run around killing commoners.. I wouldn't set any Dhorne to Hostile faction.
Even when you hit checkpoints and they find stolen items, running from them causes them to go hostile and killing them causes every Dhorne to go hostile.. It would be better I think if they do the Non-Hostile chase like when they find you opening a locked door.
Some of the new areas are really bright or seem unfinished as well..
All that said though - I Love the changes you've made.. the accesory system is great, the new city design is great. I love how the Tea Shop / Exotic wares area was moved into a sort of "Japan Town" themed neighborhood.. love the redesign of areas ect.. Love the additional clothing options. Great job. I hope to see this continually updated.
(.. I think lot's of great things could be added!)
Hello Trinital, thank you for your feedback.
Definitely in my playthrough a few of the hostile guards have wandered south and started killing commoners.. You can actually walk through both gates there's no collision there..
For lighting it's a lot of the new taverns and brothels that are "Closed" but allow you to sneak in.. they seem to just be default bright light. Also they seem to be missing content.. like a Note mentions certain acitvities at the Hatch but when I go there.. there's nothing there?
For the Cutscenes.. They seem to of replaced some interactions like during the pick pocket quest / Jero .. ect.. I'm not sure a slow camera with floating text is really a great replacement for all that dialogue we used to see.. NWN isn't the most detailed, I feel the written dialogue explained better..!
I also have a key to Swan and Maiden but it doesn't open the door. Not sure if I missed something..?
Thanks for Reading!
EDIT:
Setting Dhorne Hostile in the main city I think is very risky because it can quickly break the game.. Keeping them non-hostile doesn't sound like a bug.. since their intended purpose was to chase you until you get a certain distance away from them, then they path back to their waypoints. If they were hostile they would just chase and attack you forever.
How do you know it's a bug?
Hm, interesting... Neither any commoner nor the PC should be able to walk through the gates. There should be an invisible object blocking the path.
The non-hostile chase is a bug in the sense that this wasn't intended, or rather, the original intention was that they should turn hostile.
One of the Dhorn patrol somehow walked inside the Bear Pit and is now permanently stationed inside by the front door. If I speak with him he gives me the "what are you doing on the streets this late?"
No matter, I can easily avoid him by using the alternate exits.
Most awesome! Thank you for all the time spent updating this fine module!
Can't wait to get started. Have to fire up my old NWN once again. Thanks so much!
I'm elated to see a new update for one of my favorite
NWN modulesgames!I'm a bit ambivalent about the added thirst / hunger mechanics, however. For one, my princess seems to have a crazy fast metabolism. She eats and then is still hungry a short while later, if not instantly.
How can I restore the lost strength / constitution from hunger / thirst? It seems I'm stuck in a vicious cycle. I rest in the bed but my princess with her crazy fast metabolism starves during sleep so I wake up even more hungry / dehydrated no matter how much she ate right before sleeping.
Edit: OK, that's not entirely true, I guess if I eat / drink more I can avoid most of the penalties, but still my princess seems to have high food and drink requirements. She wakes up parched and is there any place to get water aside from the barrel in the Bear Pit kitchen? I've seen merchants selling food but nothing I can drink (aside from alcohol of course, which doesn't quench thirst).
Unless there's some item that will let me gauge how hungry or thirsty I am it seems like I need to constantly shove food into my face to avoid getting unexpected penalties while adventuring. While I see the warning texts her hunger / thirst seems to escalate quickly... And since the lost HP / stats don't get restored after eating / drinking IMO the mechanic seems a tad too punishing... Unless of course I'm missing something or experiencing a bug.
It's a good idea to eat food / drink water (milk) until she informs you that she's no longer hungry / thirsty. That should keep things going for a good while.
Also note that different kinds of food have different impacts on how much hunger is reduced. So an apple before bed may not do the trick, rather have a nice dinner.
There's a water merchant at the market square, near the well / town crier. Alcohol does reduce thirst to a limited extend as well, but water is more effective.
If you eat enough food / drink enough water the negative effects should just go away.
Ah, thanks. I assume that if a merchant charges more for a certain food then it is more filling?
Directionally, yes!
Hi there,
In this update are there any changes in dialogs/plot, or is only aesthetical?
Will part 2 be updated as well?
Thanks for your contribuition!
Hello Grimgengar,
trying to avoid putting up any spoilers, as I hope it will be more fun to explore what's new. There are changes to the dialogues and the plot. The storyline will bounce around more and more differently the later you are in the module. Actually, having these updates in place for me was the fundamental pre-requisite to able to continue the story.
For the moment I think the module is an okay closing, which is why I didn't name this version "part one". We'll have to see if and how this may continue.
Thinking further of this - Maybe I should also have included "Buccaneer Edition" at the top of the description?
Hello Darun,
continuing with the old part two afterwards will probably seem a bit inconsistent at first as some of the companions which you had in part one will disappear, while others which you already had will now make another re-entry. This will mainly affect the Moonville part of part two, afterwards it shouldn't be that much of an issue.
Thanks for all your work! I have actually never finished the original Part 2 and with this new release I was thinking it being a good time to try and get back into it. Do you have any plans on updating Part 2 as I would definitely wait! Otherwise if character import works well I'll just plop the original and pretend nothing is wrong at the start hehe :D
There seems a problem with the fatigue system. For example sleepy was -17 before resting. Resting then set sleepy to -17+24 = 7 but because the princess was resting for 18 hours the heart beat script immediately set it back to -11 (=7-18) more or less canceling the effect of resting. The reason is that you don't have a 'SleepyHourCheck' (that you could reset after resting) but use the 'BellyHourCheck' for fatigue too.
Another problem is that not eating or drinking enough easily can get you killed depending on the current HP (con drop -> HP drop -> possibly dead). Happened to me at lvl 2 after the fighting lesson. I've already doubled the effect of eating/drinking by changing the on_activateitem script but still the princess is hungry/thirsty all the time.
Eating, drinking and sleeping is a good thing in real life but I have to admit that I don't really see the benefit in a computer game.
The areas look great though. Thanks for making this .
I see. That effect probably never surfaced for me as I was mostly resting for 8 hours or close to that. But I do see that e.g. resting for 23 hours would net only 1 hour due to the way it currently works.
As a workaround, for the time being, I'd recommend to just rest for intervals of 8 hours until this may get fixed.
I honestly never had the HP drop due to hunger occur to me as I always try to give her something to eat when she starts mentioning she's getting hungry.
For me these mechanics support "living" in Betancuria as I don't just focus on the next quest/task but also take the time in between to go back to the kitchen, or home, on a regular basis, grab a bit to eat after a long day, and then get some rest.
Just my two cents. I like having a mechanic that gives me a reason to return to sleep regularly, etc. Also, it creates a potential money sink; I could go buy food at an inn or tavern, but then I'm spending my precious gold, which is very concerning to me, especially early in the game. Personally, I think I would've gone with only hunger, instead of hunger, thirst, and sleep. I found in the original game that I often needed to return for sleep anyway, after taking damage, since it's super annoying to run around at even 80% speed due to damage taken, and I didn't like wasting healing potions.
The biggest challenge I see is the lack of a reliable visual indicator. The floating text only pops up when there's a change in status, so if I save and quit, I may forget whether I'm hungry or not, until I start getting penalties. Not sure how to address this, though I did see a project here on the vault around adding a status indicator for such a thing. Might be worth checking out some time?
I do see a number of interesting opportunities, some of which may be showing up later in the story (I'm still in the Lessons phase right now). Obtaining food and water could be an interesting side game at times, especially when in the wilderness. Or needing water when all that's available is alcohol perhaps? Might be possible to create some interesting scenarios in the future.
Hmm, it seems the Temple of Hyath has been changed and I'm stumped about how to proceed now. The only obvious way forward is the glowing door which cannot be picked, knocked, or bashed.
Can I get a hint? :)
Oh I'm excited to check out Hyath! Still in the lessons part. Been enjoying just exploring the city.
Maybe there's a hidden door or two nearby...?
I figured there must be a hidden door but alas, haven't been able to find one. That uses a search skill check, right? Perhaps the problem is my sorceress has no points in search, though I haven't had much trouble detecting hidden doors in the sewers. Her pixie familiar has high search of course but I guess she can't find secret doors. I'll try going back with some equipment that can boost her search skill and see if that helps.
Yeah this one is tricky. The room right before the door room has two hidden doors. The one on the left wall apparently is really hard to detect, you have to be standing right on it. Even with 18 search and 16 int, it didn't appear until I was standing directly in front of it with search mode on. I had wandered around quite a bit trying to figure out what I was missing, I found the right wall hidden door right away.
Another problem I have at the moment: in combat whenever someone gets hit instead of some blood a big dark red square appears:
No idea where that comes from but other modules are fine so I guess it's something in your hak files that changes the VFXs? Also all the blood VFXs (no 109-117,119,121-126) are affected. Instead of some blood on the floor there are these big squares. Of course I also wonder why noone else has reported this so perhaps the problem exists only on my computer (but then why only in your module?).
I actually get/got that as well. I presumed that's how EE is supposed to make it look.
/hide
No, it's not the EE . The reason is the ACAG107_Place.hak or rather one or more files inside that hak. That's where my knowledge ends however as I've no idea what files NWN uses to display a VFX...
edit: the guilty file is the 'blood.tga'. Removing that file from the hak fixes the problem (but perhaps causes other problems).
edit: the blood.tga in the hak seemd to be used only(?) in fountain5.mdl. So I guess renaming the tga to something else and using that name in the mdl file should fix the problem.
Slightly Spoilerish:
I think I may have stumbled on a bug (or perhaps an error in a journal entry).
I found Norah in the fancy house where the Dhorn general lives. After talking with her my journal is updated with "The Prisoner" quest. The journal says that I met Bran in the catacombs under the Arena. However, I did not meet Bran and hadn't even been under the Arena yet. And when I actually went there for the spies quest, Bran wasn't there (or I didn't find him anyway).
So great to see this! Will definitely be playing. Thanks so much for all the hard work in putting this together for us.
See, at least one good thing happened in the year 2020! And thanks for the early Christmas present for all of us! Downloading...now.
A Dance with Rogues is my alltime favourite NWN-module. I like most of the changes you did, visually and storywise. You really capture the hardship of an occupied city.
But your new food and resting system is not a good change. It completely disrupts the gameflow. So perhaps instead of punishing the player for not eating and sleeping, you should reward the princess with a small bonus, if the player decides to drink, to eat or to sleep.
The reward could be a bonus point to skill checks or saving throws, that way you could keep a food and resting system without forcing the player to spend time with it.
I have uploaded a hotfix for three bugs that were introduced in version 2.00 of the module:
adwrhf20201220.zip includes the hotfix only.
adwrhf20201220nofood.zip is an alternative version and includes the hotfix, plus, for those who don't enjoy the 1.97 food/drink/fatigue system, it also deactivates these dynamics altogether.
I was hoping someone would do something like that and then... after a few years of the hope being abandoned...out of a blue you upload a mod. Haven't played it yet but like what I see so far. Congratulations.
Great work!!
Any plans to do a EE version of part 2 too or does it include part 2 despite being called part 1?
I plan on playing this soon but I wanted to thank the author for making this update to my favorite game. I just saw that you made the food and drink optional. I am impressed you did that. Many authors would just say if you don't like it too bad. I can see how food and drink would make the module more immersive and I can also see the casual player being upset about how it takes too much time away from the game. Great that there is a choice. There are many places food and drink would be great plot devices. I wonder which will be more popular.
A few more things. In no particular order.
That's all for now.. Loving playing through this module.. It's interesting to see what you changed vs kept the same. I wonder if you will continue to update / add content to it?
Thanks for Reading.
(For Food / Fatigue / Hunger tracking have you considered this - might help a lot for keeping track of values.)
https://neverwintervault.org/project/nwnee/other/gui/gui-hunger-thirst-a...
I have played it for a couple of days. Mostly have enjoyed the reworked module so far. Especially the building and town scenes. You have definitely breathed life into this classic game. Feels much more alive now.
Still don't quite understand how the hunger/thirst system works. I am down CON and STR and HP's. I ate some meat pie and some fruits. But nothing seems to change. I might have screwed up and not have eaten for a couple of days. Still, I didn't see any reduction in my hunger and thirst. And my stats didn't change upon eating. Will we have to worry about eating and drinking as we adventure into the countryside? Just trying to plan on how much I should allocate to my inventory.
Other than that, really have liked the new additions to the module. Just so much nicer to experience now. Thank you for all the time and effort spent on this.
Try eating and drinking until you get a message that says you're full. I found that eating one or two items was almost never enough, but once I got into the habit of eating and drinking until I was full, especially right before sleeping, I almost never had any problems. I'm on Lesson 7 right now, and I brought enough food for just a couple days, but being less prepared just makes for a more compelling reason to visit the ruined castle on your way home, since they have some food up in there.
Also, the first investment I made with my hard-earned gold was a bag of holding just so I don't have to worry about how much my food weighs. I'm curious to see how this all works out in the Temple of Hyath though.
You get a free bag of holding in that crypt with the necromancer, I believe the entrance is through a home in the dock area.
You can pretty much grab it at start of game.
Yeah, but that one's only -20% weight. I went out and got a full -100% right before doing Lesson 7.
You're going to want several BoHs. Like, 6 or more.
In the original you are usually sent a messenger that starts that quest, I forget what the trigger is I'd have to check.
I'm not sure why Tony is hanging out with Nathan I don't remember that happening.. but AFAIK that's not how that quest starts.
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