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Bedine (Release)

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kamal
Bedine (Release)

Dont break it too much :-)

Thank you to Travus and GCoyote for testing! If you find a bug, it's because I managed to add it after they tested.

https://neverwintervault.org/project/nwn2/module/bedine

Play as a Bedine tribesman in the sands of the Anauroch.

"What about the was-ey?", a girl asked.

"Can you touch the sun? Can you touch the moon, or touch death? No. The wasa-ey are of the land, and of the Bedine. The sand you sit on and run your fingers and toes through. This is Wasa-ey Sister Sand, Ermal Sheqyeqh. She is as much a threat as At'ar, and just as capricious, but you can touch her, she is more real for us than At'ar. Wasa-ey El Ma'ra Dat-ur Ojhogo inhabits the sandstone spire that bears his name. The spire serves as a lookout place for our scouts, but only because El Ma'ra allows it. If he does not want you to sit upon his head, or if you do not offer him a drop of your drinking water, he will throw you from the spire."

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A campaign for first level players. Note: You will have all your equipment destroyed on entry, and will have the opportunity to pick up Bedine appropriate equipment. 

Bedine characters do not get any feats automatically, but can select among all feats available to the class as if they are bonus feats, allowing for more flexibility in builds. Thus, fighters do not get any armor or weapon proficiencies automatically at level 1, but can select those feats from their feat pools. In the archetype system, characters get the same number of feats as they would otherwise have. Remember to select at least one weapon feat or you're going to be stuck hitting things with your hands.

Bedine has Storm of Zehir style party generation options, as well as lore appropriate cohorts being available.

Installation:

Make a backup of your dialog.tlk from C:\Users\your_name\Documents\Neverwinter Nights 2\. Bedine replaces the default dialog.tlk it to add a number of custom things.

The files in the zip file should be copied to the C:\Users\your_name\Documents\Neverwinter Nights 2\ or wherever you have the game's player files. The files are all in appropriately named folders to just drop into that directory.

To start the campaign, select New Campaign at the main game menu.

 

If you get stuck by combat being too difficult, you can summon the following testing items. They aren't intended for normal gameplay, they are test items left in that are basically combat "I win" buttons.

 

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rjshae

Congratulations on the release!

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kamal

If you get stuck by combat, you can summon the following testing items: sh_test_ring, bd_club_test. These will make you basically unstoppable and one shot most things. They are obviously not intended for normal game use.

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andysks

Congratulations kamal on another release. You are keeping the game alive :) .

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GCoyote

Congratulations!

Very creative and wonderfully detailed. 

<b>"Please VOTE on the content you play."</b>

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Sabranic

Ahh, it's truely satisfying to complete a long project!  Congrats!!

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Claudius33

Congrats on the release.

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MERP UK

Congratulations! I'll be sure to give it a spin

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colorsfade

Congrats on the release!

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PJ156

Nicely done Kamal

Good to see another release :)

PJ

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Trinital

You really put those RWS_Cliff placebles to good use..

After seeing how you used them, I can't imagine making outdoor focused module without them.. Great Job - Will post more feedback as I play.

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Sarnathrod

What's the general feel of this campaign? Heroic, exploration, something?

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kamal
It's about trying out something different than normal for a setting/character background, specifically a desert tribesman. That probably makes it "exploration".
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Sarnathrod

Trying out something different? That's all of your modules though.

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Sarnathrod

Alright, giving this one a try. I won't complain about the archetype system as in PnP I prefer to use the generic classes from Unearthed Arcana... but I will complain about how this will likely incite my inner perfectionist to cause me to restart several times. Ug... spellcaster, not a spellcaster? How will I decide!

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Sarnathrod

I found a small goof/immersion breaker. The storyteller at the Bedine camp refers to the female character in the "Hari and Jeri" story as a "Muslim Woman" and I'm pretty sure muslims don't exist on toril...

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kamal
That would definitely be a bug, the tales are from a book that published oral tales from the area. I must have missed that reference when going through things converting to faerun.
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Sarnathrod

lol, I figured. I guess somebody needed to hire a better editor.

One more question. Are all feats supposed to have their stat/level/BAB requirements removed? I understand that many class restrictions were removed, but I do find it odd being able to have greater two weapon fighting at level one.

Also a small request. Some sort of class descriptions for the bedine dogs?

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kamal
My editor is my cat and she works for treats. Yes, feat requirements are removed other than needing the prior feats. You cant take greater 2 weapon without having 2 weapon, but there are no stat/bab/level requirements. This is intentional to allow you to make a character representing different backgrounds (maybe from a culture where no one wears armor but they practice all their lives with spears for example). You are trading greater 2 weapon at level one for something else feat-wise. The dogs should have some class descriptor, i will have to look at that.
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Sarnathrod

Ha, I meant for the source that you got the stories from. Though, give your cat more treats, it may help.

I'm pretty happy with the campaign so far, especially the bits of lore, random herbal mentions (btw, ashwaganda means "smells like horse" essentially.) and the way you always sneak in large surprising areas that nobody would expect.

Btw, should I post bugs here or at the mod's page? I haven't found anything gamebreaking, but minor bugs and a few spawn irregularities. Also a few things that have been a bit confusing.

 

Dog weapons give the dog a rapier... immersion breaking, yet cute.

The gnoll camp seems a bit buggy with spawns/respawns when entering/exiting area. (Is there a way to spoiler text here? I don't want to ruin anything.)

Is there any way to kill the damned hydra? I even treated it like a troll and set it on fire and bathed it in acids.

The beast hunting quest... It is a bit unclear, do these strange beasts spawn in the area you get the quest or as random encounters? I cannot find any of them...

The tent you are supposed to rest at in the one oasis for the main quest. It doesn't always trigger the cutscene, though it worked after a reload.

Also I found a few typos if you feel like being anal and fixing them. "State" instead of "Statue" in the journal entry for retrieving the statue for the caravan.

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kamal
You can either post them here or message me with bugs. In the hunting quest at the ship, they are in the area. I believe that is implied ingame from the quest giver conversation or the journal for it, but dont remember exactly. Instead of making a whole new weapon class, I gave the dogs rapiers only they could use as a "bite harness". They shouldnt be able to use any other weapon. It was simpler for me that way, and let me give the dogs some attack upgrade options like a regular companion would get.
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Sarnathrod

Ok, thanks. I wasn't sure with the beasts because none showed up with the tracking skill.

Any idea about the hydra? Also, a lot of the items I'm finding on skeletons scattered about, are flagged as stolen goods. Is this on purpose? If so, are there any merchants to sell them to?

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