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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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As to the first question, the gold check is a d20 roll + CHA modifier. The thresholds are 12, 15, and 20 so if you CHA modifier is high enough, then yes you can bilk the sailors. But to have a +19 CHA Modifier is hard to achieve with the tools in the game, so you must be getting lucky rolls. A 30 CHA only adds +10 to the roll, which is about as high as one can get without setting scores to a very high level (38 would be required to always succeed).
There is also a random element before the CHA check that allows automatic success.
For question two, all the choices do is set which animation is used, so I don't see why it would 90% one animation. These are two examples:
SetLocalInt (me, "ConvSexMe", ANIMATION_INTIMATE_WOMAN_ON_TOP_FEMALE);
SetLocalInt (me, "ConvSexOther", ANIMATION_INTIMATE_WOMAN_ON_TOP_MALE);
SetLocalInt (me, "ConvSexMe", ANIMATION_INTIMATE_STANDING_REAR_FEMALE);
SetLocalInt (me, "ConvSexOther", ANIMATION_INTIMATE_STANDING_REAR_MALE);
It then drops into a script that plays the animation set by the above constants.
At the finish, it checks to see which animation was used and adjusts the SexySkill max based on that (from 3-5). To get a 5 max instead of a 3 max is a 50% chance with
ANIMATION_INTIMATE_DOGGY_FEMALE
ANIMATION_INTIMATE_STANDING_REAR_FEMALE
ANIMATION_INTIMATE_WOMAN_ON_TOP_FEMALE
So if the character's SexySkill is already 3 then don't do any of the other options.
However, I normally only do enough whoring to trigger the Dhorn Agent (typically only 3 to also satisfy the Top Secret quest), so my in game memory on this isn't the best.
Swung by to peek hopefully in for news of a part 2 remake and wound up getting sucked into a replay. On my new playthrough I found a couple bugs to report:
1. On this run I didn't talk to Gaston or the beggar for Lesson One until I'd already met Gaston during Tony the Tiger. Gaston had different, much friendlier dialogue where he immediately agreed to make a beggar's outfit in exchange for modeling with 16 charisma and no skill checks--but this option doesn't appear to actually progress the quest. I checked back the next two days and instead of getting the outfit, I just had the option to ask him to make it again. If you'd already alienated the beggar, I imagine this could soft-lock you into a point where Lesson One can only be completed via console?
2. If you enter the Blue Swan with an umbrella equipped, they yell "She's armed!" and start attacking.
And minor enough to not exactly be a bug: I swear Vico used to have a bonus comment in the prologue conversation with Nathan for a 17-18 Con Princess about the difficulty of hiding her identity, but when I ran the scene to see what it was, it wasn't there?
Otherwise, everything is still great and I'm enjoying how different the Princess feels with more deadpan dialogue instead of the naïve sweetheart I played with before!
Question for anyone who knows: does 2.20 have any additional Kingdom of Shadows letter quests in addition to the 2.11 ones for AEGHJO(Z/space) that bacon of hope listed in comment #734?
(I'm still surprised R isn't about stripping to open the door in the Golden Chalice, but I know I ruled that out on my last 2.20 playthrough.)
See my post #1353 for Kingdom of Shadows.
Thank you! I made a quick and dirty wiki page for it: https://adwr.fandom.com/wiki/Kingdom_of_Shadows_Paintings
The painting are randomly assigned based upon the character's name. There are more paintings than can be placed in the temple.
So the initial paragrahs are correct, but the paintings don't necessarily correspond to a given task.as they have been laid out in the table. For example, your #2 B painting I get all the time in the game associated with a task.
The second and third paragraphs are meant to cover the paintings being assigned on the name--I based it on https://neverwintervault.org/comment/64820#comment-64820 since the logic there matched the paintings I've gotten. Are you saying that in addition to the images you see being randomly assigned based on the name, the tasks are separately randomly assigned so that the same image doesn't always correspond to the same task? So when you get the image of a seated woman with another woman standing behind her, it's not always completed by spending the full night with Pia, for example?
If you look in the toolset, there are 26 portraits (under items > custom > Window, Evil Temple. When the character first enters the Fane, 13 of those portraits are chosen based on the name of the character (for example, the letter "A" will choose door015 (which corresponds to your Portrait A on the Wiki).
So if the character's name begins with an A, this portrait will be put into position "0". However, if "A" is the 3rd letter in the character's name, this portrait will be placed in position "2". If the letter A doesn't appear in the first 13 characters of the character's name, the portrait will not be chosen at all. Also each portrait can only be chosen once, so if the character has more than one "A" in the name, it will pick the next portrait on the list and can wrap around as it were.
Because of this, it would be impossible to correlate the portraits to a specific task since there are only a total of 13 tasks (11 of which can be achieved in Part 1 so far). So on the wiki, the first three columns are correct (probably, I didn't check each one in the toolset). But the last column could be associated with any of the portraits.
The list I posted earlier is tying the task to the 13Lights variable, which determines which light gets turned on when the character puts the amulet on.
You can test this by making two characters:
The first named ABCDEFGHIJKLM and the second named NOPQRSTUVWXYZ.
Use the console > dm chooser (period on the keyboard) to move the character to the "Below the Sewers" location. The go look at the portraits. The should be completely different for the second character compared to the first.
You could then reverse the names of the characters and perform the same test and see the portraits appear in the revese order.
The scripts that control this behavior are: on_enter_por2 and on_heart_por2 if you wanted to take a look at what is going on in detail.
I know the portraits change based on the Princess's name, but at least in my own game (and based on some of the other comments), the available tasks *also* seem to change with the Princess's name--so if you do everything, depending on the character's name you could have 0-11 portraits in your game that show up as "complete" when activating the Nameless Amulet in front of them.
I have a character named "Celisse Marcaroth" who listened to Geris's confession, kept up with Pia all night, summoned Hyath, and obviously completed the intro. If the tasks were the same for each game, she should have four portraits lit up--but until I did Reprise, none of the portraits got the purple ball of light at the center when I activated the Nameless Amulet in the fane way. After Reprise, the portrait of a man kissing a woman's foot lit up (which matches what I've seen other people mention in the comments about how to complete the different portraits.) She doesn't have portrait G/7 (Pia), J/10 (arrive at Bear Pit), or O/15 (Hyath) so if the tasks are unique to the portraits, seeing only one ball of light would be expected. But if the tasks are the same in every game and just assigned to different portraits, she should have 4 portraits lit up instead of 1.
Because the imagery in each letter's portrait is such a close match for the corresponding numbered "light" (man groveling for Geris's confession, sex with a black-haired man for getting past the intro, two women embracing for keeping up with Pia, a tattooed back for getting a piercing, a demon for summoning Hyath, decapitated heads for both numbers that involve killing a man, etc), and because of that behavior, I'm inclined to think the completion tasks are indeed associated with the portraits. That would match what you said in comment 1353 about the 13Lights variables being numbered 1-26 (rather than 1-13).
Are you seeing in your own game that all eleven 13Lights(#) variables always trigger a new purple ball of light on a portrait when the Princess is knocked out via the Nameless Amulet, even if you don't have the portrait corresponding to the letter of the alphabet that matches the number in parentheses?
(I did discover from loading up that save that some of the portraits have changed since bacon of hope made this image for 2.11, so I need to fix those portrait descriptions. https://i.imgur.com/8bmrEZM.png M looks to be a woman in rags now rather than a werewolf howling, which makes a lot more sense for Cona Krown. I suspect the Q portrait has also changed if 13Lights(17) is the Whore achievement.)
So first thing, I don't think the quest has truly been fleshed out.
If we assume what you are saying is true, then only characters that have the specific combinations of letters in their name would be able to complete the tasks.
The implication then would be to see all 11 lights the character name would have to have:
AEFGHJMOQWZ
I did a couple of experiments by setting the character's name, setting the 13Lights variables, and spawning in the amulet (item066).
If the character name doesn't have the letters above then the lights don't show up. So it looks like you are correct in that the portraits are tied to the specific task, because even when the Geris portrait moves to a different position the 13Lights1 variable associates with it.
This seems to be a logic bug then or an indication that the quest isn't fully implemented.
I believe the intention is to have a different set of tasks depending on the character name, but currently this isn't the case as there are only 11 in Part 1.
So perhaps in a Part 2, the other 15 tasks will be implemented. In the conversation with Jacia, it also implies they have to be done in a certain order, but I am not seeing that in the scripts so far.
Yes, my assumption has been that the quest is intended to eventually extend into part 2. That would also explain why there are no rewards for lighting up the portraits yet.
I was also wondering about what Jacia says about the tasks needing to happen in a certain order--I think it might be an in-universe way of alluding to the fact they're tied to taking specific paths in unrelated quests, so if you miss the condition for one of your stations of power you can't go back and do it later (for most of them).
<p>I just entered the temple of Hyath in A Dance With Rogues and I've gotten to the part where I pick up the brass key on the webbed up corpse but I can't seem to find the door it opens. I looked on the wiki and it says to go to the northwest corner but I've searched in every direction of every floor of the temple and I can't find the door it's mentioning. There are no walkthroughs I can find of it either so I'm a bit stuck, can anyone help? Maybe a map or a picture of the door I'm supposed to find?</p><p> </p>
Are you playing this module (EE version, Part One 2.0), or the old version of Part One found at https://neverwintervault.org/project/nwn1/module/dance-rogues-part-one ? The EE version doesn't have a key on the webbed corpse--you need to find a pair of secret doors instead, in the room with all the broken chairs. If they cut and dyed your hair at the start of the game, and you can interact with mirrors to change your underwear and shoes, you're playing the EE version.
If you're playing the older version (1.50), you may have better luck asking on that module's page. In the EE version, there's another set of stairs near the entrance from outside (which always gets me turned around for a minute because the two doors at the other half of the room both lead to the spider area, but these two go to different locations.) I don't recall what the map looked like in v1.50, however.
The Small Brass Key Locks/Unlocks the priest door in the lower level where you first have the option to rest if you lock the door. In that room is the chest where Christano shoves you aside when you find the Hyath armor in it.
Did Under Siege again, and yet again am struck with the feeling I'm missing something... is there a better outcome than Terek and Claile dead, inquisitor missing, Baron mildly grouchy and gets you across the river to the Dhorn camp? (@WaterRabbit, I saw you mentioned in a comment about 2.11 that there are endings where you don't have to walk back through the barrows, is that still true in 2.20?)
The most complete sequence I've found is:
The only notable variations I've found are:
-Don't grab Claile. Terek escapes, everything else is basically the same
-Only revive Castias. Can't take Claile hostage or pacify Terek's guards, Terek escapes, Castias gives you a 25k reward. Claims he needs to talk to the captain who's locked in the soundproof room, but the captain stays in the room
-Use rowboat and leave everyone to their fate
Are there other meaningful variations? I've found that not reporting to Marcian prevents him from appearing when you discover Castias and subsequently going to the Dhorn camp, but then he just vanishes instead. I'm not sure if there's anything I'm missing with the following:
-Incriminating notes in the emissary's desk: don't seem to have any effect. I can mention them to the emissary, which makes half the castle go hostile, or Castias, which doesn't do anything. I was looking for a way to use the notes to impact Marcian's decision to follow the emissary to the Dhorn camp, but I don't get the option to mention them to him.
-Claris Mars: having a name makes him look plot-relevant, but he won't talk to me and has nothing in his pockets
-The cabinet with two female Ravenstower guard armors screams disguise mission, but even when Pia and the Princess can both equip them, nobody I've talked to reacts
-Hostages in the room upstairs: if I talk to the door guard with Castias in my party, Castias says we should deal with it later. Maybe I'm reading too much into it, but "later" seems to suggest there *is* something you can do with it besides open the door and get the hostages killed...
The Inquisitor disappears after going to the Dhorn camp, he gets held for interrogation and presumably taken to a different camp than the one across the river.
Overall, I think the inquisitor and the giant hole he is digging is supposed to be picked up in a part 2 (at least that is my assumption).
I haven't found anything I can do with the hostages other than getting them killed.
Basically, you have found the "golden path" since it gets you the rod of ressurection. At step 16, you are supposed to go to the banquet. What is supposed to happen there is the Baron insists you stay in the castle to keep the princess safe. Then suddenly the characters are teleported back to the academy.
The baron goes back on his Dana's word and keeps the river guides in the keep under guard.
For the river guides there are several outcomes with them. If you want to kill them, they can be fought at the rowboat or in the treasury room. BTW, make sure to rob the castle treasury! Just don't take them along if you don't want to fight them.
Oh, interesting, I didn't tell the Baron I'm the princess so that might be what's keeping me from getting teleported? When I did it I met the baron in the dining room, he said he can offer safe passage across the river, and I wound up at the little bank outside the Dhorn camp.
Who are the river guides? Are they the trio at the inn? I've never gotten any dialogue options with them besides "Hello handsome..." (and I haven't run into anyone when robbing the treasury besides the guards who run up to you if you come in unstealthed and tell you to leave.)
The inquisitor and his hole do indeed have Part II all over them, but the "oops we forgot the inquisitor" exchange with Pia always makes me feel like there's a step I missed. Guess I'll have to be satisfied with leaving him to the tender mercies of the Dhorn.
It sounds like when you fought the Dhorn in Castias' room, one of the river guides must have died. You need to keep all of them alive. The female elf (forgot the name) is the one that tells the Baron you are the Princess.
The river guides are in the Mermaid. Did you talk with the barkeep? He points you to them.
Claric Mars is the person that found Lady Dana in the crypt. Other than telling you he found her, he has no other purpose. He has 6 lines of dialog.
The clues you find about that are Lady Dana's room was ransacked. Next, if all of the trio survive and you have Lady Dana in the party at the end of the confrontation with Terek, it will just come up in the conversation.
Yeah, I asked since the way it comes up after Terek clearly references a prior conversation that didn't occur. ("Speaking of, there is also the matter with Dana's jewelry to consider. [The Baron glances at Lorica] And yes, I'm aware that Dana promised to let you off the hook. But again, I did not.") As far as I found, there's no previous opportunity to talk with anyone about Dana's ransacked room (besides Pia the first time you enter it), and no conversation where Dana learns the trio stole her jewels and promises to let them off the hook. (Unless it's supposed to have happened before her death? But again, that doesn't come up at any point.) I tried bringing everyone into Dana's room, triggering the Baron's conversation about looting from the dead while the trio was in the party, etc.
At any rate, that's a pretty minor detail. Appreciate the help!
I wrote up a guide for this quest on the wiki: https://adwr.fandom.com/wiki/Under_Siege - this was an intimidating one to write up, but hopefully the format makes sense.
After experimenting with it so much, I've become quite fond of Castias and his lowkey crush on the Princess - hoping we see him again in Part Two (though if I can only have one polite-but-guarded noble boy intrigued by the Princess for both personal and political reasons, Simon still wins hands down.)
You just missed that conversation as you need to talk with Dana while the trio is in the party before going after Terek. It is Dana_Conv2
Hm, I tried talking to Dana a number of times with the trio in the party and she didn't have anything special to say--nothing extra in her join-up conversation and then just "We need to change our tactics a bit," "Please wait here for the moment," and "Never mind" if I talk to her once she's in the party. I did the resurrection sequence with the trio in the party multiple times trying to get something to happen (resurrecting Dana and the Baron in different orders, talking to Dana in her bedroom while the trio were in the party, etc), and tried talking to Dana a lot, so I guess the conversation must just be buggy.
(Based on your comment I tried checking Dana's local variables for something I could mess with and found she has a variable called Conv2 that gets set to 1 automatically when I go upstairs from the crypt to the chapel, but she only has generic follower dialogue regardless of whether I talk to her before or after that variable gets set, and she never tries to initiate an automatic conversation down in the crypt.)
The conversation is triggered when the party enters Castle Crossing Chapel and both Dana and Lorico are in the party. The conversation is in the On_Enter script for the area. So it should trigger after you have raised both Dana and the Baron with the trio in the party and exiting the crypt back into the chapel.
What's I did notice is that if you awaken Dana without Castias in the party she will attack the Princess. I am not sure how this could ever happen as the character cannot get into the crypt without him.
Nope, it doesn't trigger for me for some reason, the variable Conv2 just immediately gets set upon going upstairs without any dialogue popping up. (I have Pia, Castias, Baron, Dana, and the trio in the party, and did the whole quest manually and normally to get to that point. Never got a conversation on leaving the crypt through several iterations of reloading from around when you get the scepter and going and reviving everyone.)
This is the revelvant part of the on_enter_tcc script + the function has_hench
if ((has_hench ("Dana")) && (has_hench ("Lorico"))){
object dana = GetObjectByTag ("Dana");
object me = GetFirstPC();
if (GetLocalInt (dana, "Conv2") == 0){
SetLocalInt (dana, "Conv2", 1);
// freeze me for the duration of this event
ApplyEffectToObject (DURATION_TYPE_TEMPORARY, EffectCutsceneImmobilize(), me, 3.0f);
AssignCommand (dana, ClearAllActions());
if (GetDistanceBetween (dana, me) > 10.0f) AssignCommand (dana, ActionJumpToLocation (GetLocation (me)));
AssignCommand (dana, ActionStartConversation (me, "dana_conv2", FALSE, FALSE));
}
}
int has_hench (string name)
{
object me = GetFirstPC();
object hench;
int i;
for (i=1; i<GetMaxHenchmen()+1; i++){
hench = GetHenchman (me, i);
if (GetIsObjectValid (hench)){
if (GetTag (hench) == name){
return TRUE;
}
}
}
return FALSE;
}
If the on_enter script isn't triggering for you then either you don't have both NPCs as henchmen or maybe you have something in your overwrite or another mod that is interfering. I don't recall a time when this conversation didn't work for me. You might try verifing that Dana and Lorica have the correct tags.
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