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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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Yep, the counter hits zero and Vico says we should leave. When I walk out the door I'm teleported back to Nathan's room with Vico still in the party — Timo and Cata are removed — but the quest doesn't update and no special dialog fires with Nathan. I've tried leaving via the front door and the sewers, same thing.
I honestly have no idea how this could happen, but to close this quest, when you're in Nathan's room, enter DebugMode and then type:
dm_runscript do_reward_doglad
dm_runscript do_despawn_navic
Your journal won't be updated but that shouldn't prevent you from continuing.
1. Where can I find the changelog / Developer zone?
2. I went to do lesson 6 in the wizard tower, clicked the tube and now all my items are gone including the clock so i can't finish it. What do i do?
3. How far does the "Faye" / The Thirteeth / the dungean in the sewers storyline go?
My dearest Valine / 2acornupper,
thankyothankyouthankyouthanyou for this amazing update/overhaul of one of the best cRPGs I've ever played. My princess is slowly inching her way through the amazing v2.01, frequently stopping just to gawk at all the shiny new content.
As for the 64,000 gold piece question (dare I ask it..?): are you planning a similar overhaul for Part 2? Please? Pretty please, with sugar on top?
I really like this. Some feature additions are rather nice.
Though i do not like the new sex cutscenes. The descriptive text was way better and you could skip it more easily. The models do not look good. It is an old game so not much to look at. A good game with a notable flaw.
Ifyou go into the swordfish you are hard locked out of the building. Which kinda makes it impossible if you get the quest to deliver a bag to a patron after going inside.
as far as i remember, the Swordfish is open only at night. It's one of those old things from the original mod i never liked much and which survived the different iterations (the most annoying being a quest when you need to enter the Arena which is only open on *certain* nights)
Thanks you were right I must not have waited long enough. Most of the other shops give hours when they are closed.
Jacia disappeared from the hideout. Anyone know why? Just finished the lessons.
Like all good people she's at work only during the day. At night she's at home.
Okay, i finished my first playthrough. Here is an extensive personal review, with spoilers, of course.
* the general mood more accurately reflects an occupied city than the previous iterations by Valine, and the "guild" operates more like it should probably in those circumstances.
* the optional food/rest system is tedious, but it's optional.
* the beauty salon options seems a bit weird. For example, i can pay for an hair color change that will last forever, even if i go underwater, go outdoors,etc, while shaving my pussy means regularly having to do it again (or else, there is something that sometimes misfire when you have to change clothes or skins, and the nude skin reverts to the default unshaved skin, as it seems more tied to the fact i switch from stealth/combat clothing to dresses when i leave houses/dungeons to cross streets).
* the dhorn patrols are bothersome, which is believable in itself (and apparently tied to what kind of clothing you wear), but still, a few hours in the game, i just hit ESC and ignored them when they repeatedly accosted me and apparently were able to spot the most minute stolen potion or pairs of panties, as if by magic ;)
* the new quests are nice, and most of the reworking of previous existing quests also. For some reason (unless it's intentional ?) some new locations don't have a minimap, and it's quite frustrating, even though it's not really problematic.
About some quests :
- the Kingdom of Shadows : i choose to give the book to the priest on the Isle of Dead, and it was kind of anticlimactic, although, it's a closure of sorts. I wonder if you had something in mind in case the princess kept the book for herself.
- Missing citizens : i never found out what happened to them (i thought for a time this might be Reyne and his pal, who have their own little private dungeon and are just homicidal sadists, but nope, wasn't them).
- the carpenter who betrayed the guild : it seems something is missing for this quest, as i'm not the first player to say i couldn't complete it. Or else, there is some clue/dialog in a place i didn't thought about.
- Behind closed doors : i destroyed all the devices and workbenches and killed everyone in the Steel factory, by using explosives i stole from Felgen, but the quest never updated. Retrospectively, i guess i was supposed to sabotage the devices after dispatching the people here, but i'm not even sure it would have worked. Anyone managed to complete this one ?
- Castle Crossing : probably the only disappointment for me. After the baron died, and i surrendered my weapons that i never found again, i kept visiting people being killed in their own rooms. I managed to kill the Kraken, explore all the secret passages and find the boat, i learned about the hostages,but couldnt meet them or speak about them to anyone, and when i was caught in Castias' room (the dialogs says he's dead, but you must enter the room to fire this part, and there is no body that i could see), i fought my way through Terek and the guards, then, decided i had nothing more to do and simply left the place. Apparently, i missed the "true" resolution of this quest but i don't know what clues i overlook or if it was time-sensitive. Also, i never found Terek and his paramour, together or alone, once i was out of my cell.
All things and little frustrations being said, it's a really good job you've done, and i hope you'll provide us with a Part Two with more ties to your new Part One than the latest Valine iterations.
Keep up the good work :)
spoilers:
"behind closed doors" you probably missed one of the items to destroy. Workbenches, tubes, etc. <TAB> to see if you are missing anything. Once all devices are destroyed, you will get a message you are complete.
Castle Crosssing: Your gear is stored in a room near the dog pen,near your cell.
*spoilers* Also, regarding "Behind closed doors": if you wait 'till nightfall, the old steel mill is empty except for one guard. No need to kill civilians…
OK, I shamefully admit that a couple of quests have me stumped. Perhaps the Vault hivemind will be able to shed some light on these matters? Just a tiny nudge in the right direction…
Still love the new content!
Missing citizens are all in one tower.
Punisher - one your find plying her trade in a hostile zone in the merchant quarter, the other one has already been dispathed by the authorities, but you can pick up the head if you break into a prison.
My gratitude know no bounds. Expect at least a Knighthood once I'm the rightful Queen of Betancuria.
spoilers:
missing citizens: look on the isle of the dead. (not out in the open,)
Thank you! I have been looking for them too. I found the man, but ignored the head since there did not seem to be a reason to pick it up. #BrandNewSentence
Hello,
Playing through the mod and got few questions about quests.
SPOILERS!!!
1. This is a more generic one about the structure. In previosu version, after you go after Pia, the story railroads you in a sense as a lot of quest related NPCs disappear. Is the situation similar now as well? Asking as I am at that point and have several unfinished quests.
2. I can't find Vald. He seems to never be home, he isn't at the Arena either.
3. About the missing people. I am looking at the tower in the Isle of Dead, but it is empty for me. Am I missing somehting?
4. Can't find the Carpenter's head. I saw people mentining it is in the prison area. Ther is a corpse there, but no head inside.
5. About Dhorn Slayer. I killed one of the generals (the one in the same house as Norah). There is another "fancy house" (at least that is the name of the zone when it loads), but there is no general in it.
6. After Caron's funeral, Trissa disappeared. Is there any follow up with her?
Thanks!
3.) You need True Sight on to enter the real tower. You should be able to get that from a young man in the same area.
SPOILERS for @telgi4 :
For the second dhorn general and Vald, there are secret passages in their respective homes, you'll only find them once you've found those passages.
Thanks! Found both of them.
Haven't played through the whole thing yet, as I am a slow player. First things first, great update to the mod, V. A few issues - in the Nightengale quest, Fino gets the clothes off the beggar, then says to meet him at his home, then immediately gives her the first job. Kind of weird. White floors - In the warehouse where the princess can conduct "business", in Glolis shop (dwarf shop in Old betancuria) and also in the back entrance of a tavern in the harbor district. There's an exploit in the crafting system that can give players unlimited gold - electrical traps made from the mining company sell for huge amounts of money. This is carried over from the previous version, so I don't know if it is a system issue, but my recommendation would be to take the quartz crystals out of the things Felgen's can sell
- White Floors: Conflicting custom textures are the reason for white floors. I had the same issue, in my case I'd the CEP installed via Steam Workshop. There is tileset which used by CEP and the third hakpack of ADwR, they seem to overide each other. Unsubscribing the CEP in Steam solved the problem for me, since then all tilesets are fine in the module.
I am having an issue getting through the sewers. I have met with Tony, found the family hideout and have pretty much gone everywhere that I can go without a key. The problem is, every exit, or ladder, I find only allows me to go back to the sewer hideout, or stay. Is this a bug or am I missing something?
If you pick "Stay", you can use the ladder to exit the sewers. Most of the times that exit will then be added to the S.A.R.T.*.-list. E.g., suppose you use the ladder that takes you to the exit in Old Town (Betancuria North). Now, the next time you hit a ladder in the sewers, you'll get the options to either stay, fast travel to the Hideout or fast travel to Betancuria North.
Hope that helps.
*) Sewer Area Rapid Transport
Thank you so much! I didn't think to try and interact with it again after hitting "stay" - that worked perfectly. You are a lifesaver!
Just fight the hordes. Be prepared.
As an alternative to fighting the skeletal hordes, might I suggest either (a) the use of Potions of Invisibility or (b) having you companions stay put on the long stairs while the Princess sneaks past the skeletons? (Although I have to admit that option b. is somewhat of a cheat; your companions will instantly join you after the transition to the new area; apparently, they're better at sneaking if the Princess is not around…)
Silly skeletons.
Well, fighting the undead priests can be avoided using the potions and/or 'transition cheat' as well. The same goes for the area after the Bridge, I guess. Really, Invisibility is your friend here.
I also had to fight the skeletons. One of those occasions you quaff boosting potions and give some to the NPCs. In general, many players underestimate the boost potions provide, and the fact you can make npcs drink them.
Before though fights, those can help a lot :
- Barkskin improves the drinker's AC
- some potions give a d4+1 bonus to one stat (no matter which class you use, these can be useful : Bull's strengh = Strengh, Owl's wisdom = wisdom, Cat's grace = dexterity and Endurance = Constitution). 1d4+1 means you always get at least a +1 bonus for all rolls tied to the stat. Endurance potions means you also gain some Hit points. And since your PC is a rogue or multiclassed rogue, chances are you're using light armor, so, Cat's Grace can give you both some AC points and attack bonus for missiles (and some melee weapons if you took the Weapon Finess feat).
The most useful thing about these potions is their long duration, so, you can drink them a bit before going into combat. And those are among the most frequent potions i saw in modules, both official or not. I tend to keep a few of each handy.
Aid or Bless potions are also useful, but do not last as long. And Clarity potions, if you find some, are a must when facing foes dealing mind-affecting attacks (fear, mind blast, dominate and many other things) although these have the shortest duration.
Also, when surrounded by foes not having area attacks (like Fireball for example), use the "Guard Me" command, so the NPCs will stay grouped near you, and somewhat prioritize foes attacking you. It allows you to switch foes in combat (for example, an NPC is having trouble and one of his opponents is nearly finished, so, give him a hand...), or to give some healing potion, or to have an NPC attack one of your foes. So, you can support each other a bit more than when everyone goes hunting for the nearest foe available and get killed alone in a corner of the room.
Hope this will help ;)
Hi, I have an issue when it comes to Chella's lesson: I have sturdy clothes and 50 gold the beggar asked for, but when I speak to him. I don't have the option to give them to him.
I looked quickly through the dialogue tree and option for that exists. (var "Beggartalk == 2" is requried) That value is set when he makes the offer to you. After taht though the mod is supposed to Spawn Fino (if you refuse the beggar's "other offer"). If you accept, it will lead to Fino eventually again. Did that happen to you?
Yeah, it spawned him, but I avoid him since I don't intend to take his offer and then I 'm gonna lose those clothes for good.
Bug report: when playing dice in the hideout, I get chips instead of gold, but lose gold whenever I call someone on their bluff.
I can't seem to find Vald anywhere. Whenever I enter the Arena (when it's opened) there is never a ticket vendor. I have tried saving, and relaunching from inside the arena when it's open and still the only person that spawns is the guard. I can't move forward with several different side quests until I get Vald's key - so I would really appreciate some help.
When at the arena you could activate DebugMode (enter ##DebugMode 1 into the chat line) and then press the period key ('.') to bring up the 'choser'. You should see a list of all the areas. Double click 'Arena of Betancuria, Entrance' (should be the current area) (or click the '+'), then double click 'Creatures' (or click the '+'), then search for one of the ticket vendors and click the 'Jump' symbol and click on the ground to jump the selected vendor to that location.Deactivate DebugMode (enter ##DebugMode 0 into the chat line) and talk to the vendor.
The mod is as fun as ever, and I'm enjoying the improvements. Everything looks a lot better now. So thank you very much for version 2.0. I know part 2 needs much more work, but I hope you'll find the tme and energy to update that too.
Feedback so far (I didn't listen about to the adivce about the override folder, and halfway through the game an annoying bug making "IndependantFaction" hostile is forcing me to restart):
Edit2:
Some additional feedback:
A note on recovering traps: NWN handles the recovering of traps on floors differently than recovering traps on chests, doors and other placeables. Hence, you'll only receive XP while doing the latter. Sadly, not even Valine / 2acornupper can change this fact .
Silly traps.
About the Kena's tower quest, I went to the top of the tower and there is nothing there, and the quest giver isn't where he's supposed to be, either. How do I finish this?
Edit: Nevermind. For those who are wondering, go during the night, you'll find out why after you see it.
Another thing: I keep hearing about a scene between Terek and Claire in the basement. Where? Immediately after escaping prison, I found the secret door in Claire's bedroom and went all the way to the tower, but there is no scene.
It's in the 'basement' (that's the name of the area). It's reachable from the prison area through a secret door.
With regards to the Punisher quest, I went digging into the toolset. Looking at the conversation with Jacia, the Carpenter's head has tag CarpTraitHead, but from what I can tell no such item has been placed somewhere (I could find Betty's Head with Find Instance as BettysHead, though it doesn't show in the palette) nor it exists in the palette. From what I remember, the only way to fix this would be to start a new game after creating an item with the tag CarpTraitHead and place it in a corpse in some dungeon as the story suggests, or simply spawn it when you get to that point...
Alright, just finished, and I loved it. I know making a module is a lot of work, but I'm really hoping you're going to rework part 2, as well. A couple of things I noticed:
1. The Punisher quest was already mentioned, but I thought I should mention that there is no way (as far as I know) to get Carpenter's head.
2. Undertow: Is there any way to finish this? I thought to wait after I get the wand of oblivion and then go after Kena (since she's unkillable and extremely powerful with her spells) but she's not there anymore after I finish Missing Pia quest.
3. After leaving Castle Crossing with a boat Pia initiates conversation twice, so I can't finish the unique conversation for that event.
4. Not game breakening but when sleeping in the mermaid for the second time, there is a "Initiate: Pia sitting" or something ike that in a conversation instead of, you know, having Pia sit.
5. Am I missing something with Bran and Norah? I rescued them from imprisonment and the next time I see them, they're on Santa Maria. No idea if there is something in between.
1. => Search the Prison carefully :)
woohoo!
\o/ Woohoo! \o/ *ahem* That is all.
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