Title | A Dance with Rogues, Part One |
Author | Valine |
Submitted / Updated | 03-10-2006 / 10-16-2010 |
Category | Epic |
Expansions | Requires Both Expansions (SoU & HotU) |
Setting | Medieval. |
Gameplay Length | Gameplay length depends on the amount of quests you do. It typically takes me a week finishing parts one and two - mind you, I'm a slow gamer! :-) |
Number Players | Single Player only. |
Language | English |
Level Range | 1 (beginning) to around 9 - 11 (depending on how many quests you finish) |
Races | Human only. |
Tricks & Traps | Heavy |
Roleplay | Heavy |
Hack & Slash | Medium |
Classes | Rogues preferred! Class combinations work fine. Playable with other classes as well, but may be much much harder. |
Scope | Epic |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 01 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 01 |
Content Rating | Adult |
Alignments | Any. |
Gameplay Hours | 30 |
Description | |
“The armies arrived at the city several weeks ago. Before, the Kingdom of Dhorn had been my Father's closest ally. Well known for its fearsome and disziplined warriors, it was the main reason why my Father’s reign had never been questioned in over fifty years. But now, they were besieging his capital. ***** Update 12-13-20 ***** * Uploaded an updated version of the module which should make it compatible with Neverwinter Nights Enhanced Edition, changes two of the main quests I wasn't happy with, and introduces a number of more "technical" things. The updated version can be found at: https://neverwintervault.org/project/nwn1/module/dance-rogues-20-ee ***** Update 11-30-07 (V1.20)! ***** |
Attachment | Size |
---|---|
A Dance With Rogues, Part One (33098) | 4.61 MB |
Lyanna Stormborn - suggested pregenerated Rogue character for the mod (0) | 2.48 KB |
Overall: 10
I can't recommend A Dance with Rogues enough. It doesn't have the prettiest area design, or the most innovative scripting, and it is definitely not for children to play. But it has some of the best writing I've seen in an RPG, incredibly believable and sympathetic characters, excellent pacing, atmosphere. A genuine sense of danger that forces caution without spoiling the pace and drive to explore. If you know or meet Valine, tell her she still has a lot of fans, and then buy her a drink. Also, keep your fingers crossed in hopes that she decides to come back someday.
Visuals: 8
I've never had the impression that the visual layout of the areas in ADwR were exceptional, however I never had the impression that they were essential either. Betancuria is a dreary city, and it feels that way when my character walks around. Each location looks good, and supports the story, almost never detracting. Valine makes excellent use of cutscenes and custom content, especially clothes/armor, for effect. Overall, the visuals solidly support the module as a whole, while not being eye-poppingly exceptional.
Sound: 7
Sound is another solid area for ADwR. No custom music, but Valine uses placed sounds extensively, which further contributes to each area feeling appropriate. She does an especially good job of using character voices during conversation. Her strategic use of things like pain sounds made tense conversations feel as dangerous as actual combat.
Documentation: 7
Documentation is minimal, with the exception of a very good walkthrough that even explains the basics of how best to win the hearts of the NPCs available for romance. There is now also a fan-create online wiki for the game.
Roleplaying Quality: 10
This is one of the strengths of ADwR. Almost every conversation is rife with options, and even when most of them result in the same NPC response, it doesn't break immersion, if only because of the believability that most people would ignore what the PC says most of the time. The player has many opportunities for their choices to have consequences, and on top of that feel immersed in the character even when they don't have many choices.
Action Quality: 9
This was a tricky score to do, because ADwR does have a number of mediocre fights, but it deliberately discourages the player from participating in them. So since it's a stealth/trap-based module, I'm focusing less on direct action, and more on the gameplay of being a rogue in a dangerous world. By that definition, ADwR is fabulous. I found myself closing doors behind me, looking for the option to relock things, opening doors near guards to distract them while i ran and opened my real target... I could go on. This wasn't always consistent; sometimes a quest was a very simple "sneak by them and steal the object" with no interesting mechanics. However, unusual things (like a guard jumping up to close a door I just opened) happened just often enough to keep me on my toes at all times.
Replayability: 10
I've played this module all the way through at least 3 times since I first played it. That doesn't count all the times I replayed a quest to see what happened if I approached it differently, or the times I reloaded a conversation to see how an NPC would react differently. ADwR Part 1 is very open most of the time, but thanks to well-written characters, even the linear parts have a lot of replayability (this shows even better in Part 2). This is the sort of category that any module can stand to improve in, but I know of no other adventure that makes me want to play it again as much as A Dance With Rogues does.
Story: 10
Impressively, the story perfectly coexists with the excellent roleplaying options. It also enhances the replayability, while still being essentially the same story each time through. Part of it's strength is in the fact that the story is largely character-driven. Another part is in it's seamless mixture of macro and micro scale conflict. The kingdom has been conquered, the city is under martial law, people are unhappy, but your character also simply has to figure out how to survive. If you do that, then you can start worrying about the people around you, but only individuals at first. One of the subplots involves some moderately freaky encounters, but at it's core is built around sexual tension between certain characters (don't want to spoil it for anyone).
Fun Factor: 10
I can barely put this module down every time I pick it up. The first time was amazing, I wanted to explore every inch of the city, but at the same time I was terrified of getting in over my head, which tends to happen in spite of my best efforts in this module. And yet I never feel punished unless I do something phenomenally stupid.
For starters:
Just finished the mod and was blown away. It is a really engrossing immersive RPG female rogue adventure, that shames the Campaigns of the original NWN1 game.
It's been a decade since I last touched NWN1, and I had just recently re-played the OC, SoU and HotU, then played the premium modules Pirates of the Sword Coast, Darkness over Daggerford and Wyverncrown of Cormyr.
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RATING: 37 of 50
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Non-rated content:
x) Main Character: The Princess
This mod is playable only as human female. Reqs for Dex 14 and Cha 14 greatly limit class selection....ADwR was meant for a rogue, or multi-class rogue (for disarm traps). Part 1 will probably be do-able with non-class skill advancement for the rogue skills, BUT in Part II you're going to suffer vs high DC traps.
x) Action vs RPG
ADwR features a huge number of traps and locks, while giving little experience for combat. Non-fighting solutions, successful use of (mostly) 'bluff', 'persuade', 'intimidate' and 'charisma' gives xp, as well as advancement of the main storyline.
Comment: As far as I know, non-important skills (in dialogue) are: appraise, listen, search (still important for traps and secret doors), spot, taunt and perform. - which is a bit of a pity.
x) Replayability & Romances
The titles says it all, there are a bunch of extremely interesting romances and each is well written! That alone makes for a great replayability. Then there's the different ways to solve a quests, which is also interesting.
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1) Visuals 7/10
Valine (the author) makes excellent use of in-game areas, furniture, effects and appearances (models and clothes), putting in a visible effort to distinguish the City of Betancuria from Neverwinter.
At the same time, while playing I realize achingly, that it lacks a lot of custom content (except some models and clothes)....meaning character portraits (of which roughly 70% are appropiate), custom areas (none that I can recall) and appropiate item looks (e.g. white underwear depicted pink etc...).
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-1 pt for portraits - since it's the only proper visualization one has and because the 30% it's not appropriate, it goes against immersion.
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-1 pt for city design - although the castle of Betancuria properly looks properly made, the city lacks visual diversity, as well as well as any visible aftermath of a bloody invasion.
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-1 pt for cutscenes - there are a lot of good cutscenes. What's missing is some non-in-game cutscenes, even non-moving pictures like OC. It doesn't have to be superquality, but especially the transitions between the chapters made me miss them. Actually, just plain text (e.g. excerpt from diary) would help.
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2) Sound 7/10
Valine makes really good use of the existing soundtrack...though ADwR shares the same weaknesses. The soundtrack of NWN has some good ones, but not everything is gold (e.g. dreary music to an already dreary area = depressing in a bad way)
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-2 pts for music - no custom music (it's a lot to ask, I know, but music makes up a LOT of a game)
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-1 pt for speech - practically no speech, except character commentaries. Not missed much, especially in a text-heavy mod like ADwR, but some character sounds were missed (important chars, like Cata etc...), and sex sounds & fighting sounds often inappropriate (e.g. Dhorn Guards talking about wrath of nature; guys having sex use fighting sounds: 60% appropriate).
Pls note that I mostly deduct pts for immersive-breaking issues only.
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3) Story 6/10
Excellent main story, with enough multi-solution quests and optional stuff, that it doesn't feel too linear. This is especially true of romances, which are well written. Dialogue between characters is masterfully done and allow for a lot of immersion.
Character Design is great, with different play-able styles made available for the player, while being very believable. The perceptions and feelings of the main character are engrossing and a great read, and it is quite obvious, that a 'true female' author was at work.
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-1 for Character Development - While not an issue in Part 1, I sorely missed any kind of change in the main character as well as the companions and the romances in Part 2.
The main char is believably weak in Part 1, romances, npc comments and relations make for an excellent experience. Part 2 is not as strong however, making me wonder where the transition from 'weak' in Part 1 to 'powerful' in Part 2 actually happens.
You can still continue your 'childish, seductive, arrogant, or evil etc...'-playstyle from Part 1 in Part 2, though don't expect commentaries or reflections of a changing character in "The Princess" (the player) or her companions (notably from Part 1 to Part 2).
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-1 for Encounters - Unfortunately, despite its focus on non-combat, there are times where you WILL be forced to fight...and many of these encounters are very difficult to impossible for a non-combat character. This is especially annoying, when you're without companions, or are simply doing quests in the wrong order.
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-1 for Character treatment - Yes, the game greatly treats the Princess like her background story. Unfortunately, this doesn't extend to her class, her current ability or (only to a limited extend) her current achievements.
So being a powerful fighter will be barely considered by the environment or in romances, or surviving a difficult fight, or having killed a powerful enemy.
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-1 for Optional Quests - Yes, the quests are great, interesting, fun and storywise important. Which makes it exactly non-optional: You miss out a lot by ignoring the 'optional' quests. There are no 'alternative' quests offered at all.
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4) Gameplay Design 8/10
All in all, gameplay is a lot of fun....the xp reward for quests and skill uses while minimizing it for combat does much to improve the rogue experience and is quite refreshing from the usual bad-imitation-diablo-hackn-slash-for-d20 idea.
[It would be too much to ask for proper options for different classes, so this won't be reflected here.]
The gameplay and quest design meshes greatly with the storyline and the diffferent behaviour of the Princess. Fights are never haphazard, practically always story-relevant, so Valine has done a great job. Combat is usually very challenging and requires clever combinations with companions and equipment.
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+/- 0 - not sure if this is an issue with original NWN: with all the sneaking, it's really really superannoying when you're mysteriously detected and attacked by an enemy, who shouldn't see you. Often enough, I am attacked at first visual contact, as if not in stealth at al
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-2 for Choice of Items & Encounters - Combat is challenging, and usually a great experience, but a lot of enemies and encounters are simply ridiculous or too extreme, so you HAVE to rely on DR (dmg reduction) items a lot ----> Unfortunately this also kills a lot of immersion.
Having so much DR armor and clothing makes combat with weak enemies either too easy, or with strong enemies (with proper weapons) simply too difficult - e.g. Dhorn Soldiers and Orc Barbarians are melee beasts.
So this reflects on enemies who won't hurt you at all or little, or enemies that'll kill the Princess in 3-4 rounds 1on1. Needless to say, the employ of DR armor leads to the unavoidable yet illogical introduction of super-magically-equipped creatures later in the game (e.g. Dhorn Soldier in beginning: normal wpn; Dhorn Soldier later: +2 or +3 wpn). So no, DR armor and belts were already bad in OC, SoU and HotU, and it's as bad here.
Note on Part 2: While the above is not too bad in Part 1, it becomes really really too much in Part 2. While Part 1 makes a big deal of your first kill, in Part 2 you fight supermonsters and get superitems with barely a comment. Overall design on Part 2 is very rushed, where you turn from a slowly succeeding rogue into a dragon-slaying excalibur wielding amazon within weeks.
BUT, don't worry, the story and romances continue seamlessly, you just get superpowerful and get superequipment without proper comments or explanations.
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-1 for Sneaking - Don't get me wrong, the sneaking is mostly great and storywise relevant. Except that it can become boring, because the current design just uses sneaking like invisibility: You 'hide', then just walk around in the middle of the room, even unlock and open a door in front of 2 (!!) guards and they don't notice you.
There is a nice little tweak, that some creatures will react to opening doors...but making me wonder why not all creatures. And why they only react to doors.
Another bad point...waaaay too many creature patrols on sneaking quests. In fact, the city of Betancuria has more Dhorn soldiers patrolling the streets, than there are commoners in all areas combined. Even if there ARE so many soldiers stationed there, it makes no sense to have 3-4 different soldiers walk around a building every minute, and even at night.
The above is noticably bad when inside buildings, where there are simply far too many guards patrolling around, for no apparent reason at all. Be prepared to stay 'invisble' with decreased movement speed for a loooong time while playing ADwR.
No, I love sneaking, I love sneak games, I don't mind sneaking in NWN, but if I have to do it THIS much like in ADwR, it should be more diverse (different behaviour, more eavesdropping opportunities, possible attention diversions like causing a fire etc...), and more logical (less patrols, more logical in-building creature placement and behaviour).
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-1 for Sexual Encounters - They are great. Simple as that. Masterfully written with an obvious refreshing feminine touch (makes me wonder why we guys can be so insensitive), every sexual encounter, even optional ones, are a great experience. Though with the Princess (and thus perspective) being female, I think fellow female gamers will appreciate them more than male gamers.
Also the implementation of "Sexual Skill" is a lot of fun and opens up different dialogues and quests.
But again, similar to 'optional quests' at 1), you miss out a lot if you don't play the sexual encounters, and alternative quests or dialogues for being "classy" don't exist. So I wouldn't recommend playing a puristic Princess.
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5) Fun Factor 9/10
Now, I consider myself a harsh critic and I have deducted many many points, despite saying that ADwR is an excellent module. Most criticism are at a high caliber, and you will find that most things that I miss or that annoy me present in almost any other RPG as well.
ADwR is a great experience, and I consider playing it as enjoyable as reading a milestone of a book. Given more time, maybe some aid from others and financial support, ADwR could easily be molded as the greatest video game RPG as of date.
As it stands now, I have still enjoyed ADwR more than Dragon Age Origins and the Mass Effect Trilogy. In terms of epicness, I now consider it a pearl as beautiful as the Baldur's Gate Saga, though similarly not without flaws (ignoring the graphics).
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-1 for boring moments - This only happened in Part 2, where there's considerably more combat (still mostly meaningful) and a lot of events that simply lack comments or proper reactions. A lot of sneaking and dungeon-crawling became tiresome in Part 2 for me.
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FINAL VERDICT ----> RATING: 37 of 50
Pick up the mod and play! Don't look at the pts...you don't wanna know how low I rate other games. :P
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Final Comment: I hope Valine returns some time and continues her work on ADwR...either with NWN1, NWN2 or any other game engine. Of course, I also hope that she will read my review and reconsider some critical points I have given.
To Valine: Thank you for ADwR...it was a great experience for me. I incline my head to your dedication and effort that went into this excellent game module and story.
Well, that's the best mod I played so far in terms of role playing. Actually the author must have liked GoT very much (the invaders' name or the pre-generated character say it all).
If someone is looking for Hn'S that will be a very short adventure though...
I found some encounters very hard, maybe too much but all the story behind is a top one.
It was a real challenge just to earn a shortsword and when I finally got it it was very far from being a useful tool to work your way against such tough enemies. In other terms use your wits (and stealth) not your muscle (if any).
The sexual component in the mod is very prominent and in some occasions even extreme (at least in the dialogues) but everything turns in the direction of a real masterpiece module.
I know it is already a legend and an outstanding masterpiece in narrow NWN circles (I'd say in the whole game industry, but regretfully, it just can't be that famous...) - BUT I just can not help my delight and admiration before this module!
I've played the first version not long after it was released, adn moreover, I replayed it for several times, trying different paths and romances. So this summer, several years later, I had a glance on the page with updates and thought: "Well, there must be some new romance option and minor bugs fixed, I guess... Anyway it wouldn't hurt to try it over with this new romance line".
But than I faced an almost brand new game based on the previous one! That is incredible! A whole new story, much more logical, artful and exciting. I can really call it a piece of art - for it changes you life when you percept it.
Honestly, I can not point on any drawbacks beside maybe a minor nuisance in the end of the game, when all your magically buffed stuff just turn to rubbish. Mostly I missed the boots of speed:p But than again - do not be attached to material things!;)
So, summing up, I want to express my eternal gratitude to people who put their soul into their doings, especially when it's for free - among which is Valine.
Truly a masterpiece - definitely the best NWN module I have ever played. It would be so awesome if any of the rumoured updates that were supposedly in the works in recent years came to fruition, but as the game hasn't seen an update for over five years, I doubt it's ever going to happen. Nonetheless, it is a truly amazing game.
One of the absolutely best rogue modules. Great story, fun characters, and in depth plot.
DANCE WITH ROGUES is a must-play. A difficult, long, amazing module made for thieves (e.g. you get experience for picking locks and little experience for killing), made with insight and passion. It took YEARS of daydreaming and hard work by the authoress (Valine) and it has its own WIKIA walkthrough which in itself says something about its popularity. I believe ti is THE BEST up to 2016 in terms of (a) RPG feel (b) realism and (c) psychological depth of interaction with henchmen and romance options.
You are a fragile woman and sometimes you can only choose between running/being raped/dying. You are almost always poor and have to make moral choices (e.g. entering a romance with a wealthy man, or maybe making traps and selling them?) to improve your situation. The story has lots of sexual content, though, both verbal and graphical thus it is not recommended for children. Yet in terms of roleplaying it is absolutely stunning, and romances are not superficial, but have important consequences. If you wonder how a pretty, abused former princess would feel in a paternalistic and sexually-suppressed culture, then you must play this. Also, the gameplay can have impact on your mind. It’s not a joke: the experience might strengthen your empathy towards women (especially if you are male). And the finale with party lost in the endless desert with menacing tombstones as well as an undercover visit in the orc camp give you thrills. You will be never safe, but after all that it is to be done, you can have your own barony.
I am on the verge of saying that both installments of Dance with Rogues are, along with Aielund Saga, the pinnacle of NWN experience available on the Vault A.D. 2016
A must play is a little overstatement anyway.
Easily my favorite fan made game. I've played through it numerous times but I can't help playing through it all over again after a year or two away from it. It's just that freaking good. That said the warnings in the description need to be taken seriously, if anything she mentions makes you uncomfortable you won't enjoy this module.
The tory kinda gets lost towards the end but ADWR it's a great adventure, specially if you love the rouge class.
I never saw what was so great about ADwR, I've tried to play it many times but could never really get into it. Techincily it's very well done story wise you eaither like it or you don't it's that simple.
The view from the other end of the fan-boy scale is a bit different of course. When I first started part one nearly 10 years ago I could not believe my luck, my princess had individual fingers on her hands, could get naked if she wanted to, and spend time trying all those city doors looking for some sexy armor. The attention to detail in city construction and scripting was so far beyond anything I had yet seen. Story driven and fully realized characters through dialog is just what I like and found in ADWR, still finding dialog I've not seen before and I have replayed it enough to have spent a full 52 weeks playing. How something restricted to a female thief PC can still have so much replay is amazing, of course lots of other classes can be added if care is taken to handle gaining the lock and trap XP.
Hi did anyone else have the problem of the module not loading? After clicking either premade or new character but before selecting one the module loads about half way and then crashes. I've tried uninstalling Neverwinter and starting fresh but still the same problem. Any help would be very appreciated. On the surface seems like a great mod, just gotta get it workin for me.
I presume you have got both SoU & HotU installed as well as being patched to 1.69 - just checking the obvious.
Also, does NWN crash or does the mod load fail? If the load fails, you might want to see if there are any clues in the NWN log file.
If you have gog install it might be advisable to run critical rebuild patch 1.69 at least once :)
Something is probably wrong with your NWN installation. Remove any custom content from the override folder, and any unofficial patches or patch haks.
Thanks for all the replies. Running the critical rebuild patch fixed it. I had no idea that existed.
Just got started with the module and oh man on first impressions this looks like it'll be my favorite module yet. Lots of character and well written.
ADWR has been my favorite for quite a while, check out prwo's A Dance with Spies for more in similar settings. Responder Proleric above has another of my favorite series in Enigma Island.
Hello
I've been enjoying Rogues part 1 immensely (latest version) up to the Missing Pia quest.
When i release her (Pia) from the cage at the Academy Andrik Snyder aka Bearded Man is supposed to show up upon trying to leave the room, but the scene does not trigger and I can leave freely. Pia suggest talking to Alfons, even makes a comment upon returning to the hideout as "it's good to be home", but Alfons is "unresponsive", Nathan doesn't care as well. Is this a bug? Tried reloading, clearing override, no use. I was not confronted with any "blackmailed" quest and as far as I've gathered the "Spotted!" quest is irrelevant. How to trigger that scene? Any debug mode commands? I've searched the net extensively, are the walkthroughs available on the web out of date? Maybe I'm supposed to do something else? Please help, I can't stand the thought of missing out on this great module
Thanks in advance
Veeteck
Andrik first appears at an area transition upon returning from the Hyath temple, with the princess ending up in prison with Tarleth. After that escape Andrek should appear again and try to extort 50,000 gold, but will take the 5,000 Nathan has on hand, my princess always tries to chase after him into the new sewer section. Was this the blackmail part missing? Plenty of one time glitches in NWN scripts, but if you have tried that door again the only other option might be to look at that secret door in the tools and try to set the variables for Andrik.
Thank You for your reply. That is exactly the part that I somehow missed. No extortion attempt. Not sure how I could have missed it, highly improbable, so this confirms my suspicions of a glitch. Guess I'll have to figure something out.
If you have a save just before escaping the prison, that might be the faster restart to try, however Andrik's variable was likely set at the first encounter, having to run the whole escape again. The door variable is on Andrik, Ambush=1 in his academy room(he is parked in a hidden room). Glitches can come faster when running NWN on more than one CPU core, nwnplayer.ini file has a "Client CPU Affinity=" line that could be set to core numbers 1 to whatever.
Hello and thanks for your continued support, I really appreciate that.
Unfortunately I haven't been able to fix the glitch via the toolset so far (too little expierience with editor).
There are two "andriks" in the hidden room (I guess one spawns if I try to leave and the other when the final blow is dealt - it says in his "on death" script that Pia cries out "evil wizard down") . There' also a conv_trigger at the secret door that I assume initiates the encounter with him and the script it leads to is do_find_andrik3 and it looks as follows when i load the module:
void main()
{
if (!GetIsPC (GetEnteringObject())) return;
object me = GetFirstPC();
if (GetLocalInt (me, "PiaMissing") == 1){
if (GetLocalInt (OBJECT_SELF, "triggered") == 0){
SetLocalInt (OBJECT_SELF, "triggered", 1);
object pia = GetObjectByTag ("Pia2");
string name = GetName (me);
int blank = FindSubString (name, " ");
AssignCommand (pia, ActionDoCommand (SetFacingPoint (GetPosition (me))));
DelayCommand (0.3f, AssignCommand (pia, PlayVoiceChat (VOICE_CHAT_LOOKHERE, pia)));
DelayCommand (0.5f, AssignCommand (pia, ActionSpeakString (GetSubString (name, 0, blank) + "!")));
DelayCommand (0.7f, AssignCommand (pia, ActionPlayAnimation (ANIMATION_FIREFORGET_SALUTE, 1.0f, 1.0f)));
}
}
object andrik = GetObjectByTag ("Acad_Andrik");
if (GetLocalInt (andrik, "Ambush") == 1){
SetLocalInt (andrik, "Ambush", 2);
object pia = GetObjectByTag ("Pia2");
SetLocalInt (pia, "Mooding", 0);
SetIsTemporaryEnemy (me, andrik, FALSE);
AssignCommand (andrik, JumpToObject (GetObjectByTag ("DST_Acad_HidDoor6")));
DelayCommand (0.3f, AssignCommand (andrik, PlayVoiceChat (VOICE_CHAT_CUSS, andrik)));
DelayCommand (0.5f, AssignCommand (andrik, ActionAttack (me)));
}
// SetLocalInt (GetFirstPC(), "FoundAndrik3", 1);
I tried to tinker with various options, tried adding the variable "Int" ambush 1 to both Andriks. Tried changing Acad_Andrik2 to Andrik_3 (the models in the hidden room are listed as Andrik and Andrik 2 - I figured, by the way, why I probably missed the blackmailed quest - Andrik's models in the toolset appear only if the ovverride is clear as is the case with priests in hyath temple, my override was not clear upon "capture" completion I suppose. The bearded man was probably invisible as well back then.
As You can see, I lack experience in the editor, would You help me out and point out exactly what kind of inputs and changes i should make?
Thank You
Changes done with the toolset will not affect a saved game, each save is an instance of the module. Replay from before the glitch is what I use most often, plot items seldom spawn in debug and resetting variables hit or miss. It looks like you have tried all I could think of inside the academy, in debug mode "SetVarInt Ambush 1" on both Andriks. I like to GetVarInt as well to see if I get the expected result, which could be done before and after the Set. I do not see any other roadblocks in that script, maybe better help will come along.
I went back to the Golden Chalice quest - replayed it, got captured, escaped and followed the walkthrough - according to walkthrough on wikia after Captured is complete, when you enter Betancuria South via any entrance (including via the sewer network), you will be approached by the Bearded Man who will offer a "proposition": 50,000gp- so after having spoken to Nathan I immediately went from Bear Pit to Betancuria South and guess what- no sign of Bearded Man. I'm really thinking of giving up
Hands down, the best module I ever played!
I must have played this at least 20 times and every time I still find many new things. This is the best NWN module. I just wish part 2 had been updated with the changes to the latest version.
While I find the lewdness very childish at times, its still one of the very best modules ever, hence the vote. Personally, only Swordflight 2 do I prefer more.
I may be 11 years late to the party but I'm finally giving this a try!
Good one!
I just can't find Tony Blake. I go to the sewers but he is just not there.
What triggers his disappearance?
Zeke.
The "Tony the Tiger" quests can be broken in a few places but since I know his sewer location it should be easy to start. Without checking into the toolset for confirmation, it is best to find Tony before finishing the stealth lesson and talking with Drago or Nathan. Tony is in the "upper" sewer section, a side room behind a wood door opposite a locked portcullis with a dire rat and two spiders beyond, in the way of the stairs to return to the lower sewers. After seeing Tony here he will be talking to Nathan the next time you visit there and meet you outside the Bear Pit to start the rest of the quest, and likely removed from the sewer location before then.
Thank you. I saw in the toolset that the area with Tony can be entered from two different sides. Entering from the bottom side activates a trigger that teleports Tony away. I think the only way that Tony can be met is if the player enters from the east...
Overall a great Mod, playing it has kept me from finishing NwN1
Main down points:
Lesson 4: In 35+ years of gaming most players I have known would have just smacked Pia with a Half-full Wine bottle, tied and gagged her, then ransacked the place (I do note that you get 300xp for doing the full Adult scene as opposed to 50 otherwise)
Chalice Quest:: Christano would have lost his Lawful Alignment by the Half-way point with an aditional shift to Evil depending on how the Fountain room part goes.
Dorn Slayer: Too high an Evil shift as Assassinating leaders is a common and accepted tactic (unless you indiscrimanently slaughter the House Guards ) and needa a Good shift for freeing the prisoners.
Blackmailed: There is no need to pay as no penalty
Love this mod and really appreciate all the updates the author did to it over the years! Really like the addition of the Tony the Tiger quest and the Bank Robber quest. Too bad Part II was never updated because I was looking forward to seeing how Simon would change the narrative in Part II.
I have played the original module many times but the new updated version is much better. My favourite game.
HOWEVER, I think the Bank Raider quest is broken. I have gone as far as the Castle Well in the Bank Raider quest and it is a dead end. I have the hammer, rope and pegs. I get no dialogue to go up the well. The door at the end of the passage is locked and open lock success is not possible. Is there a fix?
I had that happen once, had to re-start the quest
Best mod I've seen so far
I've been having fun playing the game, but I've been getting stuck at the Captured quest. When I enter Betancuria North, the Bearded Man animation plays and the screen goes black...and then it just stays black. All I can see is my mouse.
I tried saving afterward on a separate file and reloading, but it just brings me back to Betancuria North without any of my items. I went into the toolset and found the maps for the Castle Basement/Caverns/Well to be black boxes? Please help; I was really looking forward to finishing the story.
FlyingMistBunny,
I don't think any of the quick fixes like critical rebuild will do here, if those areas are corrupt and you do get to open them after a new download is in place, the whole game must be started over due to the saves being instances of the original module at the start. I hope more help for you will stop by with better solutions than I can think of.
I was going to stop by here anyway to plug prwo's A Dance With Spies today, for those who would like to join the chase after the Princess that starts ADWR. The game style is different though still rogue based, story, cybersex, but less H&S battles, and I really liked BG2's Imoen so ADWS is a lot of fun for me.
ADWR1 is my all time favorite nwn module, I must have replayed it over a dozen times since version 130.
Seems that about every 2-3 yrs, I still have to run though it one more time.
It amazes me that some of the best work that has been done for NWN or NWN2 are adult-oriented mods: all 3 of the A Dance with..." mods.
Valine's A Dance with Rogues 1 & 2 are just so well done (though 2 isn't quite at the same level as 1) with more story and depth than even the official modules, let alone most community modules.
Prwo's A Dance with Spies is a brilliant homage and spinoff story that he has tied nicely into many of the plot points of A Dance with Rogues. While it's not as fleshed out as ADwR yet, it still has a lot to do and holds up to several replays because of available choices. ADwS is also still in development, so it gets new content every few months.
It's too bad that Valine never returned to finish or continue to work on ADwR 1/2, especially given how amazing how great they are for being unfinished. Fun to imagine where they would've ended up at with a couple more updates.
It was great module, pros, awesome story line, suprises etc. Cons, the portraits really dont match the characters it would be really nice if you could pick your own portraits for the NPCs since they play such a big part of the game, by the end the portraits bear such significance because they are the people, mentally, who you develop a relationship with and I ended up simply killing Vico because of his portrait annoyed me so damn much, couldnt stand it. Same thing with Bran portrait did not match the character, Pia I could live with and thus chose her because of her portrait which seemed to fit her behaviour and I could develop a mental romance with her, Rizzen's portrait matched his character but he was a bit of a dud. I wish i knew a tool to change them, it would have allowed me to get into the characters more and enjoy it more and choose more options because it is reflexive. If I can change the portraits I will play it again maybe someone can help me out (dont get me wrong its a superb game) Another Con is if you do anything wrong like try to open a door the gaurds will turn red and stay red so save your game constantly because you might bump into a door wrong. An intimate module like this really has to allow you to choose the NPC portraits, I think, or its just to hard to get into the story because it is preventing your imagination from making the novel. Its because this module is a novel, you are supposed to create what the characters will look like and the author should allow that. Want to make a 10, at the beginning allow the player to choose the portraits for the major characters and give a brief summary so they can choose them and make their own book with the module. It would be one the best modules out ther if you could do that. It would read a different story every time if you could change the portraits with each game. I loved the module, the orc camp is how I pictured the orc ravagers would do, I gonna change it to 10 because of the orc camp, nice job. Finally bringing the truth to orc enslavement.
Kaza Dum,
The only tool I know of for portraits is the toolset itself, there is a utility for adding content to the .hak file where the new portraits and portaits.2da file to list them must be installed before the new portrait can be selected for the character in the module. Check some of the large portrait collections on the vault for step-by-step methods better than what I gave here.
Richard
I created a separate portrait file and have a large amount of portraits, I wil try creating a new file or simply changing the ones I dont like, thanks.
Hey a little late to the party, but playing it now and it is great! unfortunately I think I am at a broken spot. I am doing the golden chalice quest, and have passed the bridge. At the end of the map is a door that is gaurded by blue lights. I went through both passages to click the buttons on the pillars and opened the door. The only problem is.... there is nothing beyond the door. No tombs or hallway, nothing except half a room. I have looked up a walkthrough just to make sure I didn't screw anything up and I don't think I have. I also have tried to debug with `DebugMode 1 enter etc. Any help so that I can continue and finish this amazing moduel?
wizopizo,
If memory serves there is an area transition at that door, but it is easy to get past it without activation. Return through the door so the view is where you entered and check around again.
Richard
oh wow the door itself was the area transition. Why was there a room after it? Well never mind got past it. Tyvm!
So, I took a break from modern games and decided to come back to good old NWN1 and to check out some adult/mature modules. Of course the first one had to be ADwR, one of the most famous and acclaimed modules ever. I already tried it some years ago but I wasn't in the right mood for it, therefore I gave up almost immediately but I promised that a day I would be back. Well, the day has come and this game, as expected, didn't disappoint me. Loved every single moment of it. And now off to play part 2.
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