Title | HMC 2 - Cimmerian Courage v1.03 |
Author | MikeLM9215 |
Submitted / Updated | 11-11-2007 / 11-23-2007 |
Category | None / Freeform |
Expansions | Requires All Expansions (SoU & HotU & CEP) |
Setting | Hyboria |
Gameplay Length | Somewhere between 8 and 20 depending on how often you return to town to sell loot. |
Number Players | 1-4, though a solo barbarian recommended. |
Language | English |
Level Range | 1-20 |
Races | Human |
Tricks & Traps | Medium |
Roleplay | Light |
Hack & Slash | Heavy |
Classes | Barbarian, Fighter, Ranger, Druid, Cleric, Wizard, Sorcerer, Arcane Archer, Rogue |
Scope | Large |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player or Multiplayer |
Max Character Level | 05 |
Max # Players | 04 |
Min # Players | 01 |
Min Character Level | 01 |
Content Rating | Teen |
Alignments | Any |
Gameplay Hours | 10 |
Description | |
You have made it to Oresh, where a strong sword and questionable morals will get a person places. With two temples at war with one another, creatures besieging the city from all directions, and a group of undead making a play for the local crypts, there are plenty of opportunities for a strong axe. -------------------------------------------------------------------------------- ---------------- Cimmerian Courage takes place in R.E. Howard's Hyboria south of Cimmeria near the city of Oresh (both new and old). The player should start out as barbarian, or mixed barbarian. Though this is not required. Level 5 or lower is recommended. This is a hack and slash module with quests and some background. A single player should finish somewhere between level 15 and level 20. Two players between levels 12 and level 17. HMC 2 - Cimmerian Courage is a sequel to HMC 1 - Cimmerian Justice. Uses NWN-SOU-HOTU 1.68 with CEP 2.0. Version 1.01. Two merchant stores now work. Two portals and one door transition now work. One conversation transition added. One journal entry fixed. Version 1.02. Creature heads can no longer give unlimited experience by dropping them during conversations. Bandits, wererats and undead no longer move to wrong locations. Two quests with two endings each now work properly. Version 1.03. Change two stores to other types. Add crocodiles to area. Fix appearance.2da sizes. Crocodiles and shamblers may hold prey on successful attacks now. |
Attachment | Size |
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Seems to also require the following hakpaks:-
ccp_mmm_1.hak, ccp_mmm_2.hak, ccp_mmm_3.hak, ccp_mmm_4.hak, mmmhak_files_v4.hak
The first 4 can be found on the The Community Creature Project v2.2 link, but I can't find the other one.
Any ideas? Please?
It can be downloaded from here for now
Turkey's Cubicle (ccp_mmmhak_v4.zip)
Many thanks - my barbarian can now venture forth into "forn parts".
Not sure where Cimmerian fits into all of this, but it was a fun ride. Lots of wandering due to lack of directions and strange transitions in areas, sometimes up to 6 or 7! Also they do not always take you back to where you started, so that is confusing. I was able to do about 25 quests but couldn't find the King's oppressors in the Militia, even though I cleaned out the Tower in Old Town. I am now going on to the next mod, but this was worth a shot. Bring in your own gear, although there are oodles and skags of merchants in all sorts of areas, their goods are fairly low end. No hench that I could find either.
I'm happily killings things and I'd completed a few quests for the Cleric in the tent yet when I entered he was hostile WTF? I know there can be faction issues at times but this was out of no where. Can't think of anything as to why the Cleric would be hostile. Any ideas?
MikelM modules are bugged. Try to die to reset factions. Or use cheats like setfactiondefender.
Played with Barb/Bard/Rdd with CEP 2.0 version
Pros: Open Sandbox
Cons: Critters are placed strangely, you can get killed while trying to reach some easy encounters
- typos(in conversation, if not prompted otherwise): "reard" - screams and the adventurer journal entry; ". one"(lower case letter) - Cult of Endings Leader; "visiters" - convict;
- very difficult in the begining and very easy since about 8-9th level. The critters are placed strangely: easy nearby very difficult.
- number of areas should be decreased, the areas repeat themselves, some new tilesets could be used for all those sewers, deserts, ruins, dungeons, temples, desert city etc. Areas feel bland - could be more placeables etc.
- maze factor: can get easily lost even with all that maps(incomplete maps). You could use minimap exporter(NWN tool if I remember correctly)
- gates of necropolis western most transition teleports you incorrectly to the caravan trail area
- backtracking
- neutral NPCs groups: they help you fight the "hostile" ones for example snakes help you kill snakes, while both guard the same snake temple. Other groups needs to be attacked(via radial menu) to do quests. That's bad design. One never knows if he should attack neutral nPCs as this breaks most of the modules.
- unique tags for each area would be nice
- cleric offers no reward for putting old oresh king to sleep, only the new oresh king gives reward.
- werewolf does not disappear when his quest is done and joins wererats if they are attacked
- useable placeables with no use or equipment: book piles and bookshelves in dead tower, bookshleves in what the dead fear, black crates and barrels near auctioneer NPC, book piles, bookshelves and column in old oresh tower
- when I make bandits go (clear the tower for them) the wererat leader does not acknowledge it
- journal says I have bdone everything for the king when there are still some unfinished quests
- meister does not acknowledge that his tower was taken over by bandits
- In the end I could not finish those quests:
a) A clog in the drains: despite killing all shamblers
b) the war below-snakes: king did not acknowledge
c) the problem with sewers: can't remember what was wrong or what the quest was about
d) a thief in the night: despite killing all militia
e) day of the jackal: despite killing all the jackal
f) putting the dead to rest: same as c)
- after killing dark lord, the journal updates again in "the death of snake god" quest despite it was already finished before his death and I received reward.
- King conversation: if you chose the option to claim another reward grants free 2500 XP
- could use some more map pins
- some NPCs have no portraits
- Quest design:kill XXX, bring YYY
- "comfort to behold" quest is given by Noble Shopkeep, when it shouldn't be, it should be given by old sorcerer
- I'm not sure if all areas are connected and rotated well.
- you can report in centipede quest and get reward multiple times
- despite the readme on failed pickpocket "victim" gets hostile
- no henchman(animal, rat died in previous part on me, couldn't raise him)
- water placeables "flicker" in leaking caskets area
- Sarcophagus placeable (in new oresh cemetary and others) has inappropriate portrait
- Militia Mage female has male voiceset
- librarian convo mentions "pawning" him, that's funny.
- barbarian module with no fur armour or savage shields etc.
- no encounters, everything is pre-spawned
- doppelganger is used twice as "normal" encounter, with nothing implying that it's not just a HnS encounter.
- werewolf conversation, trying to report quest is broken if you don't have the queen head. I think I had it but when I checked I had not. Could have been that I have not picked it up, but I think it might have not been dropped by the critters.
- walkthrough would be nice with better maps. I could not figure out what I have not done yet to finish main quest and had to look into toolset.
- no real ending. Even after the main quest is finished the transition back to your home does not work but still says sth about owing money etc. Had to export character.
Voted 6, 1st part was better.
I tried to DL the ccp_mmm files. Numbers 3, 4 and the other one seem to be OK, but numbers 1 & 2 have some problems. They don't unzip properly and my computer says that they are damaged.
I tried the link in one of the previous replies but the files are no longer there.
Any help? I liked the 1st mod and would like to go on with the series!
They've been re-uploaded from the rolovault copies which aren't corrupted and should be working fine now.
Well, it works fine now, thanks...
But... the plot in this mod is rather poor. I am all for Hack & Slash mods, but when it's all about "go there, kill this monster, bring me back its head, thanks dude, here's your gold and XP", and then go on to the next one... not my taste exactly. Not to mention that once you DO have the monster's head, you need to figure out where exactly was the guy who asked for it, from all the nearly-countless areas in the game.
Played this and liked it. Most of my issues were with the lack of clear directions to move ahead. There were multiple transitions labeled Necropolis, for example, or Deserts of various kinds, but no way to tell which is the right one for that leg of the journey! In all it was very nice done so try it out!