Small Village Woes v1.5.2
[Prologue: Traveling on a country path by foot for many weeks, you enter a thick and foreboding forest as your only way forward.
Setting up camp within the eerie darkness of the woods, you are abruptly awoken from sleep by the relentless drumming of raindrops and flickering torchlight in the distance. You can vaguely see three villagers hastily arranging wagons into a makeshift barricade.
Their urgency raises the lingering question of why you feel an overwhelming presence of evil closing in around you?]
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Module Video Trailer
Watch it on YouTube
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SUPPORT
https://linktr.ee/GameplayLoop
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February, 2024
Small Village Woes
version 1.5.2
Incuding:
Special Feature:
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Module Details
Module Title................Small Village Woes
Created By..................@GameplayLoop
Submitted/Updated......6-25-2002/2-13-2024
Category.....................Action/RPG
Settings......................Custom Settings
NWN Version...............Enhanced Edition
Hak Packs...................None
Gameplay Length.........Several hours (depending on play-style)
Starting Level..............1 (recommended)
Ending Level................5 (depending on play-style)
Number of Players........1 - 2
Difficulty......................Moderate
Content Rating.............Teen (mature themes)
Language....................English
Module Type................Single & Multiplayer
Tricks & Traps..............Light
Roleplay......................Moderate
DM Status...................Not Recommended
Downloads..................No Haks Required
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Version History
1.5.2 -- 02.13.2024 -- New Dialogue. Edited Dialogue. Object & Character Description text edits. Spelling & Grammar corrections. New Scripts. Scripting edits. More Henchmen statements. Object Placement edits. Documentation edits.
1.5.1 -- 12.03.2022 -- Combat balancing. Bug fixes. (Thanks to Nachovyx for the great suggestions.)
1.5.0 -- 11.22.2022 -- New events. New scripts. New choices. New rewards. New Roleplay XP bonus. Rebalanced combat. Rebalanced economy. Text and dialogue updates. Tweaks and various bug fixes. 20th Anniversary Enhanced Edition release.
1.3.1 -- 11.04.2014 -- Various bug fixes and spelling corrections.
1.3.0 -- 09.07.2014 -- Edited dialogue. Revised text. Refined game actions. Added events. Fixed broken scripts generated by NWN 1.23 to 1.69 core upgrade.
1.2.0 -- 07.23.2003 -- Added section for new weapon merchant stealing functionality.
1.1.0 -- 03.18.2003 -- Added section for newly-created player death scenarios.
1.0.9 -- 02.13.2003 -- Basic outline of information regarding the module, including the creation of the overall module.
BETA -- Late 2002 -- Final concept BETA release.
Attachment | Size |
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Small Village Woes (v1.5.2) (131) | 10.95 MB |
Woah! Updated after eleven years, and by no other than the original author himself! The great news indeed! :) That's might be more than good enough reason - for nominate your module for next NWN1 module pick @ Adventurer's Club Nominations Thread.
I'm glad you're enthused! Me too!
I'd love to read the Adventurer's Club discussion of this module. I appreciate all feedback for good or for bad.
If you write the post in nominations thread (yes author are allowed to do that as well) it will be included in our next poll ;)
I have added ID for the old vault entry - this way a duplicate won't be uploaded.
Alas I have a bug to report. I wandered around the village and got myself the female hench person. I then went back to the wine makers house which I hadn't visited before. Entered and went upstairs. Upon reaching this level I experienced a graphical glitch that was halfway between the area transition screen and the upstairs of the wine makers (they were both trying to show at once). After upwards of 10 seconds nwmain crashed. My conclusion is that there is an on area enter script and something in that crashed the game.
This was in win XP.
TR
Well I opened this mod up in the toolset and found something weird so I looked at the mod straight out of the archive. It seems that the one that crashed had become corrupted. Don't know how but the corrupted version has an extra item upstairs in the orchard house - a spelljammer tradesman ship sitting directly on top of the area that crashed NwN for me.
The uncorrupted version works fine (and has no ships whatsoever).
TR
Try downloading the current version hosted here on the neverwinter vault, and let me know if you have the same issue.
WARNING! POSSIBLE SPOILERS BELOW!
I downloaded it today, believing it to be a nicely done module for a single evening (or morning for that matter) and, well... I was right.
The module was very detailed. I loved how I needed to wait for my mug of ale, since the innkeeper had to pour it, and then I was handed the ale instead of it simply appearing in my inventory without any of the characters moving. These were small things that barely affected gameplay, but it was a nice touch for sure. This also resulted in a somewhat handicapped trading system, though, but for the purposes of this short module, it wasn't much of a problem.
Similarly, I liked one-liners of important enemies that occured while fighting. Be it a description of a breaking construct's body, or a last shout of anger of a dying foe, they were all great.
Time for a more important part. The story of the module was original and well-thought. The plot twist was, like a plot twist is supposed to be, unexpected, but didn't feel unfitting, which isn't all that common a case.
I'd be lying, however, if I said I found no negatives in this adventure.
First problem was the camera. I believe I understand the motive behind the frequent utilization of cutscenes. I assume the author wanted to make the module more moviesque by having camera rotate or be fixed in various ways and I'm aware that many players might like it. I, however, do not. I found myself having to change the control settings all the time, due to camera type switching automatically to the one I don't like every time a cutscene is played. I don't mind doing this once or twice in a module, during events that can really make use of cutscenes to emphasize them and/or force PCs to "play their part" in these little movies. I do believe, however, that a simple walk on a bridge should not trigger a cutscene of my PC crossing said bridge. Similarly, I see no need for a cutscene which aims simply to show an enemy (skeleton demon) appear behind the player. Worse yet, this very cutscene was bugged, so that I could not rotate my camera right or left even after the cutscene ended. I needed to go back to the bridge to trigger the previous cutscene and only after it ended did I regain control over my camera.
This is my main concern. Others are simple nuisances: The Priest having no name whatsoever, despite being a pivotal character in the storyline (it might have been intended, but it still doesn't feel right to me), companions having close to no character development or role in the story other than bashing heads that the PC wants them to bash, a rather specific form of dialogue with NPCs that describes what a PC can say instead of saying it... These are all small things that didn't really make a difference to me in the long run.
All in all, I give this module a rating of 8/10 and I am hopeful you don't take it to be a bad thing, since I liked your adventure very much! There could be many more modules like this one - simple, yet detailed and entertaining, stories perfect for a few hours of bore at home.
Thank you very much!
You're very welcome!
Aw, you stripped items this time.
Could you please make a non item strip?
Savickster is a Mac user - he has no access to toolset as far as I know.
Thanks Werelynx; dang you've known me longer than I thought.
Savickster, I've modified the OnEnter script - according to Bort's advice and uploaded module (packed as 7zip file) here: SVW_v131_noitemstripping (332)
Hope that I didnt mess anything (the script was compiled successfully) and that it will prove to be helpful. And that Bort doesn't mind, of course. ;) If he does, I'll remove the link immediately and delete the file.
Small Village Woes - v1.5 (released on 11/20/22) no longer has item-stripping in it on module start.
Wow, the community seems to be very helpful.
Does this mod get the "oldest mod to be updated" award?
Okay, still a couple bugs:
1. When confronting the priest, Farmer Fred must be made invulnerable. If any beasties follow him in during dialogue confrontation, they will kill him and thus we cannot continue.
2. The new henchwoman in Graveyard Gary's attacks Willy when he confronts the final demon.
Thanks for your feedback!
Aha! I'll fix this.
I have never seen this happen before. I'll take a look and see if their factions have been altered some how.
When updating, please remove the item strip.
Or: please pack and upload the two versions (with/without item stripping) in single archive, thus leaving the simple decision: which one to choose - to the players (regardless if they are using Windows, Linux or Mac).
Also: I'd personally recommend 7z format, as it means the file will be compressed much better than zip in such cases (i.e .: 2 * 29MB and almost identical files) - and the resulting download size would be still about 1 MB (vs 9 MB zip).
Since there is an option to disagree with the priest before visiting the Bre'i, if Bort continues to update this, I suggest there be an option of entering the Bre'i village peacefully and get their side of the story.
On one hand I agree with S., but then Brei are barbarians that have slaughtered innocents for the sins of 2 humans.
I don't disagree with this at all. In 2002/2003, this is exactly what I was planning to do in a future update. It would require me making two separate instances of the Br'ei Camp and the burning version of the Small Village. Fundmentally, it wouldn't be a difficult addition, just time consuming, and I'm not sure that I have time to complete the necessary edits required for this level of module expansion. We're talking new story elements, new outcomes, new action scripts, new instances of objects, NPCs, etc.. For the scope of what Small Village Woes is, it's entirely possible. It wouldn't be a slight addition, however.
I can entirely agree with this. Any characters that don't lean Good would undoubtedly like the option to join the Br'ei. It would be nice to provide that option.
Hi
Just played this module yesterday. I found it very entertaining.
I found the merchant-system a bit tirering (slow), but understand why it was implemented (I guess it gives alot more freedom to control equipment economy). But since it is a short module it isnt a big problem.
I would also like different opportunities than jusy kiling all the Br'ei. By the time I talked to the priest this much was clear to me:
1. The Br'ei where looking for a book (the way they searched bookshelves at attacked locations). This was even more clear when I entered Lennys lodge.
2. Fred had unwantingly began to summon undead through a book (likely the one sytolen from the Br'ei). Thus it was quite an "evil"-book, but there where no stories of the Br'ei using it for such.
3.The barbarian Br'ei had lived for long without attacking the village before the current events. Thus it might have beenpossible to restore a "truce"-of some sort. At least enough to consider it/investigate the possibility.
4. The priest was definitely involved somehow (from Freds talk and letter, and the Priests response). I only wondered if the church alter was also a clue (it had a description as covered in dust, that is: unused).
Even as a lawfull good Paladin I did not like to just slaughter the whole tribe (on the command of an untrustworthy local Priest) which I expected was not the root of the problem. I really wanted to track down Fred instead and figure out what was happening before "slaugther commenced". Especially since the Priest was very fishy indeed, I strongly suspected him using me as a way of getting rid of his trail of evidence. I my character had been low Wis - I would gladly had taken fast and impulsive action against the barbarian, but my chracter really first disclained the priest mission, but it was clear that there was no other way to move forward.
This to me was the biggest issue. But otherwise a great module. I would rate it around 7 or 8 out of 10, with 5 being average.
Thanks for this grim adventure! I really enjoyed the writing, the merchant system, and the conversation system. I was playing as a NE human ranger with a bit of an attitude problem and definitely had fun imagining my own responses in dialogue. (I would hazard a guess that this conversation system lightens the author's load, too...)
*SPOILER BELOW*
The most memorable encounter in this adventure for me, besides stripping rotten body parts off of zombies, was in Farmer Fred's crypt. I had just laid to rest a family of zombies and was feeling particularly weak and nervous, having consumed the last of my healing potions. When those conspicuous piles of human bones came to life and started chasing me, I ran like hell, stopping only long enough to hack down one skeleton that barred my path! I ran out the manor and all the way town, yelling for help. The village boys helped me defeat the horrifying monsters, and I felt appropriately shaken by my very close call with death.
Thanks for the feedback!
I wonder if this one is still being updated.
99% sure that NO.
Updated as of 11/20/22 :D
So what was the update?
Plain and simple, but marvellously crafted.
Thanks so much for playing. I'm glad you enjoyed it!
Fun adventure with an interesting story. Heavy on the hack and slash, but with a lot of ambience.
One small bug: when I reloaded the final encounter, one of the companions disappeared and couldn't be rejoined. Managed to survive with the help available anyway, but watch out for that!
Thanks for playing! I'm glad that you appreciated the details.
It stripped me! I was unwilling to go in and do all the work to keep this from happening so that is what I get! Module was okay, a bit minimal and bleak. Killing the barbarians was an onerous task only if you knew the story ahead of time, which I did not. Too bad, but these things happen! All seemed to work and the end played out. This may be the longest post string that I have ever seen for so small and inconsequential a module!
Small Village Woes - v1.5 (released on 11/20/22) no longer has item-stripping in it on module start.
Thanks for your response, BortSonofBort. Always nice to see that the authors are monitoring the module pages. I did not mean anything negative about the size or complexity of your work. Just that there were so many years of posts about it! Wow. Thanks for all the effort. I have played almost all the Hack n Slash type modules on the Vault and so am a bit jaded, I would have to say. The stripping is a technique that many use to balance play, and I understand that better now than when I wrote this review. I still think that my 7 star review is about right for my enjoyment level. Again, thanks for all the effort!
I check back here every so often because people's feedback really tickles me. For good or for bad. This project also meant quite a bit to me at the time of creating it.
Tried this once again and was more entertained this time around. I beat the baddies and was the hero. My gear was mostly stripped away except for my equipped weapons, armor and helmet. Interesting. Thank you for the fine effort.
A big thanks for this quality module. I used this as a starting adventure for low levels before leading into the OC for EE (as once one has learned how to play the "training academy" isn't a very compelling start point for me). Works great and I didn't run into any bugs. It also has the benefit of not requiring digging around in CEP stuff.
You're very welcome! I'm glad that you enjoyed it!
This quality module is very entertaining. Played right into my love for linear plot, hack and slash action, and well-thought-out conversation and lore. Low level and loot were a plus, too, though I was suprised that by the end while fighting demons and such that I had no magic weapon. It worked perfectly. The only thing I wished for was conversation, banter, and even side quests to give depth to the henchmen.
The ending was a nice wrap up, too.
This is a definite must play for a low-level romp with undead!
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SPOILER
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Only bug I found was a guard by the northern-most village house during the fires must have had some kind of cyclic respawning so that the corpse was stacked ad infinitum.
I appreciate your feedback! Thanks for playing!
This is a really nice module. It's a short, self-contained adventure - my favourite kind, since it can be played with a character who can go on to have varied adventures in other similar modules, rather than tying you in to an epic saga. The story unfolds in a well-paced way, with a tragic aspect to it that matches the moody, atmospheric feel of the whole module. There are some nice little touches, like descriptive feedback as you whittle down the HP on big boss monsters, and the combat encounters are pretty well balanced. There's a couple of exposition-heavy dialogues and the sheer number of enemies gets a bit gruelling towards the end - not too difficult, just dense. But on the whole, a really cool, well-crafted module well worth the couple of hours it took to play.
I'm glad you enjoyed it! Thanks for giving the module a go!
Short and small but carefully crafted, with lots of details. Liked the camera cinematics and general atmosphere.
Bug : can't remember where, but one armoire created infinite traps-kits as loot (re-create 1-3 on-open event)
Thanks for playing and voting! And many thanks for providing a bug notice. I will check out those reward scripts.
Hello. Where can I find and download the old version for the original NWN1? Available version only for NWN:EE :(
Hi Myla,
My apologies for the delayed response here:
Unfortunately, the original release of Small Village Woes for NWN1 is no longer supported. The recently released NWN:EE version is a significant leap forward for the Small Village Woes module. I was reluctant to have two versions of the module available to download if they weren't going to be identical experiences. I'm very sorry if you are unable to play the Enhanced Edition version of Small Village Woes.
Thanks so much for your interest! And it's of any additional interest to you, I will be uploading a video playthrough of the module in the near-future.
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