At a Distant Shore - a module by andgalf set in the A Strange World Universe
This is a single player story driven module for a level 1 male player character of any alignment in a custom world. (Need to play a male character - the story won't make sense with a female character. Sorry!). Most of the dialogue choices assumes you're not an evil character. This is a standalone adventure and you don't need to have played any of the other 4 modules in the A Strange World series. However, things like lore, locations and other stuff mentioned might confuse you a bit if you haven't played the other modules in the series.
This module took more than 1 year of all my free time to make. So a lot of hard work went into this. Please consider this and don't be too harsh with your critique. Bear in mind: I am no writer, programmer or game designer. This is just a hobby of mine. I've only used prefab areas (except one small area), just as with my other modules, so no areas you see have been done by me, only modified by me.
The playing time is about 9 hours. This adventure is a lot more open-world-ish than my previous modules. I'm not into open-world stuff myself, but...well, that's what this module ended up as. There's lots of talking in the module and it focuses quite a bit on romance. The adventure has 9 companions. All of the female ones are romanceable.
WARNING : This module contains Adult content. Even if it's most of the times skippable, don't play if you are young and uncorrupted. Don't let your children play it. Patch level 1.23. Requires both extensions MotB and SoZ.
This adventure takes place a few years before A Strange World III, and in the same world as that module (If you've played other modules in my series, you know that this universe contains many different worlds).
Story Synopsis:
You're currently on a voyage home to the big metropolitan city of Esteeva, going by ship from Bakestone Bay. What will happen when you arrive?
Installation instructions
OBS! VERY IMPORTANT: If you don't have the english version of the game, you need to download the alternate_playermenu_popup.7z and replace the playermenu_popup.xml in the "At A Distant Shore" folder. Also, before installing anything, make a backup of your override folder and be sure that it's empty before putting my files there.
All files must first be uncompressed with 7zip (It won't work with winrar, I think). Then put the contents of each folder into Users\...\Documents\Neverwinter Nights2\ (10, 8, 7, Vista) or into My Documents\...\Neverwinter Nights2\ (XP)
The compressed override file is split up into 2 files: override-part1.7z and override-part2.7z. First unpack these two, and then to unpack the 001 and 002 files by clicking on override.7z.001 and it should unpack both files correctly.
In detail:. After you downloaded everything,
1. Put the contents of the music folder into ..\music\
2. Put the contents of hak folder into ..\hak\
3. Put the DiShor folder into ..\modules\
4. Put the contents of the override folder into ..\override\
5. Put the At a Distant Shore folder into ..\Campaigns\
6. Put the contents of the Tiles Files folder into your NWN2 Complete\NWN2 Toolset\Tiles folder (or "C:\Program Files\Atari\Neverwinter Nights 2\NWN2Toolset\Tiles")
7. OBS! When starting running the game: Choose Options - Graphics - Normal Mapped Terrain and turn that off. Otherwise there will be a missing texture in one area.
8. When you're about to play for the first time: Choose New Game, New Campaign, At a Distant Shore
Thanks to my friend Mattias for helping out when I got a bit stuck in the main story line!
A big thanks to 4760 for always being so postive and helping me so much with animations, fixing models, scripting and beta testing.
Another big thanks to kevL_s for all the help with scripting throughout the years. Thanks to Lance Botelle mainly for XML GUI related scripting and some other scripting issues.
And of course everyone else on the neverwintervault forum and Discord forum.
Known bugs:
1. This module unfortunately has a tendency to crash to desktop a few times. I have tried hard to fix this but haven't succeeded. Therefore: Do a lot of saves and save often! If you have a crash and reload, it almost always works. From what I have seen it seems that this issue is memory related. Where can I expect this to happen? Well, when transfering between areas it can sometimes occur, so please save before venturing into a new area and everything should be fine. At a particular fight I have done an auto save to help out. I'm really sorry about this! In my next module (if I ever release that one) I'm going to use several modules instead of one, and hopefully this can help with the issue.
2. The module is dependent on you having party companions. When you've played for a while you will be able to remove and add party memebers through the party roster gui. 4760 told me that this gui was screwed up in the non-english version of the game, which makes it imperative that you use the custom playermenu_popup.xml for that. See above under "OBS!".
3. Sometimes the "adding quest" gui can get stuck and not disappear. If you reload then it will go away, or as soon as you get your next quest it will also go away.
4. Sometimes, if you're unlucky, the game can seem to freeze when a dialogue is about to start. If that happens, wait up to 3 min and it should run the conversation. If it doesn't it could be another bug I'm not aware of. So please be a bit patient should this happen.
Betatested by:
My brother
4760
bradcom (only partly betatested)
Sources used:
NWN2 Facelift Pack by Xaltar
Feathered Serpent Beach by seraphimsage
Island Area Prefab by indyanna
RWS Pocket Ship Interiors by RWS
Witsend by rjshae
UO Serpent's Hold by Chaos_Theocrat
Volcanic Island by pharos_gryphon
RWS Swimming Beta by Hellfire (RWS)
Dice ingame game by WarmachineX0
Island_Ecologies by Elminster-Falcon
The Atoll by Ninthletter
The Unhallowed Ruins by Gremlin? (don't remember if I used this)
Just Add Encounters - Dungeon 1 by SGK73? (don't remember if I used this)
Haunted Ruin and Mine Camp by Sanjuro? (don't remember if I used this)
WizardTower_001_&_002_6x6 by Ugly_Duck
Areas of Joy pack by tfunke
MWM Shovel Club Hak by MWMDragon
Usable Shovel by Emoustivianael
Crimmor - Areas by kamal
Troll - by Rashi (from Creatures Replacer by Rashi)
Pixie - by Rashi (from Creatures Replacer by Rashi)
RWS Tower Rooms - by RWS
WQHD DivineTchos GUI by mhroczyn (only Inventory Screen)
Forest Labyrinth by Fhulhi
Forest_004_4x4 by Ugly_Duck
Forest_002_16x16 by Ugly_Duck
Lockpicking & Trap Disarming UI's by Little Baron (with modifications by Lance Botelle)
Custom quest GUI by Lance Botelle with small modifications by myself (andgalf) inspired by the Neverwitcher project by Dark (among others)
The Eclipse Traders by Ticladesign
Shop_Interior_Magic_001_2x1 by Ugly_Duck
Mines and Caves by PhD_Zaius? (don't remember if I used this)
Sewers Area - 2 Levels - by LFenris
RWS Deep Environments by RWS
Custom card game - coded by Lance Botelle with graphics by myself (andgalf), Lance Botelle, Loki_999/Agony Aunto
and sounds by me (andgalf), from and idea by Lance Botelle, me (andgalf) and Tsongo. Card images from
the fifteenth century Flemish Hunting Deck of playing cards, owned by the Metropolitan Museum of Art, New York.
Custom wererat with crown - by 4760
Trinity - Custom Placeables Pack - by Daronas (Gaming Parents Studios)
Black Wolf Forest - by Azenn
3 Small Interiors by Vekin
New Skyboxes for NWN2 - by rjshae (only one used)
Duct Tape by MclarenCZ (Turbosquid, RFL)
AW Inn by Alaster Wolf
Area - Lava Tube by Ithrinael
Sorceress Ashura's VFX Pack by SorceressAshura (only one used)
Arsan Hood by Arsan
Custom Dance animation by Jude Inc.
Custom Sit animations by Kism Phenom
Witcher1 citizens by Naku35
Custom animations and scripts for those by 4760
City-State Project - Volume III by Rjshae (Just one placeable from here)
Custom modifications of armor by MorgothPalantir
New beautifull armors, hairstyles and weapons by MorgothPalantir, PhantaNeko and Antras
Rogue Dao - Lip Flappers by Montgomery Lee Markland
Jude's Outfit Pack by Jude Inc. (athornforyourheart) & LivT
The Faces of Neverwinter Project c 2.0 by Jude Inc.
Faces of Neverwinter Reborn by Jude Inc.
Custom modifications of heads from Jude Inc.'s The Faces of Neverwinter Project c 2.0 by 4760
Custom love animations by 4760
Heads by Krighaur
Witcher 3 Armors by Rashi
DA2 Armors by Rashi
Rashi hairstyles by Rashi
witcher heads by Naku35
MP femalearmors (from Modgames website) by MorgothPalantir & TwilightShadow
The Adult Overhaul Project by Trinital
A Long Bridge with Caves Around - by Marcelo_Lopes
I hope I haven't forgotten anything, but I think that's it.
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Congratulations on the new mod!
May be a few days before I can play it.
Hey! You went light on the overides this time! LOL just kidding..can't wait to play this!
Well, compared to the other modules I totally did. Now you only get the files that I actually use in the module, which is still a lot (sorry about that), but I couldn't just continue to put my whole override folder here (even if that would have spared me a few hours) since it's about 19 GB now.
I was just poking fun man that's all. Love your work!
Looks good :) And I have a question: 6 screenshot - bow and bowstring - is that available for override? For usage in OC and other campaings and modules.
I might have put that in the override or the campaign folder. I don't quite remember. I don't think you would be able to use that in the OC since it's a custom animation and model that 4760 made for me, so it has nothing to do with combat per se. Then when the arrow hits or doesn't hit the target, that was a script kevL_s helped me with. If you want it in the OC I believe you would have to run some sort of script through the console. Otherwise of course you can use it in other modules and campaigns. I don't think 4760 would mind. If you open the module in the toolset I'm sure you will be able to find the conversation where all this is fired, and thus see what scripts I used, and the copy the code if you want to.
I love using custom animations, so there's quite a lot of those in this module (just like my previous ones). Most are done by 4760, a select few are done by Kism and Jude Inc. , and one or two I made myself by using a tool I got from Kism (and Freshlook's import tool in Blender) by importing them from Mixamo.
Thank you for the reply :)
I want to thank all the 18 people that have downloaded this module so far to give it a try (it's really weird that 19 people have downloaded the module and the campaign files but not the tile files, so that's why I say 18)! I won't be checking here regularly anymore now. If you get into trouble with the module, please PM me, or of course you might get help from other people here too.
I cannot get the Override files to extract as folders. 7zip extracts them in to two files, override.7z.001 and override.7z.002
These cannot be further uncompressed or extracted into folder. Both 7zip and Windows file compression fail to see them as valid archives.
That’s really weird. I have no trouble extracting by clicking on the 001 file with 7zip. Let me check…
There are no issues on my end. Make sure to first extract override-part1.7z.7z and then override-part2.7z.7z into the same folder so that you have the 001 and 002 files in the same folder. Then you right click on the 001 file to upack both, and 7zip should unpack the whole thing. I just tested it. There were no issues whatsoever.
It might be the way 7zip is installed on my machine. The only menu option I usually have is 7z File manager. This morning I got it to a context menu that did allow both files to extract. So it appears to be working
Looking at the contents, the two-step extraction is not really needed here. Both zips could just be collections of files, independently extracted to an override folder without the intermediate step of creating the 001 and 002 files. That functionality is for very large single files that need to be split.
Separate question: What is the expected end level for this mod? I need it for my Playable Content project.
You start at level 1 and is automatically leveled up to level 3. If you start with a higher level character, your character will be leveled down to level 3.
While open world adventures are not at the top of my list either, complex, interesting, (and good looking) companions to talk to and adventure with are always a hit with me. Did need many of the hints provided, and peeked behind the curtain when my open world patience was exhausted, does not take that long in my case. Had trouble with the riddle wall since I missed when the third try would allow for companion help, I suspect >2 would be better than exact 3 as the tries piled up when I could not determine the overall pattern required. Maybe the engine is not resetting that variable to zero at each reload before adjusting the wall, to make help even more unreachable.
Thanks for voting. I'll keep in mind what you said about the riddle wall for the next module. Glad you liked it overall anyway.
When it comes to companions: I always spend way too much time trying to make them look good. Can spend hours upon hours combining faces, outfits and haircuts. Thankfully there are some great talent out there in the community with Morgoth, Jude Inc. , Rashi and others that have made so many great faces, outfits and haircuts available!
Interesting. I never actually solved any riddle as I could not see proper pattern in the wall. I simply worked my way down the list of options and it opened when I hit a certain brick. If this was supposed to be a puzzle, it's broken.
I've gotten half way through level six with only a handful of bugs but I'm out of ideas and will have to resort to the walk through tonight.
It was just a bunch of options in the dialogue when you clicked the wall. If you chose the right option then you've solved the riddle. It's an easy riddle I found online. Nothing broken about it. My brother told me he couldn't understand the pattern at first, but when he wrote it down outside the game on notepad, it was a piece of cake. But if you can't figure it out, there's always the option of asking one of the companions about it.
Thank you for all your hard work.
Loving it !!
Thank you for the kind words! Really glad you liked it! Keeps me want to make even more modules.
Stuck
The following quests are still open
The following quests should be available but no one gives them to the PC, no new named NPCs have shown up in either town or either inn.
I'm assuming I did not talk to the old lady enough times to get "Missing Scarf"
I decided on Tindra for the romance option so I assume none of the other romance quests are available.
All other quests that I can see in the toolset are shown as completed.
I did hit one possibly serious bug. When the attempt to turn the Orc Woman failed, the journal failed to update correctly and the quest remained open. Looking at it in the toolset, that was marked as an Endpoint and should have moved the item to completed. I completed it manually but that might have thrown something else off. (Failed to update a variable?)
I've talked to every villager and citizen on both islands two or three times now. Something should have fired by now.
Any suggestions?
-- Separate possible bug. I found a total of five keys, none of them would open the chest on the 2nd level of the Grotni Caves. I know I took the key from the bag on Anfana but they do not have unique names so I cannot be 100% sure.
*****MAJOR SPOILERS AHEAD****
I'm sorry you're having trouble. This is the most complex module I've ever created so it's really hard to know where and if things have gone wrong.
Have you spoken to all companions at the academy? There's a script checking if you've left the academy enough times before certain conversations fire. Semaphine's dialogue is the key to finding the cave. If you have spoken to her about everything there should be a woman spawning on Hinvih that gives you the clue as to where the cave is and then you should be able to find it in the forest outside Hinvih. Semaphine is the one who gives the quest about the licorice, but only under certain conditions. I have been very thorough though, so even if you don't get the licorice quest you should still be able to find the woman on Hinvih that tells about the cave.
If you have chosen Tindra as romance then you're correct in that you can't romance anyone else.
To open the chest there's a key on Anfana on the little island where you defeat the (don't remember the creature's name).
I hope this helps.
The locked tower quest will be resolved very late in the module.
The King quest has to do with the hidden cave.
When you speak to the natives on Anfana, there's a battle and after that battle an important conversation should fire that let's Semaphine join the party. This has never once failed for me and I've tested that scene many times. This conversation triggers the quest: "Princess Semaphine Aurora Insbeth of Talniwen"
If Semaphine doesn't join the party then all hell will break loose and you won't be able to finish the game. So it might be that that's the problem.
If that's the case, replay from when before you speak to the natives and have the battle again and let the conversation run, and then everything will hopefully be fine.
It's quite heartbreaking that whatever you do as a creator with NWN2, there seem to be cases where a conversation can always potentially fail. This is the worst thing about NWN2 and unfortunately I can only try to make these things as foolproof as possible.
Semaphine has not spawned anywhere.
What???? She never spawns. She IS at Anfana when you get there.
Let me take a look at this.
I never spawn the companions in this module (I did that in the second module and I will do that in the one I'm currently working on, but not in this)
I was right. She's right there. Look at this picture:
It's her with the "bling bling" costume.
I'm sorry, but there must be something on your end since she's here when you arrive at that island. Maybe you don't have all the override files in your override folder? That would cause companions to not show up since I use so many custom outfits and faces, and this character is all custom stuff.
I'm actually glad this wasn't something on my end this time. I thought I had done some stupid mistake, but not this time apparently.
My misunderstanding, problem solved!
When the party first lands on Anfana, Lania tells the PC, "We should avoid the natives if possible." There is another comment about them being hostile and the beach is littered with dead bodies. The whole point of going to Anfana was to learn to be stealthy so I found the cave, killed the Orcs, solved the riddle on the second visit and stealthed out without ever getting close enough to see the Princess.
After that I had no reason to go back.
I'm going to try to keep playing from here and see what happens. Thanks for the help!
Edit: All done!
Only the Licorice quest did not fire, possibly because I was so far past where it would have taken place.
You really excel at conversation and giving your companions depth.
Good work.
The licorice quest only happens to some people. It all depends on what you say to Semaphine. If you don't romance her or treat her "neutrally" then you won't get this quest. It's the same with another quest for Nelowyn.
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