I was enjoying playing LoWPM but was put off by the game breaking bugs. The author, Wyrin, hasn’t been active, so I decided to fix them myself. I must say that I have been very successful. I managed to fix all the crash issues with the Gnoll Caves, Dragotha, and the Drow outpost. Additionally, the issue with Nix convo not firing has been sorted. Cursed items are now working properly. Some formerly inaccessible cave doors are fixed. Convo files that restarted quests or had blank entries are fixed. Convos that caused party members to disappear or walk slowly are fixed. Many script issues are fixed. Quest item checks are fixed. I added a new area for the Merchant, Wyrin. Prior to this new area, you would have to converse with him while on the OL map. This caused some issues with wandering monsters and getting kicked out of the store when changing characters. The new area prevents all of these issues. A lot of minor bugs I have discovered while digging through the files are fixed. There is a more detailed changelog with the download that explains all of the changes I made with each file.
Install instructions are included with the download. Note, this is a patch file for the Legacy of White Plume Mountain mod so you must have it loaded first. A link to the original mod is in the Required Projects section below.
Thanks to Wyrin for making Legacy of White Plume Mountain. All the credit goes to him. All I did was fix bugs!
I big Thankyou to Quixal and GCoyote who made sure this patch actually works!
Original thread from the old vault forums
—
NWN2 Mod playthroughs www.youtube.com/user/AhTravesty
Version 1.5 fixes a bug where if you crafted items from recipes, it would duplicate the item and charge you twice.
Attachment | Size |
---|---|
![]() | 8.01 MB |
Madness and Magic |
93.2% |
Lords of Darkness 2 - The Dark Age of Arboril (V3.0) |
86.9% |
Shadewood |
96.6% |
Aribeth's Redemption - Chapter One |
82.5% |
Desert of Desolation Series: I3 - Pharaoh |
96.7% |
Demonheart - Chapter I |
97% |
The Aielund Saga Act III - Return of the Ironlord |
90.8% |
Tales of Arterra - The Lost |
85.2% |
Lankhmar Nights |
93.1% |
Honor Among Thieves |
90.3% |
Madness and Magic |
93.2% |
Lords of Darkness 3 - Alanya's Secret (V2.0) |
90.7% |
Shadewood |
96.6% |
Aribeth's Redemption - Chapter Two |
93.1% |
Gladiatrix |
88% |
This is great to see. Thank you for all of your hard work on polishing up a HoF module.
Kudos to you! Thanks for taking the time to do this.
I think you have done a great job on fixing the stuff that was not working correctly. I did notice that the door from the underdark to the Worg den still doesn't work and I don't know if its a walkmesh problem with the bottom level of the worg den but i had problem getting to the altar that creates the undead worgs and some of the worgs can't be attacked unless you draw them to attack in a different area.
Also when you were looking in to fixing the bugs did you happen to notice which version of Kaedrin PRC pack Wyrin used in making it compatable? I do know some of the mage feats such as the Rune stones don't work, so I figured they weren't in which version he used to make the hak pack.
With regard to the door not working, are you talking about the cave door in the undermoor that leads back to the lower level of the worg warrens? If so, are you sure you have version 1.4? That should have been fixed in that version.
The worg warrens uses the RWS deep caverns tile set. There are some tiles in that set that cause some strange things to happen when a lot of characters are on the same tile. It'll appear they dance around each other and not fight. I'm still trying to figure out why that happens. Until then, try to do as you did; draw them off of the troublesome tiles so you can fight.
I didn't do anything with the Kaedrin compatibility.
I thought I had version 1.4, I'll redownload it and apply it, I'm only about half thru it. I was just curious about Kaedrin pack those feats have never worked in this module before. I was just curious if you came across anything which might have pointed to which version Wryin used when making it compatable is all.
Is this module (and the original one it applies to) ok to use with Enhanced Edition?
No. This is a module for Neverwinter Nights 2.
FP!
This sounds great but... am I the only one that has problems with the rest function? I reinstalled the original mod and resting is allowed in the adequate places.
OK. Solved. Sorry. It was all my fault. But the problem with the doors in the gnoll's dungeon persist...
Which doors are having problems?
If you want to play WPM, don't hesitate: install this patch. All goes smother and works better than I remember for the original, with the exception (for me) of the double-winged door (the biggest one) in the 1st lv of the gnoll mines.
A good work!
Thankyou so much for fixing this I haveenjoyed it immensly. One question though. How is the infintity wand remade? I have the rod and both stones but cannot fathom how to make the wand. Looking for a clue here please.
Right click on one of the pieces and select "use". Then select "activate item". A dialog screen should then appear where you can create the wand.
No problems in the previously buggy unplayable areas. Great work!
Hey Travesty, when we gonna see you do a LP of this one? Would love to see it (with commentary on what you fixed too). Great work as always; will have to check it out as soon as I can. I heard LoWPM was very LARGE. Would be a great mod for leveling a character I imagine.
Thanks for taking the time and effort to fix the bugs in this great classic Mod.
Travus, since you are working on fixing this module up, would you like models of Wave, Whelm and Blackrazor to include? I made them a couple years ago for Skyrim, but never released them. I don't have the setup to put them into NWN2 anymore. In fact, I haven't done anything for NWN2 since the year it was released.
There are no references for what Wave and Whelm looked like, so I made a standard trident for Wave and an oversized beck de corban for Whelm. Blackrazor looks pretty much like it does on the back of the original module. I could send you .obj files of them and their corresponding textures. Oh, I don't have tint maps for them. Blackrazor has an environment map and cubemap to simulate stars. Looks kinda glittery.
I played Legacy of the White Plume Mountain years before, and it was one of the best modules at this time. I managed to avoid most of the bugs using hints from the Internet, but one bug - I forgot which - persisted. I was very far at this time, but gave up. I also tried to fix it, but with no experience with the toolset and making modules I failed.
I always hoped, that later on Wyrin would find the time to fix some game breaking bugs. Last he was active he tried to fix some bugs, but had no time and gave up, as far as I remember.
And now we have your patch! This is really nice, thank you for taking the time to fix this good module! I installed your patch (the module is, like the entire game still on my PC) after checking, that all the modules files were present and up to date. I have old saves from my play through the module, they all loaded, so I expect patching was sucessful.
I will begin a new game because in the years I forgot nearly everything I had done before. I am looking forward to playing and thanks again for making this patch!
I played the original when it came out, but a lot of the quests couldn't be done because the game kept crashing me to the desktop. I couldn't even get into the mountain
Thank you for making and releasing the patch! I thought I'd try again with your patch and things were going well, but I can't get into one of the quest caves. It's the one in the High Moor and the Serpent Hills. It crashes the game every time I try to enter. Was that one of the areas you fixed and, if so, can you help me get in - or give me a code that will teleport me inside?
I took a photo of the area, but don't know if I can upload it here - or how to do it if it is possible.
I guess it doesn't matter anymore - I tried to get ino the Devil's Cellar and it crashed me to the desktop too so I'm done with this campaign after all. Too bad - I was hoping to finally be able to play it!
Thanks for trying to fix it though!
Are there any other mods/files in your override that may be conflicting? Are you using a custom UI mod? If so, clear your override/custom UI folder and see if it still crashes.
Also, ensure that all of the White Plume files are correctly installed in the correct folders.
Thanks for getting back to me - and so quickly!
Everything is installed correctly and my override folder is empty. I was able to do the goblin quest and all the encounters on the overland map are fine, but I can't get into the last 2 places I tried to enter.
I'll reinstall again just to make sure, but I must admit I'm not very hopeful.
It seems to be useless. I re-installed the campaign and your update, but every time I try to go into a cave or the sword palace (not sure of the name) I'm dumped to the desktop. I think it might actually be worse than when I played the first time way back when.
By any chance, did you update any files when you fixed everything? I'm wondering if my OS just isn't high enough to deal with the game now (I'm on a mac).
Playing on a Mac might be an issue. But don't know enough about that. Just out of curiousity, can you get into those areas without the patch installed?
I haven't tried - the only reason I installed the game was because of the patch!
I was able to do the Devil's Cellar quest the first time I played if that's any help.
I can access those areas with no problem and nobody else reported crashing in those areas. Maybe redownload and reinstall.
Thanks, I did and, unfotunately, it didn't help. It could be a mac thing - it's certainly not the first time and probably won't be the last.
Wow, I really wanted to play this module and attempted to do a few years ago but was put off by all the bugs, which is almost to be expected for such a huge, ambitous module. Also, in that first playthrough attempt I used pre-rolled very underpowered characters so I suffered a lot. But thanks for patching this. I think I'll give it another go after I finish Pathfinder Kingmaker..
Hi. I’m having the same issue as bogies. I can get into gnolls and the sewer but get dumped to desktop every time I try to enter Dungeon of Swords, Cabal Coil Outpost or Bright Mountain. I’m also on a Mac. Any advice? Thanks.
So I played around with this problem by removing areas from the "module.ifo" file and narrowed it down to the Pertrified Serpent, specifically the serpent_ptrfd.are. I don't know if the problem is in the .are file or the gic, git, trn or trx for that area, but something in there my mac does not like. I don't know enough about area creation to troubleshoot any further. So hopefully someone who does can take a look. Anyways, once I removed that area, the other 19 load fine and I can play all the other quests in the Serpent hills module.
I suspect that whatever is causing this is also causing Althea and Candle Cove to not work on macs, because they crash in exactly the same way. Would be great for us mac-ers if that got figured out.
Anyway, for other mac users, if you want to play the other quests in the serpent hills do this. Open the MODULE.IFO in the WPM_SERPENT module folder with a GFF editor (on my mac I use tlkedit R13b available here on the vault. Run the java (.jar) version -- no need for an emulator. First go to the node "Mod_Entry_Area" and change it to "serpent_cellars1". Then click the folder Mod_Area_List and delete sub-node [9]. If you click this one it will be called "serpent_ptrfd". Save. You should be good to go. Just don't try to enter the Petrified Serpent area from the OLM.
Hope this helps.
Found another one that had to be removed. In SwampNE, area#5 in the module.ifo file (wpm_hallhamm_ex). After removing it, the other areas in this module load fine on my Mac.
Kudos to Travus for fixing bugs in this mod. He's super helpful on the forum too.
Hi. So I think I figured out what is making this (and Black Scourge of Candlecove) crash on Macs. It’s the walkmeshhelper placeables in the .GIT files for the trouble areas. I went in and deleted all these placeable from the .gits and now it loads just fine. No idea if not having those in their will prevent my PC from reaching something but it loads. There were around 6 areas that used them ( can send list if you like). Same for Candlecove. And I suspect, but haven’t tested, for Althea (it does use them).
I tried loading the game with the walkmeshhelper override folder (https://neverwintervault.org/project/nwn2/hakpak/original-hakpak/walkmesh-helper-expansion-pack) in my override and it still crashed so maybe Macs just don’t like them. Or maybe there’s some file missing that is standard on the windows version.
This is probably not a huge showstopper for WPM since there are just a couple walkmeshhelper placeables in three or maybe four areas. But Candlecove uses a ton. Still would be cool if the community can figure out how to make them work on a Mac.
Btw, the area that got me to finally troubleshoot this in more detail was wpm_entrance in WPM_Mount module. It’s pretty much game breaking if you can’t enter the main quest. Now we can.
This is outstanding work. There were areas that I was never able to access before that made the game seem brand new.
Glad someone patched this. Good job.