Release Version 1.17 ju31a3- July 31, 2007: a story driven, single player campaign (part 1 of an expected 2 or 3) - for character levels 9-14. Balanced for play on 'Hard' (normal D&D rules) mode, with full Area of Effect damage rules from friendly fire enabled (you can spam your way through with mass fireballs too easily with 'normal' rules enabled - if you prefer an easier combat game, then choose 'Normal' rules or, better yet, play with a level 14 character).
Storyline - you are a semi-retired, moderately successful mercenary who has settled down to a relatively quiet life in the countryside. You then receive a last call to action - a plea from the Constable of Nestlehaven - a small city-state west of Neverwinter and just north of the Kryptgarden Forest on the Sword Coast...
Character info - if your character has less than 42,000 XP, you will be advanced to 42k - thats approx level 9.
Possible Bugs and Problems:
1> There are a few areas where you have keys to open doors-the keys MUST be on the character who will be doing the opening
2>Certain 2da files or other things in your override directory can interfere with or break the journal and/or some of the placeables (just like with any mod that uses custom stuff). So if you experience strange behavior/visuals/missing journal, check your override directory
3>I cannot guarantee that the mod will work with the new classes introduced in MOTB. They have NOT been tested with NHIN. New Release Thread - Link Previous thread - Link Beta threads - Old thread - Link 2nd Beta thread (1st one filled up) at Link Part2 Wiki Page at FRW: Link Full spreadsheet included with all quest states and variables used - will help you modders who want to see where things were done. Intro file attached (latest version of files always are uploaded separately). Full walkthrough avaialble as a separate download.
Latest Version - 1.16 - uploading now, Jul 21, 8pm EST. Changes a few BitchBrew scripts for better reliability on certain systems; allows player to revisit Merris Basement. Fixes a few typos.
Possible bugs:
Bitch's Brew Challenge : if you are experiencing an NWN2 crash when you accept the 'challenge' in the Bitch's Brew Tavern, there is now a dialogue option to skip the fight. Just keep refusing to fight him.
The occassional crash for some people is caused (I believe) by numerous sound overlays, or rapid 'clicking' by users trying to skip the fade to black's, which, even at minimum delay, is several long seconds on some computers. I cannot replicate this crash, so I cannot be certain what causes it, but at least a half-dozen people have had it. Some people have reported that dismissing everyone from your party right before the challenge works - you can get all your party members back at the Merc n Mead, so it might be worth trying if you want to do the arena fight but are having the crash problem. in the Sage Tower (or anywhere)- if you find your party is not following you - simply do a BroadCast command 'Follow-Me' and they will follow-again. This is apparently sometimes an engine bug, as I had it occur to me in the OC as well.
PLEASE let me know of any other bugs - I got hit pretty hard with 1.06 introducing a lot of unexpected behaviors (new perception scripts really did a whammy, as I was very careful about placing enemies at the edges of certain perception ranges, and on giving every encounter a barkstring combat convo, which required major script overhauling to fix) and I want to put part1 to rest so we can move full-speed on part2.
Thanks everyone for playing! I have included, in the zip file, my Spreadsheet that I used to plan the mod. It has four or five workbook 'tabs' at the bottom of the sheet - these contain script names that are used, which scripts do what, when things execute, variables used and tracking info, all quest states and quest state info, location of all doors, whats behind them, where they lead to, etc. I've included this to help any would-be mod builders understand what I did, where I did it, what is executing, etc. I only wished I had something like this when I first started learning (by pulling apart, piece by piece, the mods that make up the OC campaign, and then making changes to them, to see what resulted). If you like the way I did something, then this spreadsheet can help you find the associated scripts, convos, and variables that I used to do it. The more modders in the community, the better off we all are.
If you are just starting out, I also recommend you read one of the tutorials that are here on the vault('Dont Panic' guide, NWN2 Toolset guide, some of the 'movie' tutorials, etc) and spend some time on the bioware forums, the citadel forums, and other community resouces.
Enjoy!!! email - jackyo123@yahoo.com Reviews Date Reviewer Final Score Quick Pros Quick Cons 2008-05-11 Dormammu 8.14 Lots of great action, well thought out plot and story Battle can be VERY deadly for the uninitiated Files Name Type Size Downloads
Release_history_NHiN.rtfRelease_history_NHiN.rtf Submitted: 05-05-2007 / Last Updated: 08-01-2007 rtf 51.75Kb 5498 Release 1.17 - a few minor graphical glitches fixed in Kryptgarden. Very minor modifications to preserve certain variables for part2.
Nestlehaven_Installation_Instructions.rtfNestlehaven_Installation_Instructions.rtf Submitted: 05-05-2007 / Last Updated: 06-25-2007 rtf 2.11Kb 16172 Installation Instructions - for all versions.
Walkthrough__V1.12__62007.rtfWalkthrough__V1.12__62007.rtf Submitted: 05-05-2007 / Last Updated: 06-20-2007 rtf 24.32Kb 10179 Updated Walkthrough, June 20. Contains a 'general hints' section now, before the specific walkthrough, so players who just need a little help with certain areas or battles can find it without revealing everything. Nestlehaven_FinalCutscene_a3.modNestlehaven_FinalCutscene_a3.mod Submitted: 05-05-2007 / Last Updated: 07-04-2007 mod 7.8Mb 5641
This is the final cutscene of the mod, for those folks who downloaded between 6-25 and 6-28, and don't want to start over just to see this (and I don't blame you!!). Just copy it to your modules directory, and start a new module - and select this. Doesnt matter what character you choose - your character was exported during your conversation with Mumphreys, so you will have it for part2. Nestlehaven_ju31_a3.rarNestlehaven_ju31_a3.rar Submitted: 05-05-2007 / Last Updated: 08-01-2007 rar 29.2Mb 34763 Nestlehaven v1.17 - july 31, 2007
Attachment | Size |
---|---|
nestlehaven_finalcutscene_a3.mod | 7.81 MB |
nestlehaven_ju31_a3.rar (0) | 29.23 MB |
nestlehaven_installation_instructions.rtf | 2.11 KB |
release_history_nhin.rtf | 51.75 KB |
walkthrough_v1.12_62007.rtf | 24.32 KB |
This is my favourite NWN2 mod so far, for whatever reason Belts of Agility generally didn't work.Graet detail, nice City design.
One of my most beloved NWN 2 modules. Pity that there's no continuation...
Is there a way to avoid being stripped of all my items when starting it?
To clarify, the first note at the top of this page is incorrect. At the BEGINNING of the mod, your gear is placed in a loot bag in your 'estate' starting area. It's the player's choice to take the bag and recover your original gear or use the free stuff provided. A Note to Players on the floor will explain all this.
Slight bug, I was not able to recover my PC's original gp until I picked up a companion and gave them the loot bag. The character was able to loot the cash stored in the bag and add it to the party total.
For other cases of gear stripping try Etherchest here on the vault.
https://neverwintervault.org/project/nwn2/script/etherchest
Download and follow the instructions. Very handy if you hate item stripping.
Like it! But no sequel :-(
I agree, excellent murder mystery story. It really does leave you wanting more. Maybe someone can contact the author and get permission to create the next chapter as well as the author's intended storyline...hey we can dream can't we ?
Great module. Nice story, balanced combat and loot. Not boring at all. Had some perverse pleasure running through the plot with a hellfire warlock (What do you say? Devils? Oh my gosh! :)
Also the dialogue like
-Who the hell are you?!!
-[Intimidate] I am death!
just made my day.
excellent module with a lot of plots. but no sequel :'(
Excellent module, but I always get stuck in hell during the cutscene after you clear out the bad guy's basement. I guess there's supposed to be and end to the cut scene or other characters that you interact with. Does anyone else have this issue? Tried the listed yahoo email and haven't gotten a response, no surprise given the time that's passed since this was put out. Any help would be appreciated, like this mod and would like to finish it.
@saracen - I did not check but I think the statues near the great doors in Dis might be debug items in case you get stuck. You might try to reload and check those.
Spoiler
If you cleared all the rooms in the basement of the Sage's Tower, going through the portal allows you to close out any open plot lines besides the main quest but there is nothing else to do. Once you report the results of your mission, the mod ends.
Replayed with my usual Ranger 8/Cleric 1 PC and kept my existing gear. Fights were still pretty stiff in some cases. Despite the author's effort to keep you from getting high level gear at the beginning, you will either collect enough good loot, or be able to craft +3/+4 equipments for each party member by the end of the mod if you choose to do so.
The town area was excellent with the indoor areas properly furnished as though people actually lived in them. Outdoor/wilderness was a bit limited as the party was restricted to the trails.
Finished at Level 13 and enjoyed the story very much. Good work.