INTRODUCTION:
The Waterdeep Saga. Takes place during the Dragonheist campaign, but you aren’t the main group of adventurers. You are on another quest of your own. Dragonheist adjacent as it were. This is a simplistic HacknSlash module that has a small linear quest, and vast amounts of side quests. This is a module where you are really just exploring Waterdeep at your leisure. The quests are simplistic so don't go into this module with grand expectations of story.
(Takes place over three acts. It relies on you exploring what you can to find stuff to do.You wont be able to go some places on the map in each act because of story gates. Also, it isn't completly polished might be some spelling errors and other things, but I tested what I could. Eitherway, save often, I don't know how much it may crash for you. Also for a great actual size map of Waterdeep that is not my work. https://www.aidedd.org/atlas/index.php?map=W&l=1)
Tips:
Act I - Levels 1-10
Points of Interest (Sailors Own Tavern, Sleepy Slyph Tavern, West Coast)
Act II - Levels 10-20
Points of Interest (Dragon's Head Tavern, Endshift Tavern, City of The Dead)
Act III - Levels 20-30
Points of Interest (Yawning Portal Tavern, Undermountain)
(There is flexability in what level you want to be starting Act II and Act III, but be around those minimum levels.)
MODULE INFO:
FILES & INSTALLATION:
Be sure to empty your Override folder this module isn't compatable with lots of things.
WDTCOS_HAKS_PART_01 thru 06.7z - Open Archives and put all the haks in the hak folder in "MyDocuments/Neverwinter Nights 2/hak"
WDTCOS_MISC.7z - Campaign & tlk files, copy to "MyDocuments/Neverwinter Nights 2/campaigns" And "/tlk" (Backup your TLK files)
WDTCOS_MUSIC.7z - BMU Music Files, copy to "MyDocuments/Neverwinter Nights 2/Music"
WDTCOS_SAGA_ACT_I.7z - Module Folder, copy to "MyDocuments/Neverwinter Nights 2/Modules"
WDTCOS_SAGA_ACT_II.7z - Module Folder, copy to "MyDocuments/Neverwinter Nights 2/Modules"
WDTCOS_SAGA_ACT_III.7z - Module Folder, copy to "MyDocuments/Neverwinter Nights 2/Modules"
WDTCOS_FIXES_PART_01 - (Installation Instruction Included)
WDTCOS_SAGA_ACT_III_OPTIONAL_CONTENT - (Installation Instruction Included)
SPECIAL THANKS:
There are many people who helpped in various ways. Many people on the vault who have uploaded their creations for modules builders like myself to utilize. There are too many to name, so I will say thanks to everyone. Also many thanks to the people on the forums and the discord for helping write scripts and providing knowledge. Specifically, andgalf, KevL_s, GCoyote, Lance_Botelle, Tsongo, travus, Clangeddin, Kamal, Arianna, Septikism, Morgoth, Gribo, rjshae, Dark, Jude, Silversun and many more I have forgotten, Thank you all for your wonderful work that has been shared.
NOTE FROM MAGICAL WISPS:
I have a PW version of this saga that I am continually updating and feature creating, but I do not have server hardware nor anyone to handle the database scripting. Right now I am running it using basic database on a wifi laptop over LAN. So, If anyone out there has the skill, has the hardware, and has the desire to make Waterdeep Saga into a PW, then please let me know. I am going to keep updating and expanding the module, so if you like what you play in the module here, and want to run a PW Server, let me know!
Thanks!
-MW
UPDATES:
09/22/2024
-Added "WDTCOS_FIXES_PART_01" files to the downloads (Installation Instruction Included)
-Added "WDTCOS_SAGA_ACT_III_OPTIONAL_CONTENT" files to the downloads (Installation Instruction Included)
Attachment | Size |
---|---|
wdtcos_haks_part_01.7z (107) | 705.47 MB |
wdtcos_haks_part_02.7z (108) | 688.22 MB |
wdtcos_haks_part_03.7z (111) | 1.09 GB |
wdtcos_haks_part_04.7z (110) | 972.92 MB |
wdtcos_haks_part_05.7z (106) | 509.11 MB |
wdtcos_haks_part_06.7z (104) | 644.61 MB |
wdtcos_misc.7z (97) | 3.02 MB |
wdtcos_music.7z (91) | 137.12 MB |
wdtcos_saga_act_i.7z (103) | 136.4 MB |
wdtcos_saga_act_ii.7z (96) | 122.66 MB |
wdtcos_saga_act_iii.7z (108) | 181.11 MB |
wdtcos_fixes_part_01.7z (79) | 311.84 KB |
wdtcos_saga_act_iii_optional_content.7z (82) | 104.24 MB |
I can't wait to play this module!!!!
Me too, although votes should be cast after played, not before..
I agree, and I don't think I deserve the 10 stars either.
File uploaded, Hope you enjoy it!
Excellent! What's the suggested starting level range?
Start at level 1, and then you can go all the way to level 30 over the course of it. You can repeat quest if you want to earn xp.
Hi, this project looks interesting to me, it's not often a new NWN2 project comes along, especially not one which is as large as this appears to be and so I downloaded it a day or two ago though see now that earlier today (17 Sept) something has been updated, but there is no indication as to what that change might be. Have any of the files changed or is it just some text on the page which has changed? All the file names remain the same so I am unsure. Thank you!
Just text for now, if I do post a fix to the mod it will be new files labeled with "Fix."
If you fix any actual bugs that prevent quest completion, it helps to post the date of upload and the journal name of the repaired quest in your mod desricption above. Basically a summary change log. That way players will know if they can go back and replay a broken quest.
Good Luck!
So, i tried it. Yeah, the quests that don't get updated are a major issue. I can say that Waterdeep is amazingly made. True masterwork. Although, about resources, i'd advise to put just the necessary.. I mean, 15 gb of stuff.. There are games that weight on the whole around 10 gigas. My game took more than five minutes to simply load the module the first time. Another thing: what's with the enemy respawn? Some enemies look like they respawn endlessly..?
Did you at any point have fun playing it? That is really what I care about and why I released it.
Oh no, don't misunderstand, i like it, really. I just mean that if you solve the issue of quests completion that would likely be a great module. But i think it's best if i vote after that fix.
Thank you for playing my module, all I really want to do is bring a little joy into a mostly negative and dangerous world we share. I am glad you liked it!
What were your favorite quests?
As for the issues. All the things you mentioned were design choices... Do you prefer the quest to be removed from the journal when completed? My intention was for the quest to be repeatable, and in the mod, quest can be located everywhere, so I thought to just leave the intro in the journal so you could find the location again.
.......Oh.
So did you want to make sandbox kinda adventure? I don't like sandbox adventures truth be told. Personally i think that if when you complete a quest you don't see it mark as completed and be done with it, everything becomes redundant in my opinion. It's like infinite enemey respawn. If enemies keep coming then there's no point in killing them, you could simply avoid them. So if i have to vote for that option, i would of course vote for classic quest completed and no enemy respawn (except like random wilderness encounter or such). But... I guess it's up to your taste.
I changed the journal updates to complete per your request, I hope that improves your experience even if you don't like a sandbox style. There are a few quest that are linked to a story, but ultimately, you don't have to do anything as you are a free citizen of Waterdeep. You decide what you want to do, there is no hand holding you through a story here. Exploore the city at your leisure or not at all. Eitherway, thank you for trying out the module!
UPDATES 09/22/2024
-Added requested Journal Updates
-Added Missing Areas
-Added Optional Act III Content
RE: Open quests. In The Last of the Dana'an, certain quests remain open because they represent repeatable jobs that the player can take to make money and acquire resources. Once each quest has been completed the first time, the final journal entry is a small XP award and a note that tells the player they can keep doing this task just to raise cash. The most important are delivering supplies (legal but slow) and smuggling (faster, riskier, more lucrative).
https://neverwintervault.org/project/nwn2/module/last-danaan-unofficial-...
That is the solution I used. There is a note on the completed quest.
I just stared your campaign - it's so nice to see something new!
I'm not sure if you're aware of this, but I thought you'd like to know that there are no load screens - they all say they are missing textures. I can't say much more since I just started.
You might be missing part 3 of haks.
The game started off well, but after the first couple of quests it started to dump me to the desktop when I tried to go from one area to another. After the third crash, I gave up. I am on a mac so that might have something to do with it. I also thought you'd like to know that all the loading screens have 2D missing textures.
Can you confirm you have "wdcos_loadscreens_01_v1.hak" in your hak folder?
If not it is in part 3 of the haks.
I downloaded and installed everything, If the haks didn't work properly could that have been why the game kept crashing? But then, that only happened during transitions so I thought it might be a memory problem.
It may not help but you can try downloading a larger library of DirectX drivers than those that come with NWN2. These helped stabilize my toolset. Don't know if they will help you. https://www.microsoft.com/en-us/download/details.aspx?id=8109
Thanks, but I'm on a mac - microsoft files don't work on my computer. Besides, the loading screens weren't a big problem, the crashing was what made me quit.
Looks interesting! I might start this up when I return to NWN2 again.
But if you don't mind me asking, why the removed feats, spells and classes? Some of those are my go-to classes and spells so to see them removed for this campaign is a bummer.
I originally designed this to be a PW with the intention to release as a single/coop mod. The changes and removals are balancing that I felt worked well for the mod. I don't think there is an argument that RDD and Dragon Shape are the most powerful options in NWN2. While I could see that SOV and BB could be put back in, it is hard to deny that those spells in combination are powerful against large amounts of enemies. These are my reasons, and I completly understand how you feel. SOV and BB are my absolute favorite spells to use in conjuntion. I debated for months on the decisions, but I concluded that they should be removed. I am also aware of the critisim that may come from those decision, but my intention was to make what I built as fun as it could be with the small skillset I have with the NWN2Toolset. If you have just one second of fun while playing then I will be happy with the work.
So you must have included a modified spells.2DA and feats.2DA and classes.2DA correct? Would removing those from the campaign folder revert the game back to the NWN2 standard spells and feats lists?
It is possible to remove those from the haks, but I recomend not to do that for balance reasons. Spells were removed because hostile creatures may in some cases get those spells too due to a system in the mod.
I still have not found time to play with this. Maybe next month if my schedule clears up.
It is a time investment for sure, and not really story driven. But I hope you find it somewhat fun.
Thanks for the response.
I agree that RDD is a great class due to the stat boosts and free Blind Fight. However, I find in NWN2 it is not as meta as NWN1 since there many other prestige classes with their own benefits, plus RDD is 3/4 BAB progression instead of 1 every level which is a notable downside.
As for Dragon Shape, it isn't worth getting due to its much worse stats than NWN1 and the removal of Dragon Breath, as well as being unable to benefit from Magic Fang, Jagged Tooth and Nature's Avatar due to not being a Beast. Shapeshifter Druids typically go for Elemental shapes or stick with the Dire Bear shape.
Many others spells removed are also quite niche like Glass Doppelganger and Shadow Simulcrum. Or the spell powerful but requires some sacrifice. For example, if a Warlock chooses Word of Changing they are giving up a precious Dark Invocation slot which can change one's entire playstyle.
Making certain abilities or spells infinite doesn't feel right to me. If anything it is kinda broken, because a Paladin or Monk is a better healer than a Druid or Cleric now. Same thing with Assassin infinite spell-like abilities.
Anyway, I'll still give this a playthrough once I find the time due to how good it all looks, maybe with a Druid or Warlock.
I'll just say that, you can find attainable abilities and options that fit your flavor of character that are not represented in the character build screens.
Believe it or not, I have thought about every critisim you have mentioned, and part of me agrees with you. The harsher side of me says, "Give the players no healing, let them deal with it." Then the merciful side of me says, "It'd be cool if paladins and Monks could heal some every 30 seconds." I gave the paladin and monk more healing, because I believed they needed more access to healing in my test playthroughs. I did give major thought to those decisions.
I did inject some of my own bias into the mod, I admit that fully. I built this out of love for NWN2, believe me it was love that kept me going, and like all subjective art, people will like it or people will hate it.
A very good job. Quests are not completely smooth, but the sheer amount of work on the exceptionally detailed (and yet dynamic) gameworld truly merits the top score. Of other modules around here I've had time to play so far the gameplay concept vaguely reminds of the Black Canyon, though comparing that one to your work is comparing a street racing tuner (albeit finely rigged) to an Italian sports car; the only open-world module of a comparable scale I can readily name is the Legacy of White Plume Mountain. Thus, 10 of 10.
Though you've probably meant some further content at some point in the future, because, when your character finally meets the real Jarlaxle in the Act III, he tells you to see him at the Yawning Portal, and, when you get there, he behaves as if nothing happened. Apart from it, only one potentially game-breaking bug (or, rather, glitch) in the Act II, but, since it can be easily skirted via two in-game methods, without even bothering the console, it definitely isn't worth lowering the score.
Other than that, just minor cosmetic issues.
Thank you for playing my module and for the kind review! I hope you had fun playing it.
If possible could you elaborate on the game breaking bug?
Certainly. Would be best recording a video, but, since I don't have an overly stable internet connection at the moment for uploading such things, will try to describe it. City of the Dead, the tomb, where you confront Xanathar for the first time. There is a water-filled room with two bridge-like passages over it. Each of them accessed via two different doors. One leading to a dead end (with a couple bandit archers on it leaving some loot); that one is all right. The second passage is the correct way to follow the direction, which eventually leads you to Xanathar. Thing is, when you go through the door that gets you to this correct bridge, you cannot return: when you click on the door behind you, your character just turns 180, remaining in that room with bridges, instead of appearing on the other side of the door.
But I said "potentially game-breaking", because, if you bought that teleport ring from the fire genasi on the Trollskull Manor's second floor, it's not a problem at all. You just keep on moving until you find Xanathar, beat him, get the stone and teleport back to the Trollskull. And even if you don't have the ring, or it's not charged, there's still a way to get out of that tomb, though a little bit trickier: if you happen to have a Feywild acorn, you can use it, shifting to the Feywild and getting back to Waterdeep from there, though such an option, obviously, involves some cross country, killing a couple monsters on the way.
Thank you for the detailed description. This was an area I used from the vault, and I was never really happy with it. It is an amazingly made area though. Thus, I have decided to make a new area from scratch. You enter a temple like building, but no temple facade. So I am building an area where the temple was built on top of the tomb. The tomb will be baracaded and you must get the permission of a priest to enter it. I'll probablly add another quest to get permission. But you are going to be able to enter and exit.
As for the real Jaraxle, he should have reacted to you in the YP if you have the Neverember Vault Key you got from killing Xanathar after leaving the Xanathar Hideout. There is more to the Neverember Vault quest.
Once again thanks for playing my mod!
Ah, then something, most probably, prevented Xanathar from spawning in my case. Neither Xanathar nor any minion of his was around, when I killed those inside and got out.
What I would call the best area (a set of areas, to be more precise), though, is the Skullport. Given the popularity of the Underdark in FR books, the games weirdly lack underground settlements, so having a properly detailed underground city is a most welcome thing.
Maybe you missed the secret door for Xanathar hideout?
Most of the Port of Shadows areas are Vault creations, Mystery of Westgate, and Original campaign areas that are altered by me. The Heart Ward and the floating dock is my creation. Honestly some of those areas taken from the vault were soo perfect, and I wouldn't have been able to make anything that would match their quality. It is difficult to create stacked buildings that are viewable from underneath and that is 100% what Skullport is. I wish I was as good a creator as some of those authors.
But I do think in the future I am going to expand Skullport as that city deserves just as much as Waterdeep in terms of detail. But even Waterdeep is an abreviated conception of the city.
I do not intend to update this mod however, I am focusing on the Persistent World version.
Gonna look for it the next time I have a free hour or two and then write a comment as to whether it was me not noticing that door or indeed a bug.
This time things have worked properly. The reason was a very odd bug (and I have grounds to suspect it wasn't even related to the module itself, so don't bother too much looking for it), due to which the door to the main hall of Xanathar's lair didn't trigger the entrance to the hall itself the second time, after my character got out of the dungeon. As I said, it is unlikely to have been related to the module itself: I remember that I had several programs installed on the same drive as my NWN2 running that time, so it propably had everything to do with that.
Excellent, thank you for confirming!
Good that it cleared out with Xananthar's vault, but the one in the theater's basement probably has some actual bug. The second door (after the false wall with a negative energy trap) doesn't trigger the area transition under any circumstances. This time I turned off every possible app and restarted the game several times to make sure.
It is definitly not a bug... but I know what happened. The mod was too big and unstable when it was in one mod folder, so I broke it up into three. In this case, I did not add the areas for the Neverember Vault to Act III when they should have been added.
It is something an Orc would do. Orc is as Orc does.
Nevermind. Your work is still outstanding, fix it at your leisure without any haste.
@Magical Wisps,
I'm updating my master list of Playable NWN2 content and plan to post it in the next week or so.
Even though I have not had time to play this yet, I want to include accurate data.
Does this campaign include:
1. Crafting? OC MotB or SoZ style?
2. Romanceable NPCs?
3. Mature content?
4. Is the party composed of full Companions, simple Henchmen (not controllable), or an SoZ style party created by the player?
5. Does it support multiple players?
6. Do you have plans for an update before the first of the year?
7. Is the primary PC the only character that can talk to NPCs, Merchants, etc.?
Sure, here you go.
1. OC crafting and minor new recipies, plus some quest custom crafting tasks
2. "No time for love Dr. Jones."
3. 18+ just to avoid any problems, but mostly not adult themed.
4. Only simple henchmen.
5. Supports multiple players.
6. No.
7. Only Playable Characters can talk to NPC.
Thanks! Hoping to play over the holidays.