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The Demons of Tyrbas
Submitted by:
Submitted by
Shuruga
on 2024-08-18 12:46.
Last modified:
2024-10-19 18:39
Game:
NwN:EE
Category:
Module
Requirements:
OC
Xp1
Xp2
Language:
English
Tags:
Tyrbas
,
The Demons of Tyrbas
,
Mature
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Well met.
Here we go again. Off adventuring in an amazing place. Can not wait for the weekend to arrive.
—
Phyte: My heart has been locked for longer than I can remember.
Sharwyn: Done, and done.
—
So.. I took a chance and downloaded this module and well I got stuck at the beginning not sure whats next..
I killed the goblins and the orcs in the small room and making sure they don't get past the doorway.. once the main door was unlocked.. I went in and faced a Minotaur and after a while I kill it and well thats were it ends at a dead end.. I ran around the room including trying to talk to an NPC and so nothing..
I am using the version of NWN of 8193.36-13.. I did recompile everything in the toolset if there was a small bug in the scripts and that did nothing..
so I need to know what I am doing wrong since after the minotaur thats the end lol.
L0BSTER
You should be able to interact with one of the windows once the minotaur is defeated. Let me know if not and I can provide instructions to manually jump to the next area!
Nope, both windows does not have use ticked or onUsed script, I have gone close to them even clicked around and nothing.
Message sent with a workaround! If anyone else runs into the same issue, let me know. I'll take a deeper look when I'm able and post a hotfix if appropriate.
Same issue, can't continue after killing minotaur.
Holding off on a rating for now because I think the module is broken.
Instead of starting at the beginning, every time I start a new module I end up in an Abandoned Tower. I've tried three or four times, and always the same problem.
I really liked the first module and was excited to play the sequel. Here's to hoping for a way to fix whatever is ailing me.
Will confirm, I start out in an abandoned tower, importing a character from the previous module, do not lvl up to 5(not sure if that was intended)
Then after killing that demon minotaur, am stuck in that room. The portal at the end of the previous module also didnt work. Interacting with the gong will create the doorway/portal but then nothing would happen.
Also, creating a new character for this module, you start at lvl 1 with the equipment you'd have as a lvl 1 character, i.e no exquisite weapon.
Was that intended?
Sorry folks, it looks there was a human error in the upload -- I'm away from my NWN machine at the moment but I'll post a correction later today (within 12 hours or so of this writing)!
OK, sorry again all. As noted in the amended description above, I managed to post an old production version instead of the actual release version for the first day or so. My apologies! (Way to fumble at the last minute, self!! D:) I deleted that file to avoid confusion and posted the correct version with a new title up above. Please delete the old file if you had downloaded it, re-download the correct file, and try again.
If you want to double check to make sure you're in the right version: when selecting "new game" from within NWN and selecting the Demons of Tyrbas module, if you look at the bottom of the module description, there should be a line at the end indicating that you are playing version 1.00.
The fixed version is fixed! Downloaded and continuing the story from the first module.
I appreciate how quickly you responded, and found the solution, to the problem. Thanks!
Only played 1 path way.. even thought there is 5 ending so sort.
That was a fantasic story but dam.. you need to keep alert or you will be raided out of no were. It was a good thing there was some warning here and there. making certain decision does have a cost never know what the right thing to say or someone gets hurt or even DIE hahaha.
hoard of monsters in most maps, some of that I had to run away since I was not ready to die so many times without potions :D
SPOLIER !!!
The Ending battle was rough, trying to use those lightning orbs to be active and if you go near the beams in the liner path.. you will get a instant death.. THATS MEAN !! hahahaha
All in All. - This was a great chapter to play.. The Ending map.. was funny with the avatar
Well done shuruga
L0BSTER
Thank you! So glad you enjoyed it. :)
Very nice to see a continuation of the previous mod. Alas, I ran headfirst into a bug. I van not interact with the boat at the dock in the mill area. Is there any way to continue on? A reload has done nothing. Thannk you for the help.
If you hold tab you should see a spot right in front of the boat at the dock highlight -- click on that spot and you should be able to progress. Let me know if not and I can provide a workaround to jump ahead to the next area.
Thank you for the quick answer! Alas, nothing appears in front of any of the three boats. Is there a way to fix that? Maybe you can post a set of skip points so that if we find those bugs we can skip ahead? Thank you again.
Message sent! Yes, if this turns into a consistent problem I can provide a list of jump points. Others are getting through (and this didn't come up in beta) so hopefully this will be a one off for you and won't come up for others. But as I mentioned in the message, if I can take a look at your save file I might be able to diagnose the problem.
Just finished a playthough with my favorite paladin build. Like the first module, this is very linear. Unlike the first module, there are some real roleplaying opportunities, particularly in the interactions with the various companions and NPCs that can trigger romances and (apparently) multiple endings.
A word about the romances. The walkthrough claims that the romances are strictly hetero: male characters can romance female companions, and female characters can romance male companions. However, my female paladin managed to romance - and marry - Bethany. I'm not mad about it, but was a bit surprised that I ended the game as the new Baron of Tyrbas.
I started at level 5 and finished at level 12. Some of the gear was waaaay overpowered. I was given +5 magic damage to my weapon of choice. A cloak with +4 regeneration. Gloves with 90% fire immunity. Other gear was more balanced like an amulet of health at an earlier level that penalized me -2 AC, which seemed a decent trade off: gain immunity from debuffs but risk getting hit more often. I'm not entirely averse to being overpowered, but balanced gear does make the combat more challenging and, therefore, more fun.
I liked the potion crafting mechanic, though I'm still not sure why I could use one reagent to craft a cure serious wounds potion but three of the same reagent to craft a heal potion. I ended up with 8 or 9 by the time I got to the final boss fight, and they came in handy when I was trying to melee a mage with Death Armor. Attack, attack, attack, quaff a heal potion, repeat. Not the most elegant tactics, but effective enough.
All in all, a good sequel and a fun romp.
Thank you! Regarding the female PC/Beth romance: I must have missed some of the "check PC gender" flags in some of the conversations. That being the case, a female PC won't have access to the complete Beth romance and there might be some dialogue if you go down that path that assumes the PC is male. (Just an FYI to anyone else considering checking out that route!)
For the combat balance: I might crank up the difficulty in a patch; I thought I'd get some broader feedback. In my experience, a well-tuned martial PC should be in good shape (as you found), especially if they are with Beth at the beginning. But some other "maybe this is viable..." builds were stomped and some of the feedback I received in beta was that the module was pretty challenging. So I tried to hit a middle ground with the consequence that veteran players with strong characters might not be terribly challenged. Some of the OP gear I provide at the very end is meant to support a sense of "I can't do this without some help..." from a story perspective, though obviously that ties back in to how challenging the enemies actually are from a mechanical perspective.
If you're considering another run and want to make it more challenging, try the "abandoned Beth" starting condition, don't take any optional allies, and crank up the difficulty? I'd be curious to hear how that goes.
In any event, thanks so much for the feedback! I am glad you enjoyed it!
Ok... This...this was epic. Writing was GREAT. Combat was tough but fun and not too hard. Planes jumping! THIS is the proper way to end a module. Story was soooo good! You were not stingy with the exp rewards! This was so fun! I really don't know what to say but..I want more! Please create more! Loved the multipule endings! Did i mention this was great?!?! Because it was...
Thank you! :)
This adventure might be just a little short and ... narrow, for lack of better word, but be listed with the goats. But what there is, is absolutely top tier and beautifully polished! I have greatly enjoyed all the companions so far, who all feel like real people rather than just cut-outs. And the level of role play dialogue options is, as far as I know, second to none and all enjoyable.
I wonder if you have other work I can peruse? You clearly have background as experience writer.
1 bug and 1 suggestion: The first time I fled to the Fort (first battle of the first chapter,) one of the demonic orcs followed me in. The battle inside the fort completely stopped the cut scene and Bethany never joined as a party memeber, (or, for that matter, get dressed).
And for the suggestion, the keg of explosive powder over top the spider mine does not have a correct description. (It's some kind of ale or keg, or such.). That would be a great place to put some kind of hint so an observant player can figure out what to do before the miners get swarmed.
Thank you! The only other creative work I've done is the prequel to this module, The Ruin of Tyrbas, which is even shorter than this one (linked up above under related projects). I do a lot of writing for my day job but it is all of the technical variety. I've really enjoyed the change of pace in making these modules!
Thanks very much for the bug and typo -- I plan to let additional reports roll in for a while but at some point I'll release a v 1.01 and fix both of those up!
I just finished playing this module. Not much to say that hasn't already been said here. The module was very linear. The writing was great and the characters good. Some of the mass-fights (I hope you understand what I mean) (and now I'm perhaps getting this mixed up with the previous module as I played these two back to back) felt a bit odd and you could get stuck between a bunch of enemies and not be able to escape and therefore die. However, replaying and avoiding certain enemies and not engage in fighting too much in those mass-battles made it playable to the end. The end fight was extremely hard at first until I found out that you could run away from Maugir and run around the houses and drink every buff you had in your inventory and then return. Then it wasn't at all too hard to defeat the mage and the demon king. I played as a fighter.
I wish there were more places with merchants. I would have really liked to be able to shop some more potions and sell weapons I had looted that I didn't need. Now, you really had to be careful not to use too many potions before the end fights or the completion of the module would have been impossible. Also, some items that I picked up I couldn't identify and that would have been possible with a merchant around. Another very small nitpick (but I think that's in regard to the prequel to this one) is that some areas were a little too dark. Even when using torches it was quite hard to see your way around. Also, I perhaps wish that there had been a few more places to rest, but that's really a nitpick too.
Everything aside, I know how hard it is to make modules since I've done 6 modules for NWN2 myself. So thanks for all the hard work! I know how dedicated you must be, and how much time you have to put into it, to finish something like this. Well done!
This was an excellent story focused module. I had a great time throughout. Great characters and development. I hightly recommend this mod to anyone who loves a great tale. Outstanding work!!
I finished playing it today, but it's late now and I'm tired. I'll give some feedback tomorrow.
The writeing was excellent again and I liked the use of music very much.
The balancing has improved over the prequel where some fights couldn't be won without running from the enemies and waiting for the waves of enemies to stop without them blocking your retreat. Even when fighting extremely high numbers of enemies it was all quite do-able, even though some of the henchmen died within the first minute of the fight (rogue *cough*).
The cut scenes were very well done. What I think could be improved by using some new scripting and gui features from EE are the many dialogues explaining the back story in the rather small dialogue window with the portrait of your own PC. They could be shown in bigger fonts on the screen or you could make a book in the middle of the screen where the text is written (also bigger than the dialogue window) and if there is too much text for one page, a place on in the lower right corner of the page of the book where you can click to turn the page. And somewhere you can click when you finished reading.
Another possibility would be to use speech AI and let it read all the text in a voice you like as narrator. This would however require that the module used a Hak and that Hak would be a rather huge download probably.
This is something that could be improved, but doesn't have to be.
Why I only gave 9 stars instead of ten is that for a ten star rating a module has to be nearly perfect and I think that you could improve your area building. Not so much the placing of the tiles and sounds as the use of placeables. Your areas need more placeables to spice things up. You were already on the right path with the use of the fog emitters and such which really add to the atmosphere, but there were too many places in your areas that were a bit empty. Even if you have a huge cobbled plaza, adding a few patches of grass or those dirt patches make the ground less monotonous without affecting path finding.
Just two typos (at least those I found) in this amount of text is extremely good!
The first one is in the dialogue of the Kaliran Captain: Finally at the treeline, you silently you form up a desperate assault... (One "you" too much)
The second one is when the PC is checking the hole in Tessa's prison: The ground is scorched and the pattern has been broken; evidently whatever broke through the outter ward broke through this one, too. ("Outer" is spelled with two Ts here.)
There also was a text after a green text that should have turned to white but wasn't. I didn't take a screenshot of it though and immediately forgot in which dialogue it was because I'm old and forgetful.
I had a lot of fun playing this and would play another module made by you (Shuruga) if there'll be another one in the future.
Nice story and adventure with good replayability. While oviously NOT foe a straight Wizard/Sorcerer, I found a Druid with Fighter or ranger Levels added later worked well, as does a Cleric with Aie/Healing Domains.
I feel so lucky that talented mod authors like you take the time to keep adding such amazing content to this game! I had a blast playing it this and the prequel this weekend. Fantastic work!
This was actually quite fun. The story is good! The cutscenes weren't done too frequently or for too long. I rather like the variety of choices and responses as well. The multitude of endings are a welcome addition.
I did encounter the occasional bug; a few cutscenes that got stuck, a companion that left the party when they died, but couldn't rejoin when revived. Nothing that couldn't be solved by reloading my save file or using one of the scripts referred to in the walkthrough. I kinda wish there was one more installment to the series: finishing up the sweep and tracking down the remaining enemies.
Thank you -- I am glad you enjoyed it! If you recall the details of where you saw those bugs (which companion and what part of the module, which cutscene...), please send me a message with the details. I will release a patch at some point that attempts to clean up those problems and makes a few other improvements.