Title | Eye of the Beholder |
Author | Rick Francis |
Submitted / Updated | 03-02-2005 / 7/7/2021 |
Category | Dungeon Adventure |
Expansions | Requires Both Expansions (SoU & HotU) |
Setting | Lower Dungeons under Waterdeep |
Gameplay Length | 30 plus hours |
Number Players | 4 player MP compatable |
Language | English |
Level Range | 2nd level chars only |
Races | All |
Tricks & Traps | Medium |
Roleplay | Medium |
Hack & Slash | Heavy |
Classes | All |
Scope | Epic |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player or Multiplayer |
Max Character Level | 40 |
Max # Players | 04 |
Min # Players | 02 |
Min Character Level | 02 |
Content Rating | Everyone |
Alignments | All |
Gameplay Hours | 30 |
Description | |
Reviews of the mod. GameSpot Review - Eye of the Beholder II - Legend of Darkmoon Update: Aug 13th 2021 - v2.2 uploaded, has minor fixes. Also fixed the pressure plays on the Azure Tower that was requiring 40 lbs of weight to be placed on a pressure plate. that's now been changed to 3 lbs. About the equivalent of a sword. I also added a new dialog that lets you know if the weight is good or not enough. Warning: The Older HAK files are no longer complatible with the Enhanced Edition, you must download the newer files on this page. Update 5: July 7th of 2021 New version 5.3 Enhanced Edition is now available to download here. A lot of reworking and changes and fixes have gone into this version. A lot of new dialog popups in specific areas of importance have bene added to better inform the player of certain events, hidden objects or areas that you may have over looked while playing. The mod is now available and integrated into the Steam NWN Enhanced Edition. Under the community Tab, one click and it will download the mod. We hope you all enjoy the mods, a lot of time and work has gone into both EOB 1 and EOB 2 mods to bring them to Steam. Also a very big thank you to Beamdog for their ongoing support of my mods and all of the community mods in their curated program. This couldn’t happen without their support. Also, we want to thank all of the community for their hard work on the content that was created for NWN and to anyone’s tilesets or objects that are currently being used in the mod. You guys have made some incredible third party items. Thank you all for your contributions.
Update 3 - Version 5 Enhanced Edition - |
Attachment | Size |
---|---|
Eye of the Beholder v5.4 minor fixes (1639) | 8.81 MB |
Eye of the Beholder - EE version haks, movies and readmes (2590) | 262.29 MB |
This is the best "Saturday night LAN party" module ever. It's flawless for multiplayer and everything looks great and works great. Highly recommended!
Just vote, feedback sent via email :)
Played from old vault
I'm curious about this module and its sequel, Eye of the Beholder 2. Is EOB 2 a direct continuation from part 1? Or is it merely a related story? Basically, what I'm asking is if the story from EOB 2 assumes that you have played and completed EOB 1. Thanks!
There is only really minor conection (some graves) and EoB 2 is played with different character than EoB1.
Thanks!
Heard about this legendary module for years before I played it. Glad I did because it's pretty good, and, most importantly, very bug free (except for one of the Ruby Golems, which doesn't have an animation while moving until it attacks you...it just slides across the floor). Excellent mix of puzzles and combat. Any failings the module has lies at the hands of the original Westwood developers, mainly that the dungeons are too many and too massive, resulting in some tedious areas. New creatures were professionally done. I have to admit that I fell through a few pits and didn't go back to these missed levels so probably missed tons of content, surprises and special items. Looking forward to the sequel. 9/10.
Well, my patience ran out after i discovered that the 'potion of recall' lead you to a useless room, so after have found billions of magic items you can't even go to sell them to someone, since if you're stuck in the sewers. And i had to fix the camera height, thing that, i don't really understand why someone should change that value. Oh, and zombies that pop out from barrels. I hope that's a joke?
hi!!!
Where the EotB HAK v5.0 is available???
when i press on the link does not download it
Thanks for bringing this to our attention, faerunian. Give me a moment while I look into this.
EDIT: http://neverwintervault.org/sites/neverwintervault.org/files/project/185... (4913)
FP!
I played this mod a year ago, with a halfing bard, and I couldn't get pass the undead floor. So I gave it another two weeks ago, with a monk and finished yesterday. I think that this is as good as it gets, from the cutscenes that don't extend beyond what is needed, to the companions, the decoration and layout, the secret walls, the loot, the enemies, boss encounters, puzzles, the secret quests. Although I haven't played the original this was a blast from begining to end, I didn't encounter a single bug on the playthrough.
The EoB Team did a great job and I'd give it a 10 if not for two things that I felt were a bit lackluster or perhaps were affected because of my override files. I dont think that anyone from the team will read this but, whatever.
-During the final battle, there was no music.
-I wish the team had put music on the dwarven halls, which felt like a safe haven, and he tileset looked great so maybe this track would be fitting
https://www.youtube.com/watch?v=beCanWiFp_Y
Once again thanks for the all the hard work you put into this, I wish there were more comments on the module because is one of the greatest on the vault.
Hi Joaquim98,
Thank you for your feedback. Glad you liked the mod.
Not sure about the comments on the music. We didn’t have anything to do with that at all. We just kept the original music in place. Did you not have you music on while playing?
Anyway, appreciated your feedback.
Music was on, Im 100% sure, maybe it was due to a couple of override files I had( during the playthrough I used the "Override Compilation of Ages", which made Xanathar invincible, I had to delete a file so that the ray's saving throws would succeed with numbers below 50).
Its nice to know that the team still cares about the module.
We defiantly care, I’m always checking the forums to make sure I’m not missing any comments or suggestions.
This brought back memories of Dragon mag. arriving, reading the review then getting it and playing
real old school feel, well done
still a favorite! had 4 hours New Year's Eve. We grabbed a save from an old session and jumped right in. 4 hours passed in what felt like 5 minutes
Hi, darks! I hope you still check on this project page from time to time, so you may tell me what resource or option you use to make the camera lower down the way it does throughout the module. While I believe I've seen this in one or two other modules throughout the decade, I can only accurately point at EOB. Is it something within the hack? The game runs nice with a higher view of the character and such, but I find the camera you implemented in this module is more to my liking.
Hi Jedijax,
Im really sorry dude, I do check here but not offten enough as I should be. you should really contact me through email for this kind of stuff. and to be honest about the camera. I dont recal the changes we did its bene a long time since we messed wit hthat. and yes, it would be in the hak if it was changed.
Ill have to poke around and try and see what we did.
please email me at my gmail account
rickfranx@gmail.com
I do, and thnaks for the complements, I appreciate it and glad you guys love the mod.
Hopfully, you got part 2 on moddb?
https://www.moddb.com/mods/eye-of-the-beholder-ii-ledgend-of-darkmoon
I can't seem to find the "2 new files for the armor" (asc_cc301b.hak and asc_301a) haks. Also, the link downloads the version 5 main hak, but the game log says it wants eobpack.hak.
Thanks,
JFK
@JFK did you miss the Required Projects link?
That appears to include all three haks you're missing (assuming you mean asc_cc301a.hak, not asc_301a.hak).
Are there any vendors after entering the sewers?
nvm, found them
Finally beat it, really great module. End fight was tough, had to reload it 4 times. Only gripe I have was the final cutscene where I'm teleported out once in the forest it crashed saying something was in the wrong format. So it felt a bit anticlimactic but that's the only thing I have to complain about. The Dwarves probably hate me though. Never did get around to getting that potion back for the king... Lot of play time here, took me 50+ hours to thuroughly explore it all.
Thanks for the donation to the community. Gonna go grab 2 now.
At a guess you were playing this on NwN EE. That would explain the "wrong format" message as BD changed the movie format. So if I am right, the only thing you missed would be the ending movie and not any game play.
TR
Yup, was EE. Great module!
Okay! I was unaware ofthat change. Guess, I need to get hat fixed ASAP.
I just got around to finishing the mod, here are a few notes:
1) The area design looked great. It is a long well made hack-n-slash dungeon crawl. Gives players a chance to try out various tactics and builds.
2) the second alcove was inaccessible to my gnome - I could not open its container.
3) on level 12 some of the ruby golem animations did not play when the golems moved - they just slid across the floor and stood near me when attacking.
4) some of the rust monsters and some of the gargoyles did not become corpses when they died - they just stayed there standing.
5) in the final battle I tried to use some Greater Sanctuary and Black Blade of Disaster spells, and resurrected Dorhum. Sometimes Dorhum and sometimes the BBoD would not attack the boss. Might have had something to do with the Greater Sanctuary - maybe if I resurrect Dorhum or cast BBoD when in sanctuary the "attack nearest" command is somehow blocked but even so I would expect them to attack on their own.
6) also in the final battle the boss stops attacking after awhile (maybe after exhausting spell-like abilities?) and lets his opponents hammer away to the end.
7) also in the final battle, when approached the golem attacks but the boss does not until either attacked or spoken to - allowing the pc to pick off the golem first.
8) at the very end I also got that bad format error on the final movie.
9) early on the lack of access to merchants was a pain so I added an item to give me access to the modules first merchant whenever I wanted. Later I also made another item to quickly loot gold from the massive amount of bodybags - I wish had done that earlier as it saves some time.
10) if I play again I'll try it with the above mentioned items but without henchmen as I become too dependent on them (the dog and Dorhum).
11) Advice for new players - prepare early to deal with poison and disease.
Hi Calgacus,
Sorry I didn’t see this sooner. its sometimes better to email directly to get a quicker answer. I don’t venture the forums as often as I used to.
I’m curious, didn’t you play this with the new NWN: EE edition? It possible there might be some compatibility issues that I’m unaware of since they have bene updating the engine and scripting. Looks like I may have to do some testing and adventuring.
We made no changes to how spells work in the game, so if you were having issues with those its possible this is an internal issue that the game is having and not mod related. Again, I’ll have to test this out.
Awesome!Including an aventurer's worst nightmare, a level filled with rust monsters :D
Henchman were pretty cool, they defeated the final boss as i lay petrified.I'll check the sequel now.
Playing with a friend and currently we're at the 11th floor. Pretty fun so far.
We often crash though caused by me switching my armor or my shield with another one; any guess what might be causing this?
Hi,
By chance were you guys using any other mods or hak packs? If so, those are most likely causing a compatibility issue and causing the game to crash, With my mod, you cannot use the community hak pack, it will cause issues same goes for any other community hak packs.
Anyone else having trouble downloading the Hak 5.0 file?
Using Chrome, I'm getting "this file can't be downloaded securely". However, there is a drop-down next to the Discard button that lets me download the file.
Not sure at this stage why Chrome singles out this file (other .7z files are OK) but you can download it at your own risk.
ty
I was unable to even see the page for this EOB Hak 5.0 with Chrome! Then I used good old(!) Internet Explorer and got it to download and I put it in the Haks folder. Hope it works!
This magnificent effort played without incident, I think, once I got the HakPak downloaded and installed! This was so huge an effort, with so many areas and hidden aspects, that it finally broke me. I have to leave this after doing many of the quests and such, but still not having all the keys to progress to the end. One of the biggest hindrances to enjoying this fully was the dependence on the Walk Through, something that I have a love-hate relationship with usually. I hate to have to refer to the document, much preferring to just play the mod and hope I am noticing all the hidden doors and switches and stuff. On the other hand, I love having a good Walk Through when it bails me out of an otherwise stuck situation!
In this module the Walk Through is a huge document with so many clues to hidden things that it was a bit overwhelming many times. Couple that with maps that were virtually impossible to rectify with the actual game maps, and it was tough thing to figure out usually. Spoiler:
I finished many quests including the King and Son, The Poison Remedy, the Spell book, the Spider Queen(s), the Evil Wizard, killed the Three Liches, drove off the Drow chick Shandia, and got many of the Stone keys, but not enough it appears. I got down to and around Level 11, but some areas were not accessible still. There were still some locked areas that I did not find the way through and of course buttons and pressure plates that I missed, which can really stop you cold unfortunately. In this module you actually have to fall through pits to get to certain places, which is a bit foreign to me typically. I really liked the imagination and effort that went into this thing, but as I said I just have to give up now. I spent probably 20+ hours exploring and fighting with myDwarven henchie, which is a very nice and full interface, but now I have to say goodbye. I left my dog Dof in good hands at the Dwarven Camp. Thanks to the team for this terrific effort, I just could not get it done!
Hi Nails,
Thank you for the long comments and feedback, this is good information. I like seeing people’s feedback like this. It helps me to understand how to gauge the mod and if I need to make better changes to it.
Thanks again, and glad you enjoyed the mod.
Appreciate your feedback.
Dark
I'm not sure about having to fall through the pits as the best way to get to a lower level. That could lead you to missing on on some reasonably important parts. I do beleive that you can always get back up to where you fell through. There aren't any "one way" parts that I can remember. From level 11 you should be able to get back to the Dwarven halls pretty easily. I'd give it another shot if you've made it that far. The last level is pretty spectacular.
A few people metiomed EoB2 above. It's just my opinion but I think EoB2 is a much more difficult scenario than EoB 1.
I barely remember the old game on the Amiga 500 of a friend of mine, so I cannot make comparisons.
The module itself is well built, and, as is not focused on the atmosphere/roleplay but rather on the hack'n'slash type of adventure.
Personally I prefer a more subtle approach to situation and I always create a rogue chatacter to play and one drawback of this module is that it seems to favor the warrior-kind (and the wizard maybe?). There isn't much of a choice for a companion NPC at the very first levels and you have to make the best out of a rogue "colleague".
I would ask the author a way to make some other NPC available or the possibility to choose an additional class for the halfling rogue.
The module map is huge and sometimes is useful to keep the walkthrough handy.
Apart from these two "problems", I haven't seen bugs o strange things.
Thanks to the author fot his effort!
If you are interested the original 3 EotB games are available on GOG to buy.
TR
Thank you for the commnets, I really appreciate the feedback and your insight. It helps alot. Glad you enjoyed the mod.
Thanks,
Dark
Hi Dark,
I think the HAK download link died again... Someone said he managed to download it using Internet Explorer, but it didn't work for me...
Would be thankful if you could make the download possible again! Thanks man
Edit: I managed to download the file using my phone and then sent it to the pc...
That sounds like it is probably down to your anti-virus, although it is just possible that it's your browser. I just tried downloading it and had no problem with the Opera browser (a chromium based browser). Check your settings for both your anti-virus (first) and (then if that isn't where the problem lies) your browser.
Hope that helps.
TR
No, there is a problem with the link, which affects browsers with higher security standards. I'm in touch with the author about it.
Hi, hope anyone can help!
Not sure if I am stuck or if it is supposed to go this way. I had assumed the Potions of Recall would bring me back to the Gnome Merchant from the very beginning of the module, but it just brought me to the beginning of the 1st level. Is there no access to merchants here?
Hi, Roadrunner,
No, that's the intended outcome. In each area, the potions of recall takes you to a safe place next to the Well of Lost Keys (I forget what it was called in the game) for that area. Once you are past the sewer levels, you'll find merchants every few levels, and new companinions to resurrect. I had to stash a bunch of +1 weapons I couldn't carry in barrels and chests on the sewer levels, intending to come back. You can, of course, but you'll not need to, as there's enough loot available to sell to merchants on the levels you find them that you won't need to go back to earlier levels for that particular reason.
For anyone who was feeling initially confused while trying this game, I have some advice: Stick with it--it starts to make sense eventually! For me, trying to follow the existing walkthroughs and maps intended for the original game was very frustrating, and I had a lot more fun just exploring and then, when I thought I'd mapped out as much as possible in a level, using the walkthrough maps to see if there were any areas I missed. Just avoid any pits (until you have the rest of the area mapped out). The original 32 x 32 tile maps in the walkthroughs are usually split into 4 or 5 areas in the NWN automaps, so its hard to recognize where you are until enough of the area has been explored to compare with the walkthroughs.
Occasionally I had to go back to the wells to get "lost" keys that had been used in one part but required to access other parts on an area. This was NOT an obvious thing to me, but necessary in several places. Also, I think the clues relating to the various (optional) alter quests aren't sufficient for success on their own, without resorting to walkthroughs to gain some meta knowledge of how the original game intended them to work. Hopefully the new version released today (7/7/21) addresses these kinds of things to make the game less confusing.
I'll finish out my current run with my rogue/ranger/shadowdancer, then probably replay the whole thing with a mage to take advantage of the newest changes.
Good luck to all--this is a worthwhile and challenging module that has been very satisfying so far. Kudos to those who adapted it for NWN--well done!
Thanks for the guidance! Much appreciated!
Hey guys,
The pools where the backup keys are stored, is really only for an emergency backup situation where you are possibly playing coop or the game might crash and you had a key, and lost it because it was on your char that is not backed up.
I know the levels can get very confusing and it might be hard to find all of the keys, but when you use those backups like that, you are really short cutting the game and cheating yourself out of finding the keys. I know it’s tempting to grab the key if you can’t seem to figure out where the keys is. We made it very clear with a stream or light coming of a chest or a body that a key or plot item is there to make it easier to find stuff and not let it get over looked.
Not tell you all how to play it, that’s entirely up to you guys, just saying that maybe use the clue book, or do bit more searching.
Anyway, have fun and hope you guys are enjoying the mods.
Dark
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