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Tales of Everwood
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Tales of Everwood
Submitted by:
Submitted by
Sharlock
on 2020-11-12 12:43.
Last modified:
2020-11-18 13:50
Version:
1.2
Game:
NwN:EE
Category:
Module
Requirements:
OC
Xp1
Xp2
Language:
English
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Thanks for posting. I've been looking for a low-level short adventure to play with my son. Once we've finished it, we'll let you know how it went and leave a proper review.
P.S. For future projects, please archive your submission with 7zip, WinRar, or WinZip. Thanks! I've fixed this one.
I am just starting this one, and it is well done. However, I should advise that content is for mature audiences, IMHO.
Yes, I agree that some of the content is of a mature nature. I will add a PG-13 warning. Thank you.
Can't rate this content as it won't load on my IPad- it's the 1st module that has happened with, everything else has (after much frantic loading of hak packs and talk files etc)
just thought you might be interested in the fact.
Sorry to hear that! I don’t know anything about various system requirements. The only unusual thing with this mod is that it was started with NWN and finished with NWNEE. It seems to work fine with various Windows PCs I’ve tested it on.
With which version of the EE was it built / last saved? I'm assuming the most recent one? I haven't updated my game since May (Stable Patch .13 - that's after the 64 bit change already -, now it's on Dev Build .19 / Stable Patch .16), and when I try to load your module I'm told it's not compatible with my version.
v81.8193.16 is what the game says when I start it up.
I'm supposed to find tax receipts for Big Bear and i've talked to the beggar who told me to ask the mayor. However when i talk to the mayor there is no conversation choices regarding the receipts. Am i missing something?
Spoiler: Try Kard at the Jacobson house :) Joseph the Beggar should have mentioned both people. He has to mention the mayor in case the PC upset certain people. It is assumed the PC will be working for Nicolas and Kard before Big Bear. I think there also may be a hidden crate outside the Mayor’s house, but you need to have pick lock skills to open it.
Edit: No, you are right, for that he only should have mentioned the Mayor. You may have to do some work for the Jacobsons first and the Mayor before he will give you that choice. I may need to tinker with that plot line if people are going to see Big Bear first.
Thanks!
I'm pretty sure he only mentioned the mayor though.
Edit: I tried talking to Kard, but he wants me to kill the predator and bring him the heart (which i've obviously already done) and has no other conversation options. I did find the receipts in the crate outside the mayors house, but i'm wondering if the Kard 'bug' will give me any trouble in the future?
Spoiler: Have you done the document quest for the Mayor? The Mayor has a quest to deliver documents to Lord Dunnycull. This quest comes up after you complete the predator quest for Kard. Kard should have told you that the mayor has the key to Wolf Cave. Kard should also give a caravan quest.
Yes i've delivered the documents for Dunnycull, gotten the key to the cave, explored it, reported back to the priest and gotten the quest to destroy whatever is down there (haven't done that yet). Kard hasn't mentioned anything about a caravan to me.
OK. I'm not sure what would cause that other than breaking dialogue. The dialogue options are what set the local variables that determine other conversation options. I haven't run into these issues before. You should still be able to do most of the major quests.
Maybe if i can spawn the predator heart in any way, Kard will let me progress beyond the quest?
I'm not sure because the only way you can get the carvan quest is to have the local variable nJacobsonSonQuest = 2, which you get at the very end of the Predator quest conversation. That local variable opens up "I've got more work if your interested" when you talk to Kard again. It should have been available immediately after ending the Predator quest dialgoue when you initiated conversation again. I've tested that one many times.
I'd be interested to know what Kard says to you when you initiate conversation with him.
I think the problem is that finishing the predator quest does not (always?) change the variable nJacobsonSonQuest. At least that's what has happened in my case: nJacobsonSonQuest was 1 still, never got the caravan quest, found the letter, went back to Kart but he's still asking for the head of the predator. Setting nJacobsonSonQuest to 2 using the console fixed the problem.
Thank you, I will take another look at this. What version are you using?
The date of the Tales of Everwood.mod file is 2020-11-18.
I wasn't able to determine how this bug arises. It looks ok when I examine the conversation branch. However, I moved the script to set the variable to earlier in that conversation branch to be safe. Hopefully that will solve it. I'm going to do some other minor clean up and upload a new version. Thank you for the report.
I have to agree, there seems to no reason why this should not work. Also there's only the at_023 script that sets the variable to 1 and the script is called only in the Kart dialog and only when you accept the quest.
The only problem I see is that you're using three scripts for finishing the quest: one (well, actually two) script for giving XP/gold, a second script for taking the head and a third script for changing the variable. This could leave the quest in an invalid state if for some reason the dialog is canceled (by the player, by accident, whatever). I don't remember if that happened to me but it seems to be the only way to break the quest. Why not put this all in one script? Then regardless what the player does the quest is always in a valid state.
I ran into this issue as well. I see you've posted a new version. I will download that and try again.
Ok, I finally tracked down the initial bug you reported. When you talked to Joseph it changed the local variable, which broke the Mayor's dialogue option. I uploaded a new mod file and this is now corrected. Thank you.
Incidentally, the reason this doesn't work on Android is that Beamdog haven't updated the EE version on Android to 1.81 yet.
Bug alert and spoiler: The NPC Gingko the Great in the Old Temple has his faction set to commoner. If you have downloaded a prior version, you can change his faction to hostile or persons to be assassinated in the toolset. Fixed in v1.2.
Heh. I thought he was just being friendly so that PC would come closer, giving Gingko the chance surprise attack!
Yes, that is the plan :) I only suggested hostile faction to make it easier for people to find a faction to fix the bug. The persons to be assassinated faction will keep him neutral until conversation.
Hello Sharlock,
I believe I've run into a few bugs you may want to look at. These are spoilers, folks. I'm running NWN:EE v81.8193.16.
If that last is a feature, not a bug, then, well, oops - nevermind! Still seemed a bit weird though, since what one typically expects from rifling through a wizard's stuff right under his nose is an opportunity to practice reflex saves, not enough XP to level!
Dustin
Haha, thanks! No, the barrel is probably left over from a test run. I'll check on the others too. I'm working on another version with an alternative ending if you let the orc chief go. Thanks for playing and reporting on the module!
One other thing I spotted yet forgot to mention is that after leaving Ye Olde Magic shop, the PC enters the Everwood Inn to find minor magical items (potions, scrolls) and copper necklaces strewn about the floor. As the PC collects them, more appear.
That's very strange and not intended. I've never intentionally introduced anything to cause that . . . is this after killing the orc chief?
Yes, the Orc Chief (OC) is dead at this point & the PC has his head. The actual sequence was to encounter the OC in his throne room, agree to leave him alone, go back to Ye Olde Magic Shop to buy the scroll of Acid Fog, then go back to the OC's lair and use the scroll to kill the OC.
The point at which I clicked the barrel in the magic shop was after that, before giving Duncully the head and ending the module. At that point I knew there were other opponents that I had not vanquished, so I was planning to attempt those.
I can send you the saved games to analyze if you wish.
You did mention above that you started development under NWN and completed under NWNEE. I don't know much of anything about module building, but I wonder if the change of build versions could have introduced strangeness. FWIW, I ran the module as a multiplayer game even though there was only the single PC. I've no idea if that would have an effect.
I don't know enough to analyze the saves
, which is one of the great features of the toolset - a person like me can design and build a working module! Like you, I wonder if my using the two versions of the game to build the module could cause these issues.
One can probably ask on this site's forums. I went there and searched on "version" and got 50+ results. I've not looked at all of them, but this one popped out:
https://forum.neverwintervault.org/t/how-much-is-known-about-compatibili...
Sifting for clues in the forums is sort of retro, but I get the impression that is where experienced builders are active. (;->
Nice!I also had the issue with Kard and the priest never wanted to know that i found the amulet.Sweet little module.