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Title  Journey of a Thousand Miles Update 2004
Author  B. Carroll
Submitted / Updated  04-18-2003 / 08-21-2004
Category  Official Campaign
Expansions  NWN-1.29
Setting  NWN Beyond the Spine of the World
Gameplay Length  8
Number Players  Some players have taken a buddy. Let one person do the talking. See ReadMe
Language  English
Level Range  15 or 16 (seeReadMe)
Races  any
Tricks & Traps  Medium
Roleplay  Heavy
Hack & Slash  Heavy
Classes  tested with Monk, Druid, Ranger, Paladin, Fighter/Rogue
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  16
Max # Players  02
Min # Players  01
Min Character Level  15
Content Rating  Adult
Alignments  any
You have fought for your country, defeating the plague, finding fortune and fame. Your companion, Hai Tsien, healed you, saved your life as you did for her. The NeverWinter wars are over, but you haven't heard from your friend for months. A letter comes to you from the new commander at Luskan. He tells you of HaiTsien's disappearance, asking for your help. You agree to look for her. How hard can it be? Hai Tsien is probably playing house with some Elf. But, you don't really even know her name. She never revealed it when you met those many months ago. She said that her father was murdered and that she would use his name until his killer was found and honor was restored to her family. This mystery and your duty to your companion in arms takes you on a Journey of A Thousand Miles.


Submitted: 04-18-2003 / Last Updated: 05-25-2004
Submitted: 04-18-2003 / Last Updated: 05-27-2004
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Comments (153):

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Posted by Steve_Savicki at 2012-07-07 18:20:24    Voted 10.00 on 07/07/12
Just as surreal as Beerfish's module.
Steve's Characters - please don't forget to vote on them if you play them.


Posted by gravechild at 2012-03-05 09:50:35    
how do i reach hell?

Posted by eggerfry at 2011-01-23 02:07:24    Voted 6.75 on 01/23/11
When I first started this module, I was disappointed; I thought it was a serious module. This one floats -- I think -- someplace between semi-serious and parody. There’s a lot of 'metagame' and OOC information, and a lot of the conversations are 'modern' -- brief, if you're looking for an immersive experience, this isn't the right mod for you. However, if you like hack'n'slash, you're not too much into plot development, you don't take any of this "roleplaying stuff" too seriously, and you've got a lvl 15+ character with some SERIOUS magic you want to level quickly, this may be the mod for you. I think the mod shows promise, but isn't quite 'there' yet; it could be a wonderful all-day adventure, if it were cleaned up a bit. For my part, once I decided not to take it seriously, I had some fun with it.

- Interesting premise for story
- Lots of combat / action
- Lots of new items

- The combats are unbalanced. At first, my lvl-15 monk/archer, coming from a string of more "serious" modules, was getting his head handed to him; the encounters were way OTT (e.g. orcs AC30 with total attack bonus +25, goblins AC36, some mephits AC42, huge elementals which aside from their usual massive damage also cast save-or-die spells and summoned Slaadi, etc.) -- in other words, unless you're carrying some good DR and some SERIOUS magic (possibly higher than your level would normally allow), this is certainly not a module meant for lvl 15 characters. I played another mod, got some good DR, and came back. After I finished the first bits in the forest, the rest was an absolute cakewalk -- until the guardian temple, which I found stupidly difficult.
- Monty haul: loot bags, chests full of gold and magic just lying around everywhere, and full healing literally grows on trees. Usually when you click on a chair, your character sits in it. I guess all the NPC’s in this module must lose a lot of spare change when they sit down, I don't think I clicked a single chair where there was less than 500gp waiting for me...
- Several items given out are over lvl 15 (I always play with single-player ILR set on -- hell, ANYBODY can kill a god with a powerful enough weapon...).
- Absurd xp -- 900xp for an orc, 900xp for a goblin, etc. I leveled 3 times in the 6-or-so hours I played.
- Some areas absolutely huge
- Journal entries tell me to do things I haven't encountered in the module -- neither by dialog nor by plot events (cf. e.g. conversations in whet your whistle tavern)
- The module ends abruptly. I didn't get the impression it was finished; there were still open quests, including the main quest.
- (SPOILER) why was there suddenly a dragon in the boudoir without any plot lead-up to it at all?
- (SPOILER) I personally found the teleport traps in the mine both pointless and asinine.

- (SPOILER) I open the door to Hai Tsien's daughter's cell, but she doesn't say anything at all when I talk to her. Checking in the toolset, I found that the pc has to have the lizard bow (which I had since sold and therefore had to go buy back -- the lizard bow is a non-plot 'treasure'-type weapon which has absolutely nothing to do with this quest! why is it the plot trigger???)
- 'Door to hell' quest is broken; the way the script is written, the door can't create the first journal entry correctly.
- Conversation from Knotwise is broken: he takes your ticket and says if you have something to do, do it and come back. I did it & came back; he forgot I’d given him the ticket already. This could’ve been a show-stopper, but I got the cruise ticket item resref from the toolset and spawned one in, so was able to continue the game. (FYI anyone else who has this problem, you'll need to spawn in 'cruiseticket'.

Posted by lennon at 2010-12-31 09:43:07    Voted 8.25 on 12/31/10
I have just finished this. Good Game. Thanks.

The Good... great atmospheric places, lots to do and talk to, strong narrative. It is the third module I have played and downloaded to the end and I enjoyed it.

The not so good... This is designed to be played by a PC the level of the Hero of Neverwinter, the vault page above talks about Level 16, I wonder if I'd have enjoyed it more if I had started with another two levels; I used the "Pretty Good Character Generator" to create an 8/8 Fighter/Rogue which was a bit under powered at times, and definately under equipped in terms of spells and potions; this game is not as generous with potions as the official campaign. I found the fighting hard, particularly in the Guardian's temple, but it was written for fighter classes and one doesn't grow with one's character if one doesn't play it to its levels. i.e. if you generate the character and it is a complex blend, then its harder to play well.

In some areas, non plot dependant monsters re-spawn. (Its more complicated than this, there comes a point where they stop respawning.) Once you move beyond the levels where NPCs will help help you, given how marginally successful I was in battle, I found this a pain. (I did beat everything legally in the end but I did consider cheating in some more magic.)

I thought the ending was a bit abrupt.

I agree that some of the humour breaks the fourth wall.


I am talking about some bugs (maybe), which require me to talk about the plot and geography. I have tried to be reticent and not make them spoilerish. Firstly I address Velkito's comment above.

At "Rock Bottom", I chose wisely, but had a second go to see if it is possible to get a gift and the exit key. It is not, but velkito has discovered that you can ask for a gift, then kill the Guardian and get the exit key, but he reports this rather spoils the rest of the game. Since, you will have missed an important plot development, its probably best to take the hint that you're persona non grata and replay the scene again.

Beyond the Inner Mines, "Deeper & Deeper" there was bug/feature which returned me to the entrance point of the cave when I moved too close to the cave edge at sharp corners.

When passing on to the Archipelago, I asked for a Magic Bag and the conversation ended. Fortunately I had two pieces of wood and so was able to get a second ticket. Is this a bug in the script? What would happen if you said you needed to go to the shops first and didn't have a second piece of wood.

I found the fights in the Guardian's Temple hard, and aggravated by respawns. I suppose this is good for most people. There was an unexpected portal jump to the dungeon from the torc keyed doorway to the left of the entrance passage. The final wonder wall potion is not obtainable for me i.e. the one in the last large room before the bedroom. I couldn't pick it up.

Spoilers or Hints

There are two points where I couldn't see the way forward, when looking to travel to Thunder Village and when looking to descend beyond Hell. (Perhaps the "Read Me" should be a bit more explicit about these points.( I say more below which some may consider a spoiler.) Outside the two cells in Hell, I could see the blue gateway which is not usable.

Getting Started

Go and talk to the Queen, she gives you a key

Finding Thunder Village

After teleporting from the Inlands to the tunnel complex, you can u-turn and find some more tunnels, you need to be careful about where you place the cursor; the return teleportation is much easier to find.

Opening the Cell Doors in Hell

One is opened by the lever a bit further on
The other requires you to finish the Hell level. (You need some small hands).

Posted by velkito at 2010-03-10 02:54:07    Voted 4.00 on 03/10/10
It's not that bad, but it's not stellar quality either, and I fail to see the link to the official story either, it might as well be classified as humor, because that's what it seems to be good at. Also, there's sadly a showstopper. I reached the rock bottom area of hell, spoke with the metallic construct, and lo and behold, the only exit is a door that can only be unlocked with the right key. Having no other clues about what to do next I fought the metallic construct. Surely enough, it dropped some sparkling ball thingy (can't remember the precise name) that turned out to be the key necessary to come back. And when I got back around to the civilised areas, *every* NPC that's supposed to be neutral is hostile. Sad times.

Posted by ra0313 at 2010-01-12 21:08:40    Voted 1.00 on 01/12/10
Complete trash. Random, unfunny, shouldn't even be on the vault. Random areas not related to quest. No conversation choices. I felt like I was just doing the walking and fighting. Conversations were completely stupid.

Posted by Hentai User at 2008-10-04 13:17:15    Voted 4.75 on 10/04/08
Very random and full of bugs. Funny anyway.

Posted by WeAreAllKosh at 2007-11-03 11:21:10    Voted 2.00 on 11/03/07
Well, a lot's happened since my first venture into the world of NWN modules. Basically, I've played a lot of the other HoF modules. :\

So I'm updating my vote to reflect the fact that 'HoF quality' is even more loosely defined than this module made me think ...

Posted by morloc at 2007-09-07 04:19:13    Voted 10.00 on 09/07/07
Just finished playing this mod and JOTM2 earlier this week. I had a Fighter8/Rogue8 character saved so started him out in both mods to see how he faired in each. Had a lot of fun and the Vernie character was a great touch. The actions you gave her in the dialogues really added to the story and made her much more real than the usual NPC or henchman in most mods. Looking forward to JOTM3 especially since on NWN (not NWN2). Some of us unable to upgrade yet equipment wise so have not purchased NWN2 yet. Keep up the good work.

Posted by WeAreAllKosh at 2007-07-11 10:24:14    Voted 2.00 on 11/03/07
Well, my first non-BioWare module was basically a poor experience.

Most of what the last comment-giver wrote rings true with me, though I don't find myself as willing to be so generous with the module's 'interesting' aspects.

This module seem like it was the developer's first experimentation with the toolset, and he didn't do much to filter the ideas pouring out of his head. What is a Drow doing wandering around Luskan talking about the size of her nose? Why are bookshelves in the woods? What is a blue dragon doing in a brothel storage room? What purpose does the red dragon even serve? A lot of things just seem out of place.

I like immersion in a role-playing game. Immersion is next to impossible when NPC's are talking about 'half-smoked joints', talking birds are giving me 'Raven Poo' keys, and a lot of the NPC's just deliver random, nonsensical dialogue in general. I suppose it's meant to be humorous, but I didn't find any of it funny except perhaps in a childish way. Immersion is similarly broken by the always-dreaded 'game acknowledges itself' bug. I don't need a banner in Luskan telling me that I'm playing JOTM 2004, nor do I need an NPC calling me a 'level 16 neutral good busybody.'

The module assumes your character is the hero of Neverwinter from the OC. My suggestion -- leave that character at home and create a new one with PCCG or some other PC builder. This one usurps the character's personality. There are journal entries from the character's perspective and most dialogues don't offer more than one response choice. Often these bits are not going to fit your character's envisioned personality. In fact, the only personality they do seem to fit is that of a smart-aleck teenager in the real world (there goes that immersion again). It ranges from a nasty attitude ('you big, fat red lizard') to ridiculously uncontrolled and graphically-described sobbing after learning of the female companion's apparent death. Dialogue responses can't cover the total gamut of imagined personalities, I understand that, but this one doesn't even offer a basic range.

The story and dialogue has its moments where things are taken a bit more seriously. But the other moments are just jarring in comparison. You start to get somewhat into the story and the involved characters ... then BOOM, you join the 'hippy party' and get handed a joint which, for some unfathomable reason, summons undead once/day. If the developer couldn't take things seriously, why should I?

The setting is often terribly ambiguous. The biggest culprit here is the oft-rough transition between areas. I walk into a small library-looking room and suddenly find myself in an outdoor temple. I walk into a cave entrance and suddenly find myself on the middle of a bridge in a tomb-setting with no cave entrance in sight. I suppose I'm walking through invisible portals that are unusually frequent in the area? Some kind of in-game explanation like that would have been nice.

Some of the custom items are strange. I don't understand why so many customs had to be created to mimic the Heal spell. Wonderberries, Lifejuice, etc. -- why not just plant plain ol' Heal potions, which stack with the ones I already have and at least have some kind of justification for their existence? Why does stew being served in a tavern mimic a globe of invulnerability spell? Sure, it's 'great stew'. But is there some kind of wizard assistant enchanting it with anti-spellcraft formulae? Does it use an extra-planar ingredient (viable with a door to hell so nearby) that is inherenty hostile to magic? Some kind of explanation for so extreme a magical effect on so mundane an item would help combat the apparent randomness of the module.

D&D purists (a club I'm leaning toward, though I'm not a card-carrier) will chafe at things like Ogres casting prismatic sprays and the fact that so many items exist (the undead-summoning joint, the globe-casting stew, the greater stoneskin potions, the summoning scrolls) that provide free access to powerful spells. But then, those same purists can't be pleased with the fact that stoneskin spells don't require diamond dust even in the OC, so you can't complain too loudly. In general, I found said encounters interesting. But their placement was often random (ie the aforementioned dragon in the brothel) and my fighter found them a tad easy, especially with the liberally offered stoneskin potions.

I tried locating the finer points of this module -- I figured an 8.5 rating must have spoken of more than a few -- but I didn't find much to hang my hat on. It's basically functional, the areas are built well, the encounters will keep battlin' types occupied, and the story has its moments. The rest is a mess. It only warrants 2 *'s from me.

Posted by Penombre at 2007-05-31 01:47:18    Voted 7.00 on 05/31/07
This mod is at the same time quite interesting and very frustrating

there are a few good ideas and but the plot is at the same time very linear and the comments your character do about him/herself are somewhat "out of place" in style and pertinence.

Alas, i found most of the humorous passages quite dull and it's a little too bad for consistence that most npcs do not even react to your presence anymore once they've gone through their initial routine. Either that or they keep telling you useless things (like Verte who keeps saying you need to talk to Ruby after you did it)

the initial town is pretty lame, and i totally fail to understand why there are bookshelfs in the wilderness

the fact that almost everyone knows you by name and has at the same time almost nothing to provide is perplexing and frustrating.

the overall feeling is one of weirdness and the mod appears to be a sequence of unrelated ideas put together for dubious reasons or because there is a meta-plot i've not found. I do hope this is the case.

in fact, the whole affair looks a lot like several mini-mods put together with a wrap-up story and too much inconsistencies

there are enough good ideas to keep me interested in playing the next part but this mod suffers from a lot of inconsistencies and fails to provide a feeling of immersion in the story

Posted by PaulBlay at 2007-04-27 04:18:28    Voted 8.25 on 04/27/07
This had most of the right ingredients to be a great module but somehow it didn't quite grab me. Not sure why.

Posted by PaulBlay at 2007-04-26 20:47:02    Voted 8.25 on 04/27/07
@ katclanman, otherwise known as 'dude who's never going to come back here and read this'.

I think you just missed a transition behind a previously locked door in the basement. If it's still locked use the DebugMode 1 and + jump over the door.

Posted by Vladisvok at 2007-02-11 03:28:11    Voted 8.00 on 02/11/07
Nice module with a good storyline and interesting characters.
A few fairly large bugs i noticed but nothing that actually stopped me from completing the module (see below).

1. if you talk to the sailor then he takes your cruise ticket before asking if you'd like to get on board or not, this means that if you say no or ask for a magic bag then you will have to go back and complete the rudder quest all over again.
2. Several quests don't realise you've already completed them, so if you go back and talk to the NPC again you can get multiple rewards (talking to the people in thunder village inn is a good example of this, you can keep getting the reward for convincing the old man to come to the village)
3. General spelling/grammar in some of the dialogue could be tidied up a bit.

Overall it was a very nice module and really makes you want to download the second chapter (which i'm doing right now :) ) with a little more tweaking it could probably be even better.

Posted by Barek at 2007-01-29 02:26:01    
That was good stew.


This is so witty and charming... I'm loving it! Wonderful story telling with amusing, quirky characters. I tried a couple of those other mid-teen level, end-of-OC-character mods and they lost me in about 5 minutes. Eh, to each their own. Or maybe I'm currnetly just in the mood for something humorous.

I'm still in the middle of this one, but I wanted to say how much fun I'm having with it. Past my bedtime for now, but I can't wait to get back to this tomorrow.

"They sing songs about me back there, so I can't just give up."

Heheheh... good stuff.

Posted by mox_13 at 2007-01-23 15:39:34    Voted 9.50 on 01/23/07

For me JOTM 1&2 were fully functional and playable using the 1.66 patch. When I first started I was using the 1.67 patch but incountered several errors. after reverting to 1.66 everything was fine.


Posted by redheart at 2006-10-18 19:28:06    Voted 3.00 on 10/18/06
Gratuitous sex (as opposed to story-driven, which would be fine with appropriate warnings as supplied with this module) is bad enough, but the silly names, and especially the out-of-place language in the dialogue are just too much.

Interesting story or not, this module just cannot warrant a decent rating.

Posted by macmkaz at 2006-10-11 17:20:33    Voted 9.50 on 10/11/06
Very nice module

Posted by Steve_Savicki at 2006-10-02 09:24:20    Voted 10.00 on 07/07/12

I believe the author of this module is a she. ;)
Steve's Characters - please don't forget to vote on them if you play them.


Posted by Steve_Savicki at 2006-10-02 08:37:39    Voted 10.00 on 07/07/12
Hi Barbara,

Thanks for writing back.

May I please be e-mailed a workaround module that removes the mature content and possible uses another hak that doesn't involve nudes.

I really want to play your module series because it's in the Hall of Fame, but that sort of stuff offends me.

Thanks either way,
Steve's Characters - please don't forget to vote on them if you play them.


Posted by BCarroll at 2006-10-01 12:56:45    
Oops, Steve, I'm thinking The Elven Conspiracy which has a very sexy nude scenario (player's choice to do it or not) and the Nude Hak.

This first game has a sexy scene in the basement but everyone has their clothes on. When I updated it, I kept it hak-free.

Dragon Caves, a little mod using some areas from ELCON but unrelated to the JOTM story, is ALL XXX with Zorro's Hak. (It's got the cutest darn hatching dragons, though.)
"Be bold and mighty forces will come to your aid."
- Goethe

Posted by BCarroll at 2006-10-01 12:34:46    
Hi Steve -

There is a point in the game where you can choose to be very naughty (XXX) !
I love Zorro's nude hak because of its realism. It'll probably be in the next part of the series with one area rated triple X. Guess I feel all that killing has to be balanced with some lovin'.

- Barbara
"Be bold and mighty forces will come to your aid."
- Goethe

Posted by Steve_Savicki at 2006-09-29 10:42:36    Voted 10.00 on 07/07/12

Why is this module rated mature?
Steve's Characters - please don't forget to vote on them if you play them.


Posted by BCarroll at 2006-09-27 17:13:15    
Hi everyone. I'm looking forward to downloading the NWN2 Toolset this weekend! Although it won't allow us to actually make a working mod, mod-makers can mess around and walk inside from what I understand from the Devs. Yes, I'm going to make a new mod. It'll take a while. First, I'll play through the game with a buddy.
My email is too spammy (over 40 spams/week) to deal with lately, so this weekend (Oct.1 2006) I'll have a Yahoo Group set up for JOTM. Even if it's just me and a few players, it will be a place to chat and post pix and exchange ideas.

Unless someone else has taken the name it will be called Jouney of A Thousand Miles.
I'll come back here to post a notice after it's up and running.
Thanks to all of you who have enjoyed the game, and hang tight to those who have had problems. Just ask Obsidian and Atari, you never get all the bugs!

- Barbara Carroll

"Be bold and mighty forces will come to your aid."
- Goethe

Posted by ralebeau at 2006-04-19 15:07:35    Voted 10.00 on 04/19/06
Really great story, thanks

Posted by katclanman at 2006-04-04 20:12:34    Voted 1.00 on 04/03/06

-----Original Message-----
>From: Maximus
>Sent: Apr 3, 2006 8:29 PM
>Subject: Re: NWV PROBLEM - Journey of a Thousand Miles Update 2004 (Modules/3766)
>If I removed every module that couldn't be completed
>there'd probably only be a handful left that truly have been
>play tested so completely that they are almost professional.
>Modules are complicated to create and add to that there are
>patches released by BioWare that break older ones. So something
>that worked perfectly in 2003 might be broken in 2006 that the
>author has no control over.

I had not thought of that. I was under the impression that updates to the game OS were backwardly compatible.

>Because community modules are free I can't chastise an author
>for not spending time to make sure that it's always working forever.

What I was trying to say was that the module should be removed if it cannot be run. I was not trying to get the author chastised. And if the author had said that he no longer had the time to work on the module, or that because of the lack of current interest (since it is an older module) in the module, he was no longer working on the module, or some other reason, I would have said OK, and asked if I found a fix, if I could post it. Instead, he posted something that made it look like he had tried to reach me or had fixed the module when he hadn't attempted to do anything.

>Sure you can attack them and threaten them but that will only guarantee
>that they will never produce anything in the future or bother doing updates.

And I wasn't trying to threaten him. I can be slow about people, since I usually assume they are telling the truth or are sincere, so often I am slow to see that I am being taken for a ride. I was attempting to give him a chance to contact me bewfore I went ahead a gave the game a low rating. I doubt many people read the comments, but I am sure they look at the numerical rating, and one low rating can really screw that up. I still wanted to play the module then. Now I am not so sure, since I have lost respect for the author because of the manner in which he handled this.

>You might not accept that but I appreciate greatly that people have taken
>the time to produce something for free and if it's not perfect then I'm
>more than
>happy to look bad if there are people that do enjoy what they get.
>By the looks of the downloads and voting that appears to be a lot.

Believe me, I appreciate the people who write these modules. I have not tried to learn how to write a module because I feel I lack the creativity to come up with a good storyline, not because I lack the intelligence or ability to master the mechanics of a module. So I am very appreciative of the people who have the creativity and motivation to write these modules and share them with the community. I appreciate even more the people who run website, such as yourself. Back when there were compouter BBSes on LANs, I ran such a LAN devoted to RPGs online. So I am at least somewhat aware of the work and difficulties involved on your end of the website.

As I said in my email to you, I am a newbie here. And if I have offended the gaming community or you, I sincerely apologize. However, I was/am not upset because an author has chosen not to continue to support his module. He could have said he would not longer support his module (for whatever reason, including just not having any interest anymore).

I would respect this.

He could have said if you think this is so easy you try finding and the problem and fixing it.

I would respect this (and probably try to fix it, no doubt learning a lot in the process).

But to lie about sending me email (if all else failed he could have sent it via the website -- I know, I retested it!!), change his profile so I cannot contact him, and then make entries on the site intended to make people think he was (or had attempted to) help me. Sorry!! I have no respect for an individual who lies like that. I cannot even understand why he felt the need to lie (OK, I never claimed to be wise, only smart -- so I'm a geek!!)

Since I am disabled (and therefore, jobless), I will be spending a lot of time downloading and playing modules from this site. If this ever happens again, I promise the community to handle it differently. Probably (with the author's permission) I will go ahead and learn about writing modules and attempt to rewrite, or find fixes for modules that have bugs like this. They don't have to be nice, or helpful, although I would prefer that course of action.But at the least they can at least being truthful with me and the community.

But as I said, I AM sorry. One wrong does not excuse another.


Posted by Maximus at 2006-04-03 20:32:49    
The user below contacted me and here is what I replied to him:

If I removed every module that couldn't be completed
there'd probably only be a handful left that truly have been
play tested so completely that they are almost professional.

Modules are complicated to create and add to that there are
patches released by BioWare that break older ones. So something
that worked perfectly in 2003 might be broken in 2006 that the
author has no control over.

Because community modules are free I can't chastise an author
for not spending time to make sure that it's always working forever.

Sure you can attack them and threaten them but that will only guarantee
that they will never produce anything in the future or bother doing updates.

You might not accept that but I appreciate greatly that people have taken
the time to produce something for free and if it's not perfect then I'm more than
happy to look bad if there are people that do enjoy what they get.

By the looks of the downloads and voting that appears to be a lot.
Go here to add signatures to your comments and change the order the comments are displayed in. Registered users only of course.

Posted by katclanman at 2006-04-03 20:10:13    Voted 1.00 on 04/03/06
Module has a fatal flaw that does not allow the player to progress pass the first combat area (a woods). I am not the only player to encounter this error. Other players have mentioned (by the dates over two years ago) this error. Unless there is a hak, the module cannot be completed. Author knows but changed his profile to private rather than receive emails about it. Module should be withdrawn unless there is a hak and it is published. Myself, I will avoid any modules this author wroites and advise others to do the same

Posted by katclanman at 2006-04-01 21:02:45    Voted 1.00 on 04/03/06
I am writing this comment to the other people out there who have played this module. It appears that Mr Carroll cannot be bothered to help me with his module's bug (or if it isn't a bug, to give me a clue as to how I am doing it wrong). I find it suspicious that first he cannot email me, and then his profile changes from public to private so that I can no longer contact him via email for help. I have seen from the feedback that I am not the only one to encounter this problem. If someone could give me sonme help (I'll recapitulate my problem below) I would greatly appreciate it. Otherwise, come next week, I will be entering a rating for the module of below a three and a letter to the admin of the vault recommending this module be removed from the download list as it appears to be broken and the author does not appear to want to support his module. I've never given a rating of below five before and would rather not do it now. I probably wouldn't even now, except for the way Mr Carrol has handled this (oh tried to reach you, sorry; couldn't be bothered to alternately send it via feedback instead, then drops out of sight).

Briefly, I have gone through all the areas in the wood except area 51. I have freed the daughter and am supposed to meet her in some city in seven days. I was given no map to area 51, but I was given 2 globes (one from the daughter, one from sunflower). Verte refuses to let me exit saying I have not talked to Ruby (I got her message to go east and later her comment about jewelry -- she refuses to talk any further). This means I cannot progress thru the module. All errors Mr Carroll was supposedly going to work on for over a year, according to the feedback messages I have seen. I really don't care that much if he fixes it. I just want to know if there is some work around or hack I can use to bypass this error (I do not know how to enter DM mode as I always play single palyer mode). I do know how to access the aurora toolset.

Anyone out there a module guru?!?!?!

Posted by katclanman at 2006-03-28 14:21:10    Voted 1.00 on 04/03/06
Please note that since you have made your profile private (public can not view), it is no longer possible to send you email as this site will not display your email addresss or allow email to be sent to you (beleive me, I spent about half an hour trying!!) which is why the previous message was posted in comments.

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