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Title  Shire Adventures the Old Forest.
Author  ATOM
Submitted / Updated  10-13-2006 / 10-13-2006
Category  Forest Adventure
Expansions  HOTU-1.68
Setting  Buckland,the eastern border of the shire.
Gameplay Length  Can be completed in 1-2 hours.
Language  English
Level Range  3-4
Races  Any
Tricks & Traps  Light
Roleplay  Light
Hack & Slash  Medium
Classes  Any
Scope  Small
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  03
Max # Players  01
Min # Players  01
Min Character Level  03
Forums  Link
Content Rating  Everyone
Alignments  The quest in this mod is geared towards a good/Lawful character.
Gameplay Hours  02
This mod is located in Middle Earth. It envolves a rescue mission from Buckland on the shires eastern border, into the gloomy confines of the Old Forest.
This mod was basically designed to showcase all my custom content,all custom creatures,placeables and the modified world map was made/edited by myself.


Submitted: 10-13-2006 / Last Updated: 10-13-2006
Submitted: 10-13-2006 / Last Updated: 10-13-2006
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Comments (12):

Posted by werelynx2 at 2012-07-12 11:58:46    Voted 6.00 on 07/12/12
Lots of issues for such a short module:
- there should be races: halfling, since you live in shire in a hillside house
- terrible grammar spelling, punctuation
- terrible scaled difficulty(3rd level rogue used), but free respawn
- crashes repeatedly
- no shop, no way to unload loot, buy antidote for common poisoning
- custom tileset bug: walking on ceilings, insides of the walls etc.
- weird custom monster animations(barrow Wight shooting some leafs/green things)
- one highlighted area on the map is useless and produces debug message
- the overall use of map is one huge mistake in here
Thanks Rolo:)

Posted by Mirgalen at 2010-03-19 20:36:43    Voted 2.00 on 03/19/10

I just replayed this with the same character Aragorn (ranger now level 5) and found this module to be a complete failure. First a showcase does not need any combat or a poor story. All you need is few areas with the items and creatures (CEP open day come to mind). If you really want to make an adventure you should make sure that is it properly working (was this even tested?) and that the description above (e.g. level range...) is as accurate as possible which is hardly the case here.

I managed to get to the outdoor area leading to the missing NPCs sneaking pass the deadly creature we were told to avoid. Next thing I found myself back in "square 1" that was either a very poor design decision or an obvious bug. This time my character (despite max hide and move silently and camouflage spell) was spotted by the large insect and again the thing chased my character all the way blocking the corridor of the "crypt" in the process. Eventually I got the thing to follow outside and got him with range weapons. Buggy Tileset (I can fly or stuck in walls).

1-2: The module author did not take the time to fully test or check the module.

Posted by Mirgalen at 2010-03-14 04:11:38    Voted 2.00 on 03/19/10
Great visuals but lousy combats. May be playable with a lvl 5-6.

* Minor Spoiler *

Got chased by the huge centipede everywhere (even with max hide). Entered a tomb and found a bunch of skeletons. If we are lvl 3 can we at least have a club or something?

3-4: It is clear the author tried to make something interesting, but still fell short. With more work it might be worth the download.

Posted by ATOM at 2007-06-25 11:56:56    
The keys all worked for me when i tried them? Thanks for the vote mike.
Three Headed Troll Art Wurks

The Demonfiend Pact custom PNP mod project

Posted by MikeLM9215 at 2007-04-13 11:36:34    Voted 7.00 on 04/13/07
This is one quest with a lot of fighting, some of it too hard, some too easy. There is a double problem with the key, it won't open the door and it breaks the ending if you don' have it. 3 exp for a kill is a little low. Random encounters when you are trying to find a place to rest deadly. Nice use of map, though only 2 places to go. You won't go up a level by end, which is a shame. Good custom content. About 90 minutes of game play. Tileset allows you to walk on air unintentionally.
The road to Ravenloft is paved with good intentions.

Posted by MasterChanger at 2006-10-31 09:00:19    
So the modules do belong out in the main "Modules" folder and not the subfolder? I always just stick stuff in there--the subfolders are created automatically somehow.

I've tried moving just the .mod to the main modules folder, but of course that breaks the paths and it can't find the haks, etc.

I will try extracting to ...\nwn..\modules again tonight.

Thank you for your response!

Posted by ATOM at 2006-10-31 01:33:29    
Your modules file in your NWN directory is sending the mods to a subfile instead of just the mod file.When you extract the compressed file(just after you download it)It will give you the option to put the files in certain directories.Make sure the mod file is going to \Neverwinternights\modules dir.If there is any other filename after modules remove it then extract it to the file area above.Alternatively just drag the mod file from your desktop and open your files,go to the neverwinternights directory then open it go to modules open it and drag the mod file inside.If you open your mod file you can also right click it and on the menu create a shortcut and place it on your desktop.(its what i do)Then all you have to do is drag the mod file to it and it will appear inside.
Three Headed Troll Art Wurks

The Demonfiend Pact custom PNP mod project

Posted by MasterChanger at 2006-10-30 18:30:35    
Maybe someone here can help me with this. Some mods, like this one, are placed in a sub-folder in the modules folder of NWN. I have never been able to access these mods in game--they just don't appear on the list of "other modules" when I select New Game from the menu in NWN.

Is there some way to be able to access these mods? Some switch to be thrown?

Thank you.

Posted by Azarr Kul at 2006-10-16 11:10:04    
Yeah the custom contents great, but you´re a pretty good module builder as well, it just needs a little polish.
And maybe rot grubs are small but they´re also pretty much impossible to hit.

Posted by ATOM at 2006-10-16 09:00:51    
He He! You are right about the forest being a bit jolly.I should have darkened it down a bit.I just made a few tempted to stick a few in the forest.
Three Headed Troll Art Wurks

The Demonfiend Pact custom PNP mod project

Posted by ATOM at 2006-10-16 08:57:55    
Rot Grubs are only one inch big..thats why they are so small.If you got to this spot then your nearly there.Sorry about the map points,and the compass angles!Do you like the custom content?Thats the main reason for this mod.
Three Headed Troll Art Wurks

The Demonfiend Pact custom PNP mod project

Posted by Azarr Kul at 2006-10-14 13:42:03    
Alright when the map point says trail north it lies in the west portion of the map the rot grubs? appeared as white dots most of the maps are empty and i ended up with nowhere to go went back and ended up on the world map and started at the first map of the forest and a suggestion would be make the maps a bit darker they say that the forest is a terrible place but it seems nice and quiet few centipedes and perhaps a few arrows for us rangers in the starting equipment chest maybe a way to sortof track the kids at least for the rangers speaking of which the ranger is the best class to play this module with since it makes the most sense and perhaps a few animals to talk with and why lawful character.
Oh and sorry for the chaotic post.

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