Neverwinter Nights 2

About this mod

Chapter 1 - Thrown to the Wilds A Story Driven Single Player Module. Level 1 to Level 8. 12+ hours of game play. You awake in a destroyed village covered in blood, all around you are bodies dead and nameless. Your memories are gone, yet there is no sense of urgency or burning desire to discover your past. You are pulled into an epic journey a

Permissions and credits
Risen Hero: Chapter 1 Thrown to the Wilds
by Shaughn78
Developmental Blog

You awake in a destroyed village covered in blood, all around you are bodies dead and nameless. Your memories are gone, yet there is no sense of urgency or burning desire to discover your past. You are pulled into an epic journey and battle that extends throughout the realm. You will rise to become a powerful hero against an unknown and growing evil that threatens all.

This is a single player game for a new starting character at level 1.

Risen Hero is a story driven linear game. Side quest are provided to allow for character development and deviation from the linear plot line. Some choices made on side quest will have effects on the main plot. The player will find themselves without any equipment in the wake of an army. They must scavenge for weapons and armor while trying to stay alive.

Key Points about Game Play: ---Please Read---

*The game uses Lance Botelle's Fog of War.
-Area maps will often be hidden by the fog of war (black), the areas must be explored and mapped to remove the fog. To map, the area map must be opened. Mapping is not possible during combat.
-At level three a feat is avaliable to allow the player to map an area (remove the fog) with the area map closed. It requires 4 ranks in spot and 2 ranks in survival. The player or companion can obtain this to feat and does not need to be player controlled to use. A provided companion will meet all the requirements for the feat at level 3.
-The minimmap represents the players line of sight and can no longer be zoomed in/out. It is often disabled in interior areas.
For more information on the Fog of War:
Vault: Fog of War
Lance's Blog http://worldofalthea.blogspot.com/

*The game uses Tonk_K improved monster and companion AI. There are additional behavior options on their character sheet and by right clicking on weapons and shields they can be set to be used by the AI. For the description see his vault page.
Vault: Tony_K's AI

*Game used kaedrin's PCR. This includes new base and prestige classes, feats, cleric domains and spells. Visit his vault page for all the new features. This is required to play the game.
Vault: Kaedrin's PrC Pack

*Due to the survival aspect of this game often the player will be unable to backtrack. The player should fully explore areas before moving on with the plot line. Most side quest are only accessible in certain areas and once the player leaves these areas those side quests will be inaccessible.

*Risen Hero is meant to be a challenging game: -SAVE OFTEN-
-Though there is a progression of easy to more difficult monsters there are several very challenging creatures and battles created to challenge the player. These battles are generally optional and do not block plot points. Players who can defeat these battles are rewarded with loot while those who know to run away are rewarded with their lives. In addition several of the more powerful enemies will have weakness and weapons to bypass their defenses have been placed in the game.
-Races with a greater than +1 level adjustment will have a much greater difficulty
-Some battles can be avoided through the use of skills or companions. While some companions may help you avoid the battle, others will provoke it.

*Secret passages are secret and must be found with a search check, subtle hints have been placed near them. They can be found out of search mode, but with a higher check. Static placeables (items that won't highlight) and lighting changes have been placed at some passages to provide hints of their presence.

*Companions are spread throughout the campaign. Only 3 will approach the player and offer to join. The others must be found. The 3 evil companions will require a skill check to convince them to join the party. All companions are optional and the game can be completed with no companions, but the challenge will be much higher. 1 companion is forced for the kobold caves but can removed after.

*A system has been created to allow the player to sneak past encounters and earn increasing experience points for each encounter avoided. This system is used in the kobold cave and the surrounding forest. The player controlled character (either PC or companion) must be in stealth mode, companions not is stealth mode will apply penalties and companions that are in stealth mode and make either a spot or listen check within 5 meters of the player will provide a bonus to hide check.

*The campaign uses the Forgotten Realm as it's setting, but is far from 100% true to the lore. It is loosely set several years after Icewind Dale II. The story itself doesn't actually fit into any time line and aspects are drawn from the various times and much of the lore has been altered to fit the story or by my own interpretations.

*The campaign is mainly designed for a good or neutral aligned character. Several side quest allow for an “evil” completion path. Generally if your character is a jerk, the NPCs will be less receptive or even hostile towards you. Some items and quests may not be offered to jerks as well. An evil can complete this game and there are items that only evil characters can use.

*This is part one to a series that is still incomplete. There is a definite ending to this chapter and I plan on completing the story.

What is included:
-Eight companions all with unique conversations and numerous interjects and banter
-MotB influence system that effects all companions
-A new relationship system that tracks how companions feel about each other. A positive relationship will provide benefits while a toxic relationship will apply penalties
-Fully compatible and requires Kaedrin's PrC Pack
-Uses Tony K companion and Monster AI improvements
-Lots of custom content created by the Neverwinter Nights 2 community
-Use of multiple cutscenes and lip flappers
-SOZ death and bleeding
-Limited resting system and wandering monsters
-Allows players in stealth mode to avoid placed encounters (in specific areas, see above)
-Custom load screens and load hints
-Very few placed +something items. Most every item placed has a name and unique description
-New companion race, Half-Fiend, +4 level adjustment and new racial feats applied during level up.
-New taunt feats provided available to Half-Orc companion. Combines taunt checks with other skills to have increased effects on opponents. Two taunt feats can be unlocked during game play.


What is Not Included:
-Open ended free play
-Romanceable Companions
-The more exotic races will not be recognized except for maybe several very specific points in conversations (Genasi, Yuan-Ti, Grey Orcs)
-Overland map area or world map

Known Issues:
-Several cave textures do not match. Some of the SOZ textures don't apply to all tiles.
-Sneak path of Dor'Gallon Fort. When loading a saved game in the fort often the script will fire before the player has a chance to hide and will be caught. It is safe to save game in slave pen half-way through.
-Companion Jarogniew doesn't use melee weapons. To avoid entering loops of AI equipping and unequipping weapons either do not have him carry extra weapons or disable the auto weapon swapping on his behavior tab.

Instructions for Installation:

Before you start make sure your override folder is empty. The override and HAKS include Kaedrin PrC Pack

All files should be placed in the c:\Documents and Settings\<your name>\My Documents\Neverwinter Nights 2\<br><br>In the download all files are in the appropriate named folder<br><br>-Campaigns Folders<br>* Place file Risen Hero into campaign folder<br><br>-Module Folder<br>Risen_Hero_Chp1_01<br>Risen_Hero_Chp1_02<br>Risen_Hero_Chp1_03<br>Risen_Hero_Chp1_04<br><br>-HAK Folder<br>Risen_Hero_2DA.hak<br>Risen_Hero_Data.HAK<br>Risen_Hero_Models.HAK<br>Risen_Hero_Patch.hak<br><br>-tlk Folder <br>risenhero01.tlk<br><br>-Override Folder <br>RH_OverRide<br>**To remove the main menu change. Delete GUI folder in the override.<br><br>-Music Folder <br>contains all the custom music<br><br>-Music_X2<br>Replaces default SOZ main menu music: nx2_mus_maintheme<br><br>-kaedrin's_tlk move file to c:\...\My Documents\Neverwinter Nights 2\<br>See notebook file for directions<br><br>*Readme Files: RisenHero_Desc, Tony_K AI READMEv2.2, Lance Botelle's Fog of War, music credits<br><br><br>To start a new game select new campaign<br><br>Thanks to the following:<br>My wife for putting up with me doing this over the past three years.<br><br>The Neverwinter Community who answered my many forum questions.<br>Credit is given in scripts to other community members who help solve issues and offered advise or if their scripts were dissected or used.<br>Below is a list of some of members who helped over the past 3 years:<br>Chaos Wielder, CID-78, Civilized(E.C.Patterson), Crystal Violet, diophant, Dirtywick, Dorateen, dunniteowl, Eguintir Eligard, Elysius, Inira Lightfoot, Jeff Husges, JuliaM, kaedrin, Kaldor Silverwand, Kamalpoe, _knightmare_, ladydesire, loudent2, Lugaid of the Red Stripes, Melirinda, Mithdradates, PGB, Shallina, Sunjammer, Tony K, Trylane, WyrinDnjargo.<br>-If I forgot you and you want to be listed, or if I listed you and you want nothing to do with this campaign, let me know-<br><br><br>Custom Content:<br>Lance Botelle's Fog of War<br>Kaedrin's PrC Pack<br>Tony_K's Campnaion and Monster AI<br>Rogue Dao Lip Flappers<br>Dragonsbane777 3C-Music pack<br>Wyrin's Foraging System<br>FalloutBoy's Secret Doors<br>Shaughn78's Giant Boulder toss<br>Wild Bill's Cloak of Faerun pack 2 (used to create Zhent banners)<br>Little baron's Cowtapult (Used to help create boulder toss)<br>BouncyRock's HHM Head pack01<br>CouncyRock's Minotaurs<br>Everfire Forge's Goblin Worg Rider<br>Evil Edison's Hill Giant<br>RWS Creature Conversion Project (oozes)<br>Whatbrick's Wing Galore Pack<br>Barrel Monkeys' Shirtless Saga Armour Pack 1<br>Barrel Monkeys' Shirtless Saga Armour Pack 2<br>Barry the Hatchet Shield Pack<br>Barry the Hatchet Weapon Pack<br>Dirtywick's Masterwork Weapons<br>Escrimator's Club Pack<br>Escrimator's Hand Axes<br>Escrimator's Scimitar Models<br>Everfire Forge's Sword Pack<br>Sunlee's Claw<br>Vanlhok Rokdhur's Assassin's Dagger<br>VPJ's Axe Pack #1<br>VPJ's Axe Pack #2<br>VPJ's Trident Pack 31<br>Ar_Pharazon's Stained Glass<br>Barry the Hatchet's Watchtowers<br>Kivinen's item Placeables<br>QK's Gargoyles Placeables<br>RWS Cave Entrances<br>Amraphael's A Cloud of Bats<br>Camb's FX Factory<br>Hellcow's Cobwebs<br>Jaesun99's NWN2 Hidden OC &amp; MotB VFX<br><br>Toolset Tools:<br>MDB Cloner by Runnerduck<br>PowerBar by codepoetz<br>SpellPlug by codepoetz<br>SSFEditor by Squeeself<br>Tintinator 2 by Sunjammer<br>tlkEdit2 by EwaldTheUnimaginative<br><br>Playtesters:<br>-Caitlin, the Wife.<br>-Eguintir Eligard<br>-Kamal<br>-Gilradthegreat<br><br>Release: v1.55 (final)03-08-20102<br>-Added behind the scene things to improve flow in future chapters<br>-Cleaned up several scripts<br>-Added concentration to Jezebell's skills<br>-Unique leveling package for Marium<br><br>Release: v1.50 (final)07-24-2011<br>-Changes fog of war to passive, will map with area closed and in combat. Removes mapping feat.<br>-Party can't talk to Akuji until devils are removed.<br>-On enter script ensure Samael spawns at River Reaching area.<br>-Correct issue with Chain Devils and Eryines not always turning hostile<br>-Correct Eryines damage reduction, was not effected by silver<br>-On enter script for Dor'Gallon's hall will ensure conversation starts if player saves after orc battle<br>-Celestial child has speak trigger<br>-Spread out wolf spawn points in wolf cave<br>-Modified a number of conversations/scripts so NPCs turning hostile use AI to choose target opposed to being told to attack player.<br>-Tentacled horror turned non-hostile and will now talk to player<br>-Added dream area to resting in farmer's house<br>-Correct XP rewards for sneaking through encounters, picking locks and disarming traps.<br>-Added checks for hag conversation to ensure it starts at all events.<br><br>Release: v1.40 02-15-2011<br>-Add Lance Botelle's Fog of War<br>-Add party experience for disarming traps<br>-Add character experience for lock picking<br>-Change sneaking through encounters to party experience from character experience. (in kobold caves)<br>-Lowered experience cap for sneaking through encounters.<br>-Corrected Valin's base hitpoints and skills<br>-Added alchemy to Valin's recommended leveling<br>-Added blank scrolls and bone wands throughout campaign<br>-Corrected rock fall trap in kobold cave<br>-Correct Kusin conversation remaining on introduction<br>-Change lost in mountain interjections to NWN1 style conversations<br>-Ensured Kor'Torak journal entry ends with chief's death if left in cell<br>-Increased difficulty of tentacled horror<br>-Increased DC for taunt feats<br><br><br>Release: v1.30 01-23-2011<br>Fixes<br>-Cleaned up install folders, moved gui files to campaign folder<br>-Improved ooze script, black ooze will no longer destroy melee weapons when damaged by spells or spell like effects<br>-Correted Dor'Gallon sneak route, level 2 (ogre/orc) diversion bonuses now stack<br>-Dor'Gallon fight, level 1 (goblin) will not restart convo when backing down from entrance during battle<br>-Scroll found in Dor'gallon's hall now gives correct journal entry when picked up<br>-Ancient troll conversion, check added so it will only happen once.<br>-Added credit to patch HAK<br><br>Release: v1.20 11-26-2010<br>Fixes<br>-Redunent Check in Jezebell Conversation for intro<br>- Improve Half-Fiend death script for Jezebell intoduction<br>- Corrects area transition script between river battle area and River Reaching.<br>- Improves levelup script, only Jezebell should get message of fiendish abilities on odd levelup. (it is very likely she will not levelup)<br>- Dor'Gallon Combat path. On third level correct tag in conversation so conversation will no longer crash when Jezebell tries to instigate fight.<br>- Corrected Mathard's conversation in Dusk Road, will now remove the kobold heart from companions iventory.<br>- Improved scripts on imprisioned Lich in Waste area, to ensure conversation fires when he is freed.<br>- Adds redudant check to Lich's conversation if script fails and will use correct conversation if freed.<br>- Improved Hag death script to fire Celestial conversation.<br>- Zhent fort. Corrected speak triggers and modified conversations so 2nd floor Sergeants should not continue talking same line multiple times.<br>-Add monk gear throughout game. 3 gloves, 2 robes and 1 pair of boots.<br><br>Release: v1.10 9-28-2010<br>Fixes<br>-Companion check in celestial conversation to prevent dropping if half-orc companion not in party<br>-Clean up kobold chief death script, ensure conversation starts and henchman removed<br>-Restores farmer dog appearance to RWS Shepard<br>-Adds redundant checks for hag door<br>-Improves stores. -Buy and sell list -Item cost and buying amount<br>-Modifies sneak script DC for end area<br>-Adds minor armor and weapons in ooze cave<br>-Cleaned up grammar, punctuation and poor spell check choices.<br><br>Release: v1.00<br><br><br>Builders: Feel free to explore, dissect and use anything in the modules and campaign that I created. If you make anything work better let me know, so I can update it.<br><br>For hints and spoilers I have been creating threads on the Risen Hero project discussion page.<a href="http://social.bioware.com/project/3037/?v=discussions">Bioware Risen Hero Page</a> </your>