Neverwinter Nights 2

About this mod

Return of the Exile is a campaign which takes the players from level 1 to 17.

500 years ago a great war happened that left the country in ruins. Now, a young person goes on a quest to prove something. A quest doomed to fail from the start. How can the two events be connected?

Permissions and credits
Donations
Hi, and thanks for checking this campaign out. A few words follow about what this adventure offers you.
 
Return of the Exile is a single player, storydriven campaign that takes you on a journey through the world of Helandrith. It
follows a pseudo-open world design, meaning that after the intro chapter you
can go wherever you want if you have found a way.
There is no restriction on character creation. You can play whoever you want, whichever class you want, male or female etc. Only
restriction is that you must be young so that the story makes more sense. Also,
some classes(Neverwinter Nine, Divine Champion) have been removed for the same reasons.
If you manage to do all content available, you can play this campaign for about 60-70 hours and reach level 15.

Please consider endorsing if you enjoy playing the campaign :).
 
All in all, if you play this campaign you will find

  • Custom world. I also include the world map as an reference image.
  • 60-70 hours of gameplay
  • Custom loadscreens
  • MotB resting system
  • 9 companions
  • Influence system
  • More than 200.000 words of dialogue
  • More than 200 areas to explore
  • Of which 2 villages and 3 big cities, deserts, snow lands, flatlands, swamps etc.
  • 20 map points on the world map
  • About 60 quests.
  • Open world feeling
  • Plane traveling (The lore is close to Planescape cosmology)
  • Greyhawk pantheon to replace the Faerun one
  • No Kaedrin's compatibility. I didn't feel it's needed.
  • Compatible with Complete Craftsman
  • Many more features…
 
Credits
This campaign would not be at this state if it weren’t for the community’s help. They are all amazing and have their place in
the campaign in the form of a memorial ?. I've been building this for 7 years and it would be unrealistic to mention every person in the forums who once or twice gave some help. Therefore
I will note the custom content I use here and leave the people names in the
game memorial. If you feel your name should be here, or in game, send me a
message and I will include it.

  • Atom Armor
  • Bonus Blueprints (rjshae)
  • BTH weapon pack
  • 4760... a ton of content (cerberus, tiles, buttons etc)
  • DannJ VFX
  • Elane's clothes
  • Hatxplosion
  • Ixion's vagabond pack
  • kamal's tile pack
  • Kemo animations
  • Pain's Monster Pack
  • PJ's placeable cornucopia(!).
  • Shirtless Saga
  • Siluvan Armor
  • Sorceress Ashurea VFX
  • Splatter VFX
  • Storyteller's creatures(skeletons, pirates, desert folk)
  • AP's generic NPCs
  • Wyrin's foraging system
  • Adam Miller's DW placeables
  • Stained Glass (arpharazon)
  • BCK
  • Botumys Drow placeables
  • Calister(a ton of placeables)
  • Kivinen items
  • Morbane's Circles
  • Purgatory placeables (thanks kamal)
  • Rjshae (a ton of content. You rock mate!)
  • RWS. All of them.
  • Tchos. Witcher placeables. (I miss you, friend)
  • Tophun City hak
As I said, there might be more but the campaign is enormous and some might elude me. Send me a message if that's the case.
 
There are 3 people, that I must note as co-creators because their help with scripting and fundamental systems gave a polished look
in my campaign.

Co-Creators
1.     KevL – For all the scripts you provided. I cannot even count them. For all the conversations we had about the engine and generally, for always being
there to answer my questions.
2.     Tchos – For many scripts and late-night talks. I learned so much about the toolset from you, and it is visible in my campaign (I hope). Also, the
death track and collection systems are used in at least 2 quests.
3.     ColorsFade – Anything I might say will be too little. Your companion hangout system is one of the core features in this campaign. Also, your monster
AI makes my boss fights interesting and tough. Thank you. This work owes you so
much. Best and most humble scripter in the community.
 
Installation
All files must be unpacked in the Users/…/Documents/NeverwinterNights2 folders. Either open the zipped folders and copy the content inside into your NWN2 Documents directory, or move the zip files into Users/…/Documents/NeverwinterNights2 and unzip. If you follow the first method, details follow. If you follow the second (which is safer), you will be prompted for a merge. Click yes to that.
 
In Detail (Downloaded file/folder -> Documents folder)
1.     Return of the Exile folder from Campaigns folder -> Campaigns
2.     All hak files from the hak folder -> hak
3.     All module folders from the modules folder -> modules
4.     RoE_movie files from movies folder -> movies
5.     Roe.tlk from tlk folder -> tlk
You can also drag the downloaded folders inside the Documents directory and when prompted for a merge click yes. Either method will
install this campaign.
Same as ever, it is always a good idea to empty the override folder before playing something new.
 
General Notes

  • Campaign starts at level 1 and there is a small hint book in the beginning area explaining some mechanics
  • Companions are not mandatory. You can travel solo. However, this is half the truth. The game might break since companions might talk from time to time and the convos where this happens might not have fail safes. So it is advisable to always have some companion with you. Plus, I took extra care and time to build their character. You might enjoy traveling with them.
  • Game shines at hard difficulty because of a special AI some of the monsters have. It is beatable with any class and in any difficulty.
  • Talk to your companions often. Also, make sure you stop by the hangout once in a while. Interesting things might happen.
  • The game has 6 different endings. 1 of them can happen early but you are warned in game so no worries.
  • There is a branching path at some point. Playing this campaign multiple times will have different results.
  • I tried to include some auto save triggers but you are responsible for saving your game. Do it often, especially before world map travels since if a glitch happens it might be easier to patch before a travel.
  • Crafting works as in the original campaign. There is no tutorial for it, but I hope you either have played the OC or the recipe books will be enough of a tutorial.
  • There is a suggested level indication on the journal. These values are not absolute though. I’ve had testers do quests while under leveled.
 
Known issues

  • I use a system for secret rooms which was developed by kamal. There is basically no door which leads to a secret room. You have to walk inside the wall. However, clicking may sometimes not do the trick. You might have to use WASD keys to walk completely through the wall. Don’t worry, whatever happens you cannot get stuck.
  • Some enemies and chests leave loot which is under the floor/ground. I tried to make all said enemies leaving bodies when dead instead of body bags. This fixes the issue, but some enemies might still leave a bag underground. If this happens, the loot can be picked by going into the behavior settings of a companion and setting the “Automatically pick up items” to yes. This companion will then pick the loot which seemingly is unpickable. It's still a glitch though, so I would be grateful if you could report it.
  • Although the world map should show the current map point marked as red, it does not. No clue why, but it's just an aesthetic issue.
  • Not so much of an issue, but something left out until a next update. The intro movie is supposed to have handdrawn images instead of text flowing on parchment texture. I will include this at a later update.  
  • I am only human, so a couple of typos might remain. I do want to bring the campaign to a typo-free standard though, so future updates will include such fixes
Testers
PJ156
Frosty
EE
Tchos
Travus
 
Words from Testers
Eguindir

It is EPIC. It might be the yardstick for any other campaigns made.
I'm a tester so I am getting an early look. It's big already in chapter 1 alone. I've seen , bad, okay, and great works put on
the vault... but nothing had the width and non linear operation of this
campaign. It definitely follows the BG 2 recipe, and is what I was hoping to
see all along in a user made campaign.
Area designs are unique and quite technically strong as well.
Finally someone gets it... a d&d adventure. Not a short story, not a tight little group of quests out of some swamp village,
but a full, fleshed out game. 
Put this on your watch list as a must play...and I don't mean must maybe play after doing your own campaigns for years. This is
truly a drop everything and try it type of campaign.

 
Travus
It was fun! I can’t wait for the final version. It will most certainly be a great adventure on epic scale. Great story, great area
design, many companions to choose from and some of them with
backstories and side quests, outstanding NPC/companion interaction, custom
items, great writing, and much more. You’ll definitely enjoy this one.

-----------------------------------------------
 
Special thanks to my wife, who put up with me during all these years trying to create this campaign :).
Thanks for playtesting all the broken quests.
 
I think that's all there is to say. I hope you'll have fun if you choose to play this and if any issues come up, do not hesitate
to drop by on the forum thread to discuss them. I will be making maintenance on
this campaign from now on.
Patch Notes

Any hak file existing in a higher patch is compatible with all previous hak files. This means, you only need the latest hak to patch your game. Any other patches containing different files (tlk, mod, campaign etc) need to be downloaded separately until a version 2.0.0 comes out which will have all previous fixes implemented into the main build.

27 April 2019 -- Deleted previous patches since a player only needs the latest only in order to patch their game. This still counts only for hak files. If a patch contains other files, they are to be downloaded as well.

1.0.1: Fixes two issues
  • Galacod-Pal infinite xp and influence when talking to Faeron
  • Update of journal when entering the Docks area.
1.1.0: This will fix a battle at the very end of the game.
  • The end (optional) battle is now more balanced and the stages and events fire appropriately.
1.1.1: Dorgnad questline fixes
  • Fixes a logical progression error through the questline in villange Dorgnad. Now the journal updates correctly when we kill the villain.
1.1.2
  • Now when exiting the mines when doing the Hobgoblin Attacks quest should group the creatures accordingly, causing the follow up conversation to fire as intended.
  • If we haven't done the Rise in Ranks quest, the trial conversation shouldn't break.
1.1.3
  • Fixed the odds of the PC getting in prison.
  • Fixed an plot issue. The emperor now won't mention actions you haven't taken.
1.1.4
  • Fixed Corelia at Vrist, who went in a conversation loop if you told her you'll think about her request.
  • Fixed an issue with Martiln in Cor'Duer.
2.0.0 update
  • Removed Masterwork Armors from the merchant at Galacod-Pal as they were not working as intended.
  • Fixed various loot and shop issues. A plot item will be correctly removed when the quest is done, some bodies will leave loot above ground and some overpowering items have been removed. Finally, a couple of items which could be bought from merchant and their scripts were not working have been removed.
  • Arnia now can be met before getting a chance to use the fast travel in Dryntal. This has been achieved by moving the fast travel signpost a bit further inside the city.
  • The magic candle item is now not cursed and can be stored if needed.
  • The gift items can now be given to companions or stored away until needed. They can still only be given to the companions by the main PC of course.
  • The Complete Craftsman is now implemented directly into the build. Players who want to use the mod don't have to use it in their override folder.
  • Since the magic candle and the gift items are not cursed anymore, the issue with the inventory strip doesn't exist anymore.
  • All fixes from all previous patches. This means new players downloading this version don't have to immediately patch their game.

2.0.1
  • Fixes an issue with a companion conversation and spawning back at the hangout
  • Summoning creature items now work as intended
  • An enemy at Dorwell Caves should now only spawn once

2.1.0
  • Seemingly unique items in Vrist now either are really unique or not drop at all.
  • The gnarled tree at Hades now begins conversation as well.
  • Ending the questline for a faction in prison should now destroy all creatures and not leave them hanging in the room.
  • Weapons and helmets are not not removed when entering the hangout. This has an impact on aesthetics but it makes gameplay more fluent.
  • Added loot in some previously empty chests in the hunting grounds area.
  • Several areas now have a second world map exit to avoid backtracking if not necessary.
  • The last NPC in the sanitarium questline should now properly go away after the boss has been defeated, avoiding a reward glitch.
  • Froonk henchman in the sanitarium is now not plot. Making the task to protect him meaningful. 

Additional fixes in 3.0.0
  • One of the cutscenes in the hangout now checks for correct companion.
  • Fixed an issue with the first prison guard which had his conversation breaking at certain nodes.
  • The candle scripts for Jarfed's quest should now work as intended, and only be useable in the designated area.
  • The plainwalked in Cor'Duer will now only give XP once.
  • Fixed an issue which had some companions reseting feats and spells when leaving the party and being added back in.
  • Removed some debugging messages from scripts.
  • Fixed numerous typos.

3.0.1
  • Fixes a plot issue including a companion at a later stages of the game.


Unofficial Patch
  • Travus from the modding community has made a patch for the game which offers a variety of fixes and improvements on the user experience. The plan is to include these fixes on a next full update but there are technical issues at the moment, Until then, I recommend the players to download the patch. It, along with the patch notes, can be found here.
https://www.dropbox.com/s/1kknupdlx8rlxsc/ROE_UOP.7z?dl=0

4.0.0 Update
Changes are listed here. All previous patches have been included in the update.

 https://docs.google.com/document/d/12PSLboQbfzXgQGqBerEiqfr4VcPjMCapsXIbIDUaJso/edit?usp=sharing