Neverwinter Nights 2

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Strongfinger

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Strongfinger

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About this mod

Experience a beautifully hand crafted Sandbox open world and game play concepts never before seen in Neverwinter Nights. Live another life in another world, create and play any character you can imagine, from the noble knight paladin to the sinister cult blackguard.

Permissions and credits
VAULT VERSION


REQUIRES EXPANSIONS Mask of The Betrayer and Storm of Zehir OR the Platinum Edition. You must also make sure that your NWN2 game is fully and properly patched.

Visit the Wulverheim Wiki for most of your gameplay information requirements. It also needs a lot more work, so please feel free to contribute what you learn while playing.

Before asking questions, please see the FAQ.

For help with Bugs, Mistakes and Troubleshooting, please visit the forum here.

Please join the Wulverheim forum so that you can ask any questions that are not covered in the FAQ, discuss Wulverheim and report any issues. To prevent this page from getting chaotic and people mentioning things over and over again, I cannot stress this enough. It's easier for people to find a topic they need in a forum than to trawl through comment after comment and page after page on here. You know it makes sense.


Introduction

Wulverheim is a Neverwinter Nights 2 Campaign Module inspired by The Elder Scrolls IV: Oblivion. Experience a beautifully hand crafted Sandbox open world and game play concepts never before seen in Neverwinter Nights. Live another life in another world, create and play any character you can imagine, from the noble knight paladin to the sinister cult blackguard.

Explore the province of Wulverheim, and talk to the locals. See what troubles them and help them for rewards or simply cause whatever mayhem your dark heart desires.

One thing will lead to the next, but where will it end?

Your Fame and Fortune, Deceit, Corruption and Power, or Your Doom?

You decide...


Wulverheim is considered a finished mod by myself, as all of the Main Quest, Guild Quests and a bunch of side quests are complete for you to enjoy. I did leave space for many more quests that I originally intended to fill, but alas I may never get around to it. As a result you may notice that there will be plenty of spare dungeon entrances that lead nowhere. Despite not being 100% finished, Wulverheim is considered to be a very large scoped(Bigger than the OC) and polished game, but still, I cannot guarantee there will not by any bugs and errors, especially on the NWN2 side of things that is out of my hands. Any problems that you may encounter might be able to be fixed in up coming versions, so please raise any issues you find in the forum, but again I cannot promise anything.

Developing Wulverheim has been a very long and very time consuming journey for me, especially for a "One Man Project". Its scope has just been too much and for so much labour it does not pay the bills. I cannot charge money for something that is still the IP of another company. People can donate, but unfortunately that very rarely happens and so it has been time for me to move on. Now that I have grabbed myself an education in Professional Game Development, I am leaving mods behind as I pursue a career in Independent Game Development.

Thanks.




Features

8 Epic Quest and many more side quests. Adaptive Encounters to challenge any Character level, Crafting, House purchasing, Own a horse to quickly travel between towns, Equipment storage accessible from any bank and player house (KEMO), Diplomacy, Bluff, Intimidate, Party creation, Cohort recruitment, High magic, Joinable Guilds, skill buffs through paid training, Services that open and close depending on time of day and night, sleep in beds to pass the time and refresh your character, exploration, large dungeon crawls, random loot and Criminal records that have consequences.


Coop/Multiplayer

Wulverheim should be somewhat compatible with multiplayer, ideally as a coop with a small group of friends who are working as a party.

It is very important that you take the following information into consideration before attempting to play Wulverheim as a multiplayer, else you could get on your fellow players nerves...

Firstly you might be glad to know that playing Wulverheim Online or over a LAN is nothing like playing the OC that way. You will not be forced in to viewing other players Cinematic Conversations and you will not be teleported beside other players when they move from area to area. You can all go your separate ways within limits...

Because of the limitations of Neverwinter Nights 2 itself, it can only run 1 module at a time and this includes hosting Multiplayer games. Because Wulverheim is so large it needs to be split into multiple modules in order to run in a stable manner, be optimised and speedy. Think of a module as a Zone full of various areas including terrain, towns, interiors and dungeons e.t.c. If you or one of your fellow players leaves a module to go to the next module (This is called Transitioning), NWN2 will unload the current module, load the next module, and will move ALL of the players connected to the game with the player that made the move. That's not to say you can't go back to the previous module, because you can. However it will be very irritating for a player who is trying to turn in a quest for a reward or shopping at the Blacksmith, only to get whisked away from it, because a careless player exited the module to move to the next, wouldn't you agree?

For this reason I will let you know which Modules or "Zones" Wulverheim has been divided into for your information. This way players can consult their map, the list below and can know which Zone they are in before they attempt to cross into another Zone. Ideally you will want agree with your fellow team mates before its time to move on.

Wulverheim is split up into 13 Modules or "Zones" and they are:

Brockbank Bay
County Gallimere
Icefall (Warriors Guild Quest Only)
Jaggatooth Mountains
Krypdyr Marsh
County Liascelyn
Oaknest Forest
River Burly Griffin
The Gull Coast
The Slegge Crags
Veiskille River
Welwyn Valley
Wulverberg


Please note that Wulverheim is mostly designed for single player in mind and a lot of the main quest design and certain other features evolve around one player and AI driven cohorts. You may encounter a lot of strange behaviour throughout quests and when sharing Inn rooms with other players.If you have any problems that haven’t already been mentioned in the forum, then please raise it in the forum, so that others can be aware of them. Unfortunately I cannot offer any fixes for these and I believe lot of it, is to do with the old and creaky net code in NWN2. NWN2 is unstable enough as it is as a singleplayer game, unfortunately.


Installation and Requirements

Before installing Wulverheim please make sure that any previous versions of Wulverheim have been uninstalled/Files deleted and that the Override folders are empty in both the Neverwinter Nights 2 folders:

C:\Program Files\Atari\Neverwinter Nights 2\Override (By default)

And

My Documents\Neverwinter Nights 2\Override


It is possible that if you have overrides installed that are not a part of Wulverheim, then game crashes, strange in game behaviour and bugs can occur. Wulverheim has a lot of custom content that may conflict with any you have installed your self.

NOTE: If you still wish to keep what is in your override folder for other modules, then an easy way around this is to rename the Override folder to something else like; Override(1). Then you can create a new empty Override folder for Wulverheim before you install it. When switching back and playing your other modules you can then rename the new Override folder (for Wulverheim) as Override(2) and then rename Override(1) back to Override. Just like flipping a switch!

To install Wulverheim simply double click the installer exe file that you downloaded and follow the instructions. It will install all of the necessary files and folders the appropriate destination in the ‘My Documents’ folder. Please do not change the directory otherwise Wulverheim will not work.

WARNING: Some files in your My Documents/Neverwinter Nights 2 folder may be overwritten. It would be a good idea to back up any custom content in these folders that you may want to keep. This is just in case any of it gets replaced with a different version included in the Wulverheim package. Saved games, other modules and local vault characters should be safe during this installation. It is also highly recommended that you Uninstall/Delete all previous Wulverheim files before installing an updated version. Otherwise there may be residual bugs and old features re-appearing. This is the same for using older saved games.

Requirements And Things To Be Aware Of:

Wulverheim works best on Windows 7 64-bit Ultimate Edition and XP Pro 32-bit Edition. However it hates Windows XP 64-bit and Vista 64-bit with a passion. Expect regular transition crashes if you use those two Operating Systems. Obviously I cannot speak for other Operating Systems I have not tried.

Also if you manage to get NWN2 and Wulverheim working on a Mac, then my advice is not to use Inventory Banking system or universal storage chests found in the houses you can buy. They will not work and will cause the game to crash.

Wulverheim is also very graphics intensive compared to that of the Original NWN2 Campaigns. I highly recommend a powerful gaming PC. Something above the original recommended specifications of NWN2.

Best advice I can give you is to turn off as many background applications as possible when playing Wulverheim. I can highly recommend that you download and use a free app called Razor Game Booster to help you with this.




Note to other Developers:

I have removed the TRN files from Wulverheim as they are purely toolset files and are not needed to play. This also decreases the overall package size for download. As a result you will not get much if you try to open my areas in the toolset unless you download the TRN package, here.



Do You Have Trouble Downloading Huge Files?

Well now... you best get Free Download Manager then!


Like my Work?  Here's my Current Project

If you like my work and you like Horror Survival Games, please check out Fallen Angel: Hell Survival, that is out now on Steam here: https://store.steampowered.com/app/2490850/Fallen_Angel_Hell_Survival/

It is similar to Minecraft. 7 Days to Die and The Elder Scrolls. 


Disclaimer

Although he has done his best to make sure that this file is malware free and that it installs without destructiveness, Shockwolf the author of Wulverheim takes no responsibility for any data damage or loss, viruses, spyware, hair loss, wart growth or any horrible disease contracted during or after the installation of this campaign module for Neverwinter Nights 2. If you install Wulverheim then you do so at your own risk. Please bear in mind that only good intentions were made during the process of developing Wulverheim.

I really hope you enjoy playing Wulverheim and do so for a very long time.


Update 1.10 - Always uninstall Wulverheim before installing a new version! Otherwise old features and bugs may remain.

*Fixed an error in the Vogbeloth quest where there was a missing chest that contained a hellgate piece.
*Added a lawful shifting response for the player after handing in outlaw items to Lt Herstein.
*Made a Lawful little side quest for Dobbing in the Shady Halfing Black Market dealer.
*Fixed an error that spawns the wrong Necromancer Lord in Tolver Crypt.
*Fixed Captain Starolf's conversation to let the whole party have a bash at persuading him.
*Added The Grave Robbers quest.
*Added a waiting function to the sundials.


Update 1.09 - Always uninstall Wulverheim before installing a new version! Otherwise old features and bugs may remain.

Note: This is a pretty big update that releases a lot of big quests and new areas. It is highly recommended that you do not use any saved games, but begin a new game. There are a lot of new areas and changes that will be broken if you do not. You can still keep your guild progress and all of your gear by storing it in the bank.

*Finished all of the remaining Quest related areas for all 7 Epic Guild Quests and 1 Main Wulverheim Quest. All of these quests are now accessible. Ask the Guild Masters and Complete the Orc Raid on Griffins Gate quest again to trigger the main quest.
*Placed some Explosive Barrels in Rockpoint Cave as well as some of the various new areas. Damage these to set them alight and they will later explode.
*Stepping in fire is now different. You will combust and continue to burn temporarily.
*An improvement has been made to the way damage XP is distributed to party members. It was a bit broken and not working properly, but is now fixed, all thanks to Wulverheimer for adjusting the script.
*Dropped the price of Heal Bombs, Flash Bombs/Vial of Flashbangs to around 1000gp.
*Added a new "Bugging the Dead" quest to the Slegge Crags Area. Talk to Lieutenant Glanain in Hammers Head Barracks for that or wait for the Main Quest to intersect with it... You'll know when ;-)
*Stuck Signs on the Wulverberg Palace walls that help players find the entrance to the Dungeon.


Update 1.08

*Players with a Murder Record now need to watch out for Bounty Hunters.
*Changed all barrels to contain food only.
*Changed the perception range on all enemies. The Default setting is bugged and behaves like long range and they seemed to have X-Ray vision. Now enemies should only attack when within an acceptable distance from the player and no longer see and hear through walls. Animals will only attack if you get very close.
*Added more areas for later quests.


Update 1.07

*Increased the minutes per Game Hour from 3 to 6 minutes. So, 6 minutes now = 1 in Game Hour.
*Created a Gnomish invention, a fascinating contraption full of complex cogs and springs, called a Clock. It has the amazing ability to tell you what time it is during the day.
Using this clock will allow you to wait anywhere (Pass time by). They are now available at all General Goods Stores.
* Changed the Sequence Lever Puzzles. They are no longer randomly generated, they now have clues nearby and flaming consequences for pulling the levers in the wrong order.
*Lowered the treasure class on big locked chests as they were giving out too much loot. Boss chests remain the same.
*Made it possible to join more than one guild at a time. Usual qualifications still apply.
*Fixed a problem with the Betrayers of the Church quest, where all Werewolf teeth collected would be removed and only one reward given.
*More areas added for later quests.


Update 1.06

*Tweaked the Knock spell to work on the indestructible doors that don’t require keys to open.
*Fixed the Party Quest XP distribution for the Magic Shop Purukian Relic quests.
*Adjusted access to the mineshaft in Boltwood mine to make it easy to get to by simply clicking on it.
*Adjusted the triggers in the rental Inn rooms that unlock the doors when you approach them. Some players were getting trapped.


Update 1.05

*Corrected a few script functions that were causing the Cohorts to duplicate, use lines of conversation at the wrong time and spawn at every Inn when they shouldn't be.
*Made weapon and armour racks that generate random weapons and armour that are not too overpowered. These have been added to some of the existing dungeon areas.
*Increased how often random weapons and armour are dropped by human, elf and dwarf enemies.
*Recreated the mining system. All types of metal can be mined from veins of ore now. One of each special type are placed in the game, but Iron veins will be very common and can be found in nearly every mine. Veins of Ore will now require a Pickaxe to mine, which can be bought from any Blacksmith. Raw Ore can be taken to a contraption called a Smelter to smelt them in to ingots. Smelters can be found outside of every blacksmith building/Chapel of Moradin.

Update 1.04

*Fixed the distribution of Damage XP amongst party members when controlling a non party leader member.
*Fixed some creatures that were not levelling up when they were supposed to.
*Fixed the scaling scripts on creatures that were not working if the party leader was not selected.

Update 1.03

*Prevented the creatures that are not supposed to scale to the players from scaling to the players. This was due to the new changes to heartbeat scripts that double checks that the creatures are levelling up to the player.
*Decreased the maximum random loot value dropped by regular enemies from 500,000gp back down to 800gp. Boss enemies are the only ones now capable of dropping more valuable loot.
*Boss enemies should now give more death XP than regular enemies.
*Hogarth Crypt has been built.


Update 1.02

*Tweaked the encounters in Blacktooth Cave and Adamantine Caves to speed up the progress.
*Added a bonus treasure room with a puzzle to Blacktooth Cave.
*Added a puzzle to the Adamantine Caves and a couple of plot related surprises.
*Fixed the Veins of Ore so that they respawn instantly and work on all party members. You can now mine them as much as you like, which was the original intention.
*Added some changes to Rockpoint cave: Reduced the encounters to speed up the pace, added a door that needs a key and added an area related bonus quest to encourage more incentive to kill the Orc chieftain, other than the large gold and XP reward from the Duke that is already in place.
*When you respawn at the Void of Gates, ALL party members should now resurrect.
*Decreased how often enemies drop loot from 50% to 25%.
*Fixed the “Finding the Thieves Guild” quest not firing in the Beggar conversations.
*Fixed the 'Wulverheim's Most Wanted" quest not firing in Lieutenant Herstein's Conversation.
*When starting a new game, new characters should now receive 200 gold pieces and a Gem of Defibrillation.


Update 1.01

*Fixed the “Neglected Pets” quest from stopping Level 4 and higher characters from turning in the quest.
*Fixed the “Finding the Thieves Guild” quest not firing in the Shady Looking Characters conversation.
*Fixed a door transition on the Helmite Monastery in Wulverberg Outskirts NW.
*Fixed all of the Purukian Relics, so they can be taken from the statues.


Special thanks and credits to:

Jeremy Soule for the Oblivion soundtrack.
Anduraga for an Area Prefab.
Registerdebakel for an Area Prefab.
Magical Wisps for Area Prefabs.
TiclaDesign for adding his personal touch to a few of my areas.
Zylch000 and Aleanne for the Sexy Female Clothing Package overrides.
Razare for the sittable chairs.
Ashura for the new Visual Effects.
Daves World for the placeable respawning system.
Tani for the TerraCoppa Toolset plugin and the NWN2packer tool
Sir Elric for the NWN1 Random Respawning Traps.
Daelos for the script that locks doors at night.
Charlie for the Item Appearance Changer.
Cdaulepp for the random loot system.
NeilMC for the detailed high-resolution floorboards.
Lord Badmagic and Serene for the ladies makeup texture.
Soya and Ren for most of the new Hairstyles.
Barrel of Monkeys for a few of the longer hair styles.
Barrel of Monkeys and RunnerDuck for the Shirtless Saga Armor Pack Volume 1 v1.1
ArPharazon for the Angry monster transition script.
Dragoon001 for the Warlock Outfit Fix.
Knightmare, Bioware and various members of the NWN community for the classic NWN icons.
Hellcow/Spajk for the Cobwebs.
Lilac Soul for their Script Generator.
Neshke Narovken and co. for NESS (Extendable Spawn System)
Erik Breau of Europa for sharing scripts and ideas.
Alleyslink for their door lever scripts.
Mister_Leebo for his sequence lever puzzle scripts.
KEMO for their storage system.
www.whoohoo.co.uk for their accent translation.
Bounce for the Beholder, Minotaur and Werewolf models.
Who ever made the Optimised Spell Buff FX.

If I have used some work that I have forgotten to mention here then please let me know so I can add them.

Without the amazing contributions the NWN community has given, Wulverheim may not have been possible.