Neverwinter Nights 2

80 comments

  1. ericdoman1
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    Hi there. Yep back again. Trying something different. A Sindar Elf Bard/Rgr/Ftr/AA to be. I wanted to try him as a Bard/Ftr/AA but I am guessing I'd have XP deducted as he has no RGR levels. Anyways I'm stuck in Tombs of the Fallen. I used control box to open door to reach the tomb below it but the door to enter the "Furnace" area is still locked, even though I have clicked on control box X times now. How do I open the door please.
    All OK Travus helped with the solution
  2. ericdoman1
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    Hi. Boght NWN2 on GOG games. Downloaded etc all for Indanthrine Prince but when I try to play campaign. I get "Module file might be corrupt or it was created using a newer version of the toolset and or game resources. It is the first and only independent mod I have installed. All I have is the OC, MB, SOZ and MOW which all work. Help please
    1. MerpUk
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      Hello and apologies for the late response. This is peculiar. The files have been downloaded and run by other players, including myself. Possibly one or more files did not download correctly - try downloading them individually until it runs.
  3. FJD
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    Hello. I need some help: 

    I don´t know if there is a bug or I have missed something: I´m in Esgaroth, doing the mission of Kirkwood and I´ve found the note about Daleton, so I try to speak with Kirkwood for telling it to him, but it doesn´t appear that option. I´ve tried to talk to Daleton, the Marshall and the Master, but it doesn´t work neither. Is it a bug or it´s my fault for not doing something?

    Another thing is that when I access for the first time to the "Old Forest Road", it appears two options, the forest road an the zone where the prisoners and Malkut are, I choose that zone first and I kill all the thugs, but finally I get to a closed door that I can´t break, so I leave it to later (in case I could have later a companion who could open it), and then I go to the forest road and I do all the missions in there, but later, when I try to go to the first zone (the one of the prisoners that I left for later) doesn´t appear again, so I can´t return to that zone. Is that a bug or I have to do something else?

    When/How can I get in to the "Ruined Structure" at the South-West?

    Where and who are the other companions?

    Is it necessary to finish TIP for playing TUA or TUA can be played anytime? Because after installing the files of The Umbral Abyss, when I try ot initiate a game, it appears a message saying "Could not load the Module. Missing required HAK file.". Maybe it could be a problem with the file "holg_ico_merge.hak", because there is the same file in both TIP and TUA, so I only install only one (obviously). What´s the problem?

    Thank you!
    1. MerpUk
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      Hello, apologies for the belated response, but incase you still have these problems, I hope this will help.

      Kirkwoods quest: At the bandit hideout, did you visit the basement area and meet a fellow called Blakehurst? You will need to do this to advance the story. An interesting issue though - maybe I need to add more outcomes :)

      Old Forest road - I'm not sure if this is a bug or not. If you have done all the old forest road activities, then everything is fine. I will check things over.

      Ruined Structure - That's something for later. You'll be well directed towards it.

      Companions - You will meet them as you progress through the story. These meetings can't be avoided, so don't worry about missing them.

      UA - You can start UA before IP. Your new character would be levelled to 12 at the start. UA uses some different haks, along with altered versions of the haks IP uses. I have just released an updated version of UA. This will have all the necessary files included.
  4. sertekin
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    Another bug. Penfriends. When I go into room quest updates read your messages but there is none.
  5. sertekin
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    is there any command to finish draughaur quest. I killed him but the quest is not updated.
  6. Yodamaxx
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    So first of all - why do you cut the most-of-all fun classes from the game? I would agree that warlock and in some ways the sorcerer classes aint fitting well into Tolkien`s world (although as i recall there were some sorcerers and warlocks in his books). But why the hell did you cut from the game one of the most iconic classes ever - the Wizard?! This class fits into Middle-Earth more than clerics (no gods of Faerun in Arda whom they could prayer for spells every day) or druid (dont even think that either of them were mentioned in Tolkien`s stories, but im not a big expert so if i wrong please do correct me) or spirit shaman or monk.
    Second - the enemies in this mod are ridiculously overpowered. Though i didnt make a fresh character but imported one of my chars - lvl 8 cleric from official campaign, i had some serious problems with dealing with the enemies. Like, serious. The enemies deal like 19-25 damage to my warrior companion (despite that he has a frakkin tower shield and wears fullplate armor he can take only 5-6 hits before lying down. That would not be much of a problem (cuz my main char is cleric, heals and such) if not for the enemy count. How two adventurers are supposed to kill 6 bandits (everyone of them seem to have better hp damage and armor than my dear warrior companion) and 2 "dogs" ? I admit - im not a pro in games like NwN2 but i never had any problems such as this in official campaigns. Im not telling that this is impossible (after about 3 reloads i dealt with those thugs) - but its unreasonably hard. And if starting from lvl 8 was quite hard for me i cant even imagine playing this thing from recommended lvl 1. Because a single easterling deals more damage with one hit than any of 1st lvl classes have HP. Thats my point anyway. In terms of story and design this is a very well made mod (one of my favourites now) and despite the hard encounters i had (and am having) fun playing it so good luck to you with the next part.
  7. mjw
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    I admit that I'm not a big fan of cutting classes from the game. While the reason given in the readme seems plausible, it does feel a bit arbitrary nonetheless. Granted, I'm not well-versed in the world of Tolkien. But how does a Spirit Shaman fit it any better than, let's say, a Monk?

    I think that ultimately, the decision should be left to each player. Recommend classes, show warning messages, make it so that I have to apply an optional patch first. All fine with me. But let me decide for myself whether or not playing a Sorcerer, Monk or Warlock will ruin the game for me.

    EDIT: Oh, and a typo in case you make another update. The very first dialogue with Galen, second choice says: "Don't tell me you have been stood there". Should probably be "standing".
  8. avocadodiaboli
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    hey,

    great module so far. Unfortunately I seem to have hit a gamebreaker. My limited knowledge of the toolset insn't enough to solve this myself.
    In the caverns under the rhuntower the floor and walls of the areas are not showing. Something wrong with the tileset? anyway, despite this I was able to wrigle through the damned/trickster/alchemist quest und go past the shambling mass in the tunnel.

    Unfortunately know the door to the lower level of the tower isn't showing. I can locate the door in the toolset, but it doesn't appear ingame.

    Is there a way to make it show up or teleport to the tower. a console command perhaps?
    Any help woudl be appreciated.
    1. MerpUk
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      Hi there, hopefully I can get you going again.

      It sounds to me like you have something causing a conflict with the rws hak, as the tileset hak has been unchanged since release and this is the first i've heard of missing tiles ingame.

      I'd check the MyDocuments/etc... override folder for any 2da files which could be causing this problem. I would move any override files in there and store them someplace safe until needed. Another option could be to delete your copy of rws and pull a fresh copy, just in case something broke. Also note that with rws, all you need is the hak file - the rest is for builders.

      Im not aware of any console command to jump places, but then im no expert in that area.

      Hope this helps.
    2. betwixed
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      I too have experienced no floor and missing exit door at subterranean passage, although, I have been able to fix it.

      I had downloaded the file from a source other than this site, the file, "indanthrine_prince_u2" contained only the mod file

      differing from description posted there-- I will advise them of this. (downloaded twice for certainty)

      So from that mod page I downloaded other zips and mixed things.

      Everything worked until subterranean pass.


      Solution: I took everything out from my docs/user/nwn2..etc but leaving in place files RWS All in One and Legends AI Plugin

      Downloaded "Indanthrine Prince Main Files_U2-844-" from this site

      and tried it again.

      Badda-bing! All fixed, and now I can continue to finish the game --and a wonderful game at that, thx you.

      betwixed


    3. Lemminkainen777
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      Just as a note, the console commands 'dm_jumptopoint <x> <y> <area>' or 'dm_movetoarea <area>' might work.
  9. deusy
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    Been playing this for a while, and so far I'm liking it, especially the polish that went into some of the cutscenes and enemy encounters (like the shambler crypt and the stump 'n dagger sidequest). While the areas seem to be fairly crowded, they feel natural visually. Esgaroth looks like a small trade town, as it should, outdoor areas look populated with animals and plant life (without being smothered in unnecessary junk), elevation changes are actually relevant to gameplay. I do remember running into a fair amount of uncrossable terrain that doesn't seem to have a purpose, but it's little more than a pathing annoyance.
    Most combat seems a tad easy, yet it's clearly not intended to be a combat-focused adventure (at least not early-on). I really like all the custom gear, it's a nice change after seeing the same 200 items 20 times each. Overall, very much worth playing and endorsing, with the hope of seeing more like it.

    Don't know if the quest itself is broken or *I* broke it by selling the book or missing a trigger somehow, but the Draugaur quest never finished after clearing the dungeon and nobody in town could be told of the deed. Playing through solo (all companions always set to "Stand Your Ground" and in "Puppet Mode" in every module), I doubt it has anything to do with who kills what.

    Edit - nevermind the grammar complaint, so much of this is done well enough that I must be confusing modules. Sometimes I forget to endorse and such until I've played through 3-4.
    1. MerpUk
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      Thank you for the feedback and endorsement.

      The Draugaur quest has inherited an problem as a result of something I did in the last update - apologies. This is slated for a fix for the planned Update 3, due around the time the next campaign is to be released. (From May onwards, but hopefully closer to May) The book will not have caused the problem, as it merely serves to "activate" the quest for you.

      It is interesting that players such as yourself found the game relatively easy, and others I have spoken with reported it to be quite challenging. I'm still undecided as to whether this is a good result or a bad one. Obviously there are different levels of player competency with the gameplay, but then it may also boil down to the build of the player character. I don't want any sensible build to be rendered unviable, but I'm all ears if there is a particular approach being put on a back foot. (Though I enjoyed play-throughs of all class types with relative ease and a few notable challenges)

      There will be more like Indanthrine Prince coming very soon this year with the second campaign in the planned Trilogy, The Umbral Abyss. Hope you enjoy this campaign as much as you did Indanthrine Prince.
  10. betwixed
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    - Legends AI: http://www.nwn2legends.com/legends-ai-plugin/ (You require BOTH haks in this package)

    "This site is temporarily unavailable" and has been for days

    N/M

    found it here
    http://www.nexusmods.com/neverwinter2/mods/223/?