Darkness over daggerford прохождение

Обновлено: 02.07.2024

31 авг. 2018 в 23:40 Darkness over Daggerford problem! Seems I did a boo-boo-- the side quest of Fernigold the Elder in the south, whose treasure-hunting son has gone missing (Quest: Fernigold the Younger). I can not find Klevtor on the docks and need the map. Is there a console command to get it or bring him back as my side quest will be dead if I do not fix this. Thank you. 31 авг. 2018 в 23:55 I find that the module is very laggy and buggy 1 сен. 2018 в 0:00 not sure if i or the dock guards killed him but he was nowhere to be found. 1 сен. 2018 в 4:28

Entering the docks, turn left and walk a short distance - Klevtor (and his friend Rugmax) are on a small ledge overlooking the water. If they're definitely not there, the easiest thing to do is

Unless you can spawn in both Klevtor(pm_klevtor) and Rugmax(pm_rugmax) spawning in just Klevtor won't work, as his dialog has interjections from Rugmax. Shout if you need more help.

1 сен. 2018 в 10:50 Thank you so much I will try that. In your opinion what is the best course to go? Spawn in the map or the to characters? Well just tried it and I can not spawn inany of the characters. When i complete the console command it says success and then nothing. Отредактировано zanathas; 1 сен. 2018 в 11:50 1 сен. 2018 в 13:17

dm_spawncreature should work for the characters, but it seems you can only spawn in one character at a time, which won't work for this dialog as both are needed. Just spawning in the map should be ok, you'll miss a journal entry but it shouldn't be quest-breaking.

They're both in Daggerford. The female is in the Happy Cow, and the gnome thief is located in the Black Stone Inn.

Found them; thanks.

I am now where I am to question those that took part of the hunt with the Duke. Where do I find the people to question?

You're looking for the dwarf lady in the Happy Cow. She's near the wall opposite the bar, not far from the henchman and the farmers.

Okay, I got the Fantabulizer quest; where should I begin my search for this missing part?

This quest can be a bit buggy if you accidently try to do it out of order, so here's the full spoilers for it.

Go to the Brush of Barbs. It's the area directly to the East of Liam's Hold and you can get to it by leaving the little town and going south, then turning to go East at the tent. You'll need to wander around this area a bit because I don't remember exactly where it is, but there is a guy who is hanging out by a tent. If you talk to him, he's clearly scared of someone and doesn't want to return to Liam's Hold. This is the guy who took the part, and I don't remember it taking much to get him to tell you that it is the guy with the shop inside the tent that coerced him into stealing the part. He'll also give you the part so that you can return it to Evani, and you can either tell him that he needs to turn himself in (option I always take) or pick one of the other choices as to what he should do. up to you.

Once you have the part, return to Evani with it. She'll give you a ring as a reward. You can tell her that the wizard who runs the shop in the tent had someone steal the part for him, and she'll say something to the effect that you probably shouldn't confront him about it.

You can go talk to the Mayor about the situation at this point. If you told the guy to turn himself in, she'll mention something to the effect that he already came by and. she believes his story, not because he is trustworthy but because her secretary witnessed the part thief being attacked. However she's also a bit iffy about having you confront the guy with the shop in the tent.

You should go confront him anyway because he's actually a rakshasa in disguise. And if you're not familiar with rakshasa, they never make for good neighbors as the only thing they want to do with non-rakshasa is to either enslave or kill them. The actual guy who ran the shop in the tent had stumbled onto the plane that the rakshasa live on, was killed and his identity was stolen. Naturally since the rakshasa told you what he did to the actual guy, he's going to attack you.

Once you finish the rakshasa off, you can go talk to Evani again and completely finish off the quest.

Okay, I delivered Rab his ale, but something flew threw his window. where do I start to question?

Go talk to the Mayor. :)

Okay, I spoke to Jemmy and Nell; the journal entry is unclear what to do next.

Presuming Sachie has this entire module memorized, where now?

Go back and talk to the Mayor again. :)
Something should happen where a townslady that has been part of the night watch went missing. If you go along the backwall, you'll find a spot where you'll get a message and will want to try to walk through it into a secret area. In this part, you'll find a room that seems to dead-end with a door you cannot open. The trick here is that you have to search around until you find a brick that you'll have the option to move. Doing so, reveals another room where you'll find the missing personal unconscious and a vampire. He's not going to attack, and you can talk to him.

It turns out that the vampire is just looking for a suitable female that he can turn into his bride because doing so will break a spell that was placed on him and allow him to leave the area. He really liked Jenny considering that she has a bat familiar, but she's a bit too young, doesn't really want to wait and Jenny's bat doesn't like him. It turns out that the garlic-obsessed gnome was unsuitable as a bride because he was male. (Although in Ravenloft this doesn't seem to matter as much as apparently, the vampire Baron Metus was making Dr. Rudolph van Richten's son into his vampire bride.)

Anway after talking to the vampire, you have several options.

You can decided to kill the vampire, and will get a ring off him. (Which is the option I usually go with.)

You can decide to let him have his kidnapped victim (which I am sure will have a big alignment shift towards evil based on the next options.)

You can tell him about Lula as in that vampire-obsessed teenager in Daggerfall, saying how she would happily give herself to him. If you pick this option, he'll be happy to let the woman he kidnapped for Lula because a willing bride is much better than someone who is forced into it. However if you go with the Lula option, she is sometimes bugged and an error will occur when you go looking for her in Daggerfall.

If you do see Lula wandering about though, she'll be eager to come along until she actually meets the vampire. You can change your mind and decide to intervene, and kill the vampire which means that you'll get that same ring he was holding and the Mayor will give you a bit of a scolding later on the level of "what were you thinking?" If you just let the vampire have Lula, you get a large alignment shift towards evil.

If you either kill the vampire or give Lula to him, the kidnapped victim (who's name I forgot) will wake up and you'll have several dialogue options.

9 июн. 2018 в 17:41 Need help in Dakrness over Daggerford I'm in Edalseye's tower with Skully and on the second floor trying to solve the puzzle with the ice crystal, the rope with knots and the ice mephits. Can anyone explain this one to me? I'm stumped. Everytime I light a pillar the ice mephits just put them out. You can't kill them because the ice mephit generator just creates more and nothing is destructible? 10 июн. 2018 в 0:18 Отредактировано Proleric; 10 июн. 2018 в 0:20 2 фев. 2019 в 20:12

In case if somebody still didn't solve this puzzle, here's how I solved it.

1) In the far corner of the room, near the plant, there are some sacks of dirt (use the Tab key if you can't see them). Take one of those.

2) Go to the Mephit Generator and plug it with the sack of dirt you just took ("talk" with the generator).

3) Kill all four Ice Mephits in the room. Since you have disabled the generator, the new ones won't spawn.

4) Now go and lit the fire in all four pillars. The ice crystal in the middle of the room will start melting and Fire Mephits will spawn.

5) Ignore the Fire Mephits (you can't kill them all, they'll spawn again and again with no end). Instead, go to the Ice Mephit Generator and remove the sack of dirt from it ("talk" with the generator). The room will be flooded with water and a single Water Mephit will spawn near the rope in the corner.

6) Go to the Water Mephit and talk with it. The portal door will appear. Use it.


We hope to bring you more Dungeons & Dragons adventures in the future!

“Darkness over Daggerford”
(the original cancelled module as released back in 2006)

Developed by Ossian Studios® Inc.

To many, the town of Daggerford is of little consequence. To others, however, it is of immeasurable value. The nearby great cities of Waterdeep and Baldur’s Gate would do well to look over their shoulders at what is brewing in this once sleepy town. Prepare to delve into the dark mysteries surrounding Daggerford.

- A 25-30 hour classic Dungeons & Dragons role-playing adventure with a strong Baldur’s Gate feel and almost 200,000 words of dialogue!

- Produced by former BioWare Producer, Alan Miranda, who was the Producer on Baldur’s Gate II: Throne of Bhaal.

- A brand new world map system, never before seen in Neverwinter Nights, enabling the player to better explore a large world, complete with random encounters.

- A player stronghold to enable more challenging stronghold quests, and featuring cool player customization features.

- Three new TNO tilesets created by DLA and released to Ossian Studios through an exclusive agreement with BioWare, including a completely new exterior tileset with rolling hills, sea cliffs, and castles.

Check out our "Critical Path Walkthrough Part 1: Leaving Daggerford" for hints on the critical path at the start of the game inside the town of Daggerford.

1) Check out both our "Critical Path Walkthrough, Part 1: Leaving Daggerford" and "Critical Path Walkthrough, Part 2: Saving Daggerford" for hints and spoilers on the entire critical path of the game.

2) Version 1.2 of the game has been released. Please refer to the v1.2 Readme file for a list of fixes and known issues.

- If you have never downloaded the game installer before, then you just need to download the new installer version (v1.2). There is no need to download and run the updater since that contains duplicate v1.2 files.

- If you have already downloaded the game and installed it, then all you need to do is download the updater, which will update your mod file (as well as one of the haks) to v1.2. There is also a new baseitems.2da file included to add wearable PC cloaks (see “1.68 Cloak Instructions.txt” for manual installation instructions). Note that this does NOT update your save game. To play v1.2 that contains the latest fixes, you must start the game again (as is the case for all NWN mods).

For Mac and Linux users, we have elaborated on our instructions for how to manually extract the files from the installer exe. Please refer to the v1.2 Readme file for details.

** Mysteries of Westgate Available Now! **

The latest Dungeons & Dragons RPG has been released and is now available for download! Mysteries of Westgate is the first Adventure Pack for Neverwinter Nights 2, developed by Ossian Studios, creator of the popular Darkness over Daggerford mod for Neverwinter Nights. This single-player game comes with over 15 hours of non-linear gameplay, an epic story of horror and intrigue with multiple paths and endings, new creatures and tileset, as well as brand new music and voice-over. Players will explore the bustling districts of the city of Westgate, the most infamous and corrupt port city in the Forgotten Realms, and encounter the rulers of Westgate’s underworld, the deadly Night Masks!

To play Mysteries of Westgate visit Link

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Permissions & licensing: Sat, 2014-07-12 11:13 How do you rate this content?: No votes yet

Although this module probably could be considered groundbreaking with it's map feature and that you can get into random combat encounters while traveling between areas, it is also extremely flawed in some respects:

The Phantom of Liam's Hold - One of the options to completing this quest is to tell the vampire about the vampire-obsessed teenager wandering about Daggerfall and offer to bring her to him. More often than not though, when you go to retrieve her - instead of finding her wandering about near the Happy Cow, you'll have this error popup in the chat log.

EROR: could not find encounter 'lulaspawn' in area 'lulaspawn' for player.

This bug primarily impacts evil players because giving her to the vampire results in a huge alignment shift towards evil to help negate whatever good deeds you've done.

Fernigold the Younger - While doing this quest, one of the things you can do is threaten a couple of people with justice if he turns up dead. When he does turn up dead, then one thing you cannot do is arrange to bring about any justice against the people who arranged for him to be sold a map that eventually lead to his death. All you can do is bring the body to his father. Although technically not a bug, I do see this as a potential issue for anyone playing Lawful Good (or even Lawful Neutral) that might feel that their PC wants to uphold and be a pillar of justice.

Not Taking People's Money = Automatic Shift Towards Lawful Good It was a bit silly when my rogue/fighter with 600,000 gold got a small alignment shift towards Lawful and Good when I told an NPC he could keep his 100 gold. Obviously my PC is quite wealthy and doesn't need to be taking 100 gold from merchant NPCs that think 100 gold is a lot of money.

I do honestly feel that any sort of alignment shift based on either accepting/refusing money from NPCs should always come with a check of how much the PC currently has versus how much they're being offered. In the case of a PC with 600,000 gold refusing 100 gold, there really should be no alignment shift there for refusing it as the PC really does not need it.

Announcing Your Presence For Certain Encounters For certain encounters, there's this little movie/animation sequence involving in-game graphics and in all of these cases, your PC always just charges in announcing their presence to the enemy. It may not seem like a huge deal unless your character has levels in classes that like to sneak about unseen and ambush at least one enemy with a sneak attack, preferably either the leader or a mage, then maybe take down another mage or a healing class while they're trying to cast spells on themselves. Regardless of how you go about things, the one thing you want to do here if you're a sneaking about class is to go charging in telling people "I'm here!" like this module forces you to do. especially when on top of being a sneaking around class, you're an elf with a -2 CON penalty.

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Ahh memories. Gorgomorz was like the EASIEST one in the entire game. my level 40 God just Devastated Criticaled him.

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Hah, because you were supposed to bring new character :D

Mon, 2016-11-21 08:57 John Barleycorn How do you rate this content?: No votes yet Fri, 2016-06-03 19:24 Balisong29 How do you rate this content?: Average: 8 ( 1 vote)

I duked it out with Gorgomorz with a 14/4 Fighter/Ranger PC with enough enhanced equipments. Easy as easy can be.

Wasn't able to get 2 or more of the sidequests though including whatever's in the the crack in Liam's Hold interior. I played this when I got the NWN Diamond Edition, some cancelled premiums wre also included.

I am voting 8 for this great module.

Thu, 2015-02-19 15:25 How do you rate this content?: No votes yet

I had played this wonderful mod SO many years ago when it first came out, and I enjoyed it even more this time around!

Loved the numerous cut scenes and multiple Quests that weren't mentioned in the Critical Walkthroughs.

Highly recommended to new & older players alike, this adventure will keep you engaged for quite a while!

How do you rate this content?: Average: 7 ( 1 vote) Finished this module after years of trying. Most of it was pretty good, here are the things I have problems with.
  1. Third & Fourth riddles of Prince Julap-Adeep in Edalseye's tower made no sense.
  2. Saslick is stronger than the named Dragon yet scared of it.
  3. Why 2 dragons in the Marsh, wasn't one enough?
  4. What is Jar of Piranhas for?
  5. When Umgatlik was being freed, 2 workers got converted and died. They still showed as attackable after death and a third not converted showed as able to talk after death.
  6. I only found the parts and assembled the Black Hammer. I also found Jouka's Awl, Broken Ice Blade Hilt (lost other part), Glowing Flail Head. Looking at the smith in the toolset, there are 2 other weapons to be made besides the Hammer. Somehow, the second part of the Sword just up and disappeared, I never sold it, it just went away. I never seemed to have found the other Flail part and what the heck was the Awl for?
  7. Also makes no sense to have crafting parts available but no way to craft things until much later.
  8. Ghost Smith is lame, does not specify what he can work on and he seems to do weel with Ranged, decent with Melee but sucks with Armor. I saved before giving him things to see what he could do. He was able to turn a +3 Shortbow into a +5, Mighty +2. He was able to turn a +3 Shortsword into a +4 Keen. He was able to turn a Damage Soak Armor into a +1, nothing else.
  9. I never like endings where, after the last fight, I cannot go and sell off anything I get. I prefer to sell off items I don't need including story specific items then save my character. Even worse, I had to go back before a certain part because of all the things I had in the keep that I needed to have saved with me at the end.
  10. Odd the keep never got some other upgrades.
  11. Too much rewards. WAY too much.
  12. Several creatures rated Impossible, a few times Overpowering even if I put off fighting them until near the end.
In some ways, I feel like this was designed the same way as an old module I still have called Mountain Rescue. It is not available anymore but I still have it, it had overly large areas, some opponents that were too strong, too many merchants and too much magic and gold rewards. That module was smaller than this is! I even ran the character I used, a Rogue/Illusionist, through both, Mountain Resuce to get to level 9 then this one where I finished level 14. Too bad it will not get a do over. (This darn site will not format paragraphs right.) Sat, 2016-03-19 03:47 How do you rate this content?: No votes yet

You are right. There seemed to be no coherent logical reasoning involved in a few riddles mentioned in (1.), which I found very frustrating, especially that a player cpuld be be locked in the tower forever, if I remember correctly. I vaguely remember the jar of Piranhas could be used to kill the priest in the swamp by pouring the content to a pond in the village. Gold management is not balanced properly and the main plot is too short. However, a power of this module is its custom content, beautiful rural areas and the feeling of traversing the world map as an accomplished adventurer.

Mon, 2016-11-21 08:56 John Barleycorn How do you rate this content?: No votes yet

"Third & Fourth riddles of Prince Julap-Adeep in Edalseye's tower made no sense."

I absolutely quote that!

Mon, 2015-09-07 08:18 How do you rate this content?: No votes yet

Great game, but the many subplots and non-essentials are sometimes confusing.

Does anybodey remember the answers to those riddles in the wizard's tower (after the mephits)?

Thu, 2016-02-11 22:03 How do you rate this content?: No votes yet

This is will be a more thorough write-up than Ossian's walk-through.

Tue, 2016-05-10 03:48 How do you rate this content?: Average: 8 ( 1 vote)

This module is a very good one, with many innovative concepts, such as Baldur's Gate-style world map, adjustable stonghold and messangers asking for your assitance. It also has nice music and landscapes: for example, the green, flowery area with a stronghold and Liam's Hold village tucked away by the mountain is one of the most memorable locations I have visited n NWN. You really feel like a citizen of AD&D realm who belong to the local community, when you settle there.

Why I do not grant 9 or 10 points, then? Because of the main plot, which in itself is rather short and predictable (look at "Dance with Rogues", where a single authoress deprived of any help by a third party could create something longer and more engaging). Besides, the whole story of "Darkness over Daggerford" seems to to be rather a collection of loosely coupled quests that frequently do not have anything in common. This might have been a deliberate step by the authors, but some people like me would appreciate more causal coherence between the things you do. I was about to grant 7 points, but I grant 8 for solid work, a femaly Gypsy stylist and other innovative concepts.

[Edit] After rethinking the issue, I thought the module was memorable enough to deserve 9. But then, plotwise and choicewise (see: Lilura's comment), it is worse than some other modules that deserve 9 or 10.

Fri, 2016-04-01 22:17 How do you rate this content?: Average: 7 ( 1 vote)

There is no way this deserves a 9; 7 at the most.

Excerpts from my criticism of DoD (there are no plot spoilers):

Resting in the city is restricted to inns and unmarked buildings that have been cleared of denizens, but Stupid Thing: the module actually forces the party to rest once per 36 hours (about 1 hour of real-time), otherwise you will incur cumulative ability score penalties! The party members will constantly yawn and their shoulders will slump in indication of this status. Realistic? Yes. Annoying and unnecessary? Hell, yes. While this reflects Baldur's Gate, at least resting in the IE RPGs was instant (there was no progress bar to "wait out").

There is tons of cash-flow during the adventure and itemization is grotesquely generous. I hope you're not playing this for tactical combat and strategic resource management. This isn't in the same ballpark as Swordflight. The party's pockets bulged with 76,000 GP upon hitting the World Map..

Treasure is a mix of static (i.e., hand-placed and always there, no matter what), randomized and tailored (that is, to class and feats). Be on the lookout for items with spell-like special abilities, they sell for a small fortune.

Vendors are stocked up on powerful items. take for example the Greater belts of Swordsman, Brawler and Archer (DR 20/- against slashing, bludgeoning and piercing, respectively). These are obscenely OP items that imbalanced the OC, four years prior, and so I would have thought it obvious to leave them out.

The implementation of social skills in dialogue (Persuasion, Bluff, Intimidate) is almost entirely limited to flavor, and resolving a conflict non-violently does not seem to reward experience points as it does if you just slay the NPC, outright. That's hugely disappointing (and a lil' embarrassing, tbh).

Respawn comes with significant experience point and gold penalties - based on level and wealth - that most players won't accept; so, it does not discourage reloading on death.

Two companions are offered: a stock-standard Fighter and a stock-standard Rogue. Therefore, I recommend the player choose an arcane or divine build to complement the party and add variety to the game-play. Companions will offer flavor comments, interjections and their own stories as you level up, but they're very, very basic.

The module often employs cutscenes or locks the camera at a certain angle with only dialogue being selectable by the player. These are primitive, over-used and add nothing to the atmosphere or immersion - indeed, quite the opposite. There is no need to take control of the camera and character from the player for such simple segments that can be scripted in real-time. I mean, wow: A halfling steps into a wagon - MUST HAVE CUTSCENE. Really, now? The Aielund Saga is a good example of how to script segments in real-time, adding to the immersion instead of breaking it. Moreover, there are two other problems brought on by cutscenes: first, they break your stealth and can cause the enemy to get the jump on the party and that's simply unfair; second, Ossian were not thorough in preventing the player from trying to skip cutscenes with the Esc-key, so that if the player hits Esc it can cause awful bugs to manifest, such as the area repeatedly reloading, over and over, for example. So yeah, cutscenes: I can't stand them.
Note: Some real-time scripting is implemented, and done well.

Aesthetics: Some of the tilesets and placeable density is impressive - on the Project Q level of quality. The area design is polished, containing hills and undulating terrain. The custom music is memorable.

At times the writing is great, at times so-so, and at other times quite funny. Or at least, I think so. Much work has gone into writing the descriptions and journal entries. Looted books and journals are particularly well done and the lore-filled descriptions of the antique exhibits are a highlight.

This module offers almost sixty quests, a few of which are directly influenced by Baldur's Gate (though nowhere near as good). Some of the quests are fairly interesting and mildly amusing, whereas others are downright forgettable and so brief and basic that I wondered why they even bothered their ass to make journal entries for them. A criticism has been leveled that the side quests take the steam out of things and many of them are not related to the main plot (interwoven). While true, this was also the case in Baldur's Gate.

Overall, DoD is a doddle. It's not for those who are looking for a remotely challenging D&D campaign, but rather for casuals who like fluffy dialogue, obscene wealth, the illusion of choice; and who get off gawking at pretty area design as they plod around and absent-mindedly click on enemies to kill them and take their stuff. It's majorly overrated by the NWN community and the time of D&D fans is better spent playing the vastly superior Swordflight Series, a campaign that not only pays homage to Baldur's Gate but also BEATS IT in many respects.

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