A word on mod updates
Moderators: Wynna, NWN2 - 03 DM
A word on mod updates
I will be turning the mod over shortly after a couple weeks of overhaul.
A lot of things got added, and lots of stuff under the hood was fixed.
I wanted to caution players on a couple of things.
Some of the spawns were changed to add more variety and a little challenge.
The typical animals are in two categories: the nice tame one, and the wild ones.
There are more tame animals, deer herds, wild horses, cute bunnies, ugly weasels, etc etc.
There are also some real nasty wild animals: bears, wolf packs, jaguars, mountain lions, wolverines, wild boars, etc. These animals are in the more inhospitable areas. You'll find them on the new quested patrol routes and in areas off the main highway. They are nasty and if you are soloing, kiss your PC good-bye. Don't even attempt a wolf pack unless you have friends.
Quests also work, I have added 5 and tested them, available to all players. I would suggest you get friends to do them.
And, when you see a sign or talk to an NPC that says an area is prohibbed, dangerous, forbidden, or generally nasty place, I'd listen. If you decide to ignore the warning, well, if you die, too bad.
Lots of fun, challenges, and general entertainment!!!
Look for the update announcement.
A lot of things got added, and lots of stuff under the hood was fixed.
I wanted to caution players on a couple of things.
Some of the spawns were changed to add more variety and a little challenge.
The typical animals are in two categories: the nice tame one, and the wild ones.
There are more tame animals, deer herds, wild horses, cute bunnies, ugly weasels, etc etc.
There are also some real nasty wild animals: bears, wolf packs, jaguars, mountain lions, wolverines, wild boars, etc. These animals are in the more inhospitable areas. You'll find them on the new quested patrol routes and in areas off the main highway. They are nasty and if you are soloing, kiss your PC good-bye. Don't even attempt a wolf pack unless you have friends.
Quests also work, I have added 5 and tested them, available to all players. I would suggest you get friends to do them.
And, when you see a sign or talk to an NPC that says an area is prohibbed, dangerous, forbidden, or generally nasty place, I'd listen. If you decide to ignore the warning, well, if you die, too bad.
Lots of fun, challenges, and general entertainment!!!
Look for the update announcement.
Re: A word on mod updates
I'm curious about the whole "soloing" part. Do you mean soloing combat, or do you mean soloing in general? Would the roads be safe to travel alone, or would that be ill-advised as well?Rick7475 wrote:I will be turning the mod over shortly after a couple weeks of overhaul.
A lot of things got added, and lots of stuff under the hood was fixed.
I wanted to caution players on a couple of things.
Some of the spawns were changed to add more variety and a little challenge.
The typical animals are in two categories: the nice tame one, and the wild ones.
There are more tame animals, deer herds, wild horses, cute bunnies, ugly weasels, etc etc.
There are also some real nasty wild animals: bears, wolf packs, jaguars, mountain lions, wolverines, wild boars, etc. These animals are in the more inhospitable areas. You'll find them on the new quested patrol routes and in areas off the main highway. They are nasty and if you are soloing, kiss your PC good-bye. Don't even attempt a wolf pack unless you have friends.
Quests also work, I have added 5 and tested them, available to all players. I would suggest you get friends to do them.
And, when you see a sign or talk to an NPC that says an area is prohibbed, dangerous, forbidden, or generally nasty place, I'd listen. If you decide to ignore the warning, well, if you die, too bad.
Lots of fun, challenges, and general entertainment!!!
Look for the update announcement.
Also... Tempus temple! RAWRHG!
Part of ALFA since May 2000.
NWN 2 PC (BG): Layali Mae (Arcane Trickster)
NWN 2 PC (MS): Marius Lobhdain (Druid)
NWN 2 PC (BG): Layali Mae (Arcane Trickster)
NWN 2 PC (MS): Marius Lobhdain (Druid)
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Sounds great Rick.
This is THE SAVAGE FRONTIER afterall
And rangers are all the more important to have around now for actually their skills (as noted in teh TSM sourcebooks and so on). Great RP opportunities. Not just bow shooting.
This is THE SAVAGE FRONTIER afterall

And rangers are all the more important to have around now for actually their skills (as noted in teh TSM sourcebooks and so on). Great RP opportunities. Not just bow shooting.
playing Nathaniel Ward - Paladin of the Morninglord and devout of Torm (cookie cutter and proud of it)
Just a quick note. The road from Rivermoot to Silverymoon is safe, unless someone drags a bear onto the road, you should be able to solo walk that highway at level 1.
The road to Quarryvar, the Silverymoon Pass, the Silverwood, the Moonwood, they have wild animals. I wouldn't solo those areas.
There are actually 6 quests going in. 4 involve combat, 2 should not. The last 2 you can do at level one. All are repeatable quests. Anyone can do them, though 3 will require a bit of strength because you are carryng supplies.
I tested them all, they work, unless something gets fubarred between the time I upload the mod and it gets put online.
The road to Quarryvar, the Silverymoon Pass, the Silverwood, the Moonwood, they have wild animals. I wouldn't solo those areas.
There are actually 6 quests going in. 4 involve combat, 2 should not. The last 2 you can do at level one. All are repeatable quests. Anyone can do them, though 3 will require a bit of strength because you are carryng supplies.
I tested them all, they work, unless something gets fubarred between the time I upload the mod and it gets put online.
First I leave Rivermoot and settle near High Hold... then High Hold becomes populated. So I spend more time around Quaervarr and it becomes populated... I tell ya, there's no peace for the ranger.Vendrin wrote:I'd like to ask that the road from Quaervarr to High Hold be safe for lv1s so that way new level1s can meet up with a certain group that can escort them from Quaervarr to where they now inhabit.

The function of the imagination is not to make strange things settled, so much as to make settled things strange. -G.K. Chesterton,
TSM2 - Hyacinthe, Wild Elf Scout, Hunter, and Trapper.
TSM2 - Hyacinthe, Wild Elf Scout, Hunter, and Trapper.
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Bolded the important part.Sintaqx wrote:First I leave Rivermoot and settle near High Hold... then High Hold becomes populated. So I spend more time around Quaervarr and it becomes populated... I tell ya, there's no peace for the ranger.Vendrin wrote:I'd like to ask that the road from Quaervarr to High Hold be safe for lv1s so that way new level1s can meet up with a certain group that can escort them from Quaervarr to where they now inhabit.
-Vendrin
<fluff> vendrin is like a drug
While i agree with this in principle Ven (and if it was Amn or something would say yep) Quaervarr is a isolated town almost not involved in the confederacy and has it's own heavy militia guard for a reason.Vendrin wrote:I'd like to ask that the road from Quaervarr to High Hold be safe for lv1s so that way new level1s can meet up with a certain group that can escort them from Quaervarr to where they now inhabit.
I think arrangments IC and OOC could be developed to get people from one place to another rather than making the road safe where it probably shoudln't be given the region. It only has to happen once and then they're in the bosom of darkness. Mayeba starting option in quaervarra is better if it all too hard?
Otherwsie if more groups start in isolated places over time (ie forests for elves, mines for dwarves etc) we'll end up with a loda of safe roads in one of the most unsafe areas in the west.
Just my thoughts.
playing Nathaniel Ward - Paladin of the Morninglord and devout of Torm (cookie cutter and proud of it)
Vendrin wrote:I'd like to ask that the road from Quaervarr to High Hold be safe for lv1s so that way new level1s can meet up with a certain group that can escort them from Quaervarr to where they now inhabit.
Nasty banite killing frogs have been moved off the road so you should be safe unless you wander off too far.
You guys should talk to Thanghorn and his Zhent Fort and get a loan for a teleporter near Rivermoot for level 1 evil wannabees to that secret location.
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It's two areas from High Hold. I realize that that is not relative to real distance, but still, should be relatively safe if you stay on the road.Dorn wrote:While i agree with this in principle Ven (and if it was Amn or something would say yep) Quaervarr is a isolated town almost not involved in the confederacy and has it's own heavy militia guard for a reason.Vendrin wrote:I'd like to ask that the road from Quaervarr to High Hold be safe for lv1s so that way new level1s can meet up with a certain group that can escort them from Quaervarr to where they now inhabit.
If I've got limited time to play I want to spend the most part of the time rping etc, not traveling down to high hold where I'm probably not allowed, to meet someone and bring them all the way back up.I think arrangments IC and OOC could be developed to get people from one place to another rather than making the road safe where it probably shoudln't be given the region. It only has to happen once and then they're in the bosom of darkness. Mayeba starting option in quaervarra is better if it all too hard?
Starting area link to quaervaar is fine with me.
-Vendrin
<fluff> vendrin is like a drug
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I'm sure Rick's extatic about how his simple, informative thread has been hijacked, but since it has, I agree that giving folks a option to start in quaervarr would be a good idea. Property values will finally go back up in Rivermoot and High Hold, now that the riff-raff are no longer in the neighborhood.
<paazin> Elves I bet are kinda fun to play.
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<BH|werksux> elves wiggle too much
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<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much
Current Server: TSM
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Pwned PCs: Lemuel,Skimmer,Clevon,Juno,Gilbert,BH,Dunkin,Osk & Rodney
Current Status: Highly Mobile