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NWN MODULES

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Title  Darkness over Daggerford
Author  Ossian Studios® Inc.
Submitted / Updated  08-15-2006 / 04-16-2007
Category  Roleplay
Expansions  Requires Both Expansions (SoU & HotU)
Setting  The Forgotten Realms, along the Sword Coast, in and around the town of Daggerford.
Gameplay Length  The critical path is approximately 8-10 hours, and the sidequests are an additional 15-20 hours.
Number Players  1
Language  English
Level Range  All players begin at level 8.
Races  All Races
Tricks & Traps  Medium
Roleplay  Heavy
Hack & Slash  Medium
Classes  All Classes
Scope  Epic
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  Any
Max # Players  01
Min # Players  01
Min Character Level  08
Content Rating  Teen
Alignments  All Alignments
Gameplay Hours  25
Description
Ossian Studios® Presents:

“Darkness over Daggerford”
(A Former BioWare Premium Module)

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.


** Updates **

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.


Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2006-09-27Berliad8.5Wide-open exploration; tremendous number of side-quests; innovative features including a true world map; gorgeous graphics.Main story execution lacking at times; a few performance issues in town; henchmen could be better developed

Articles

SubmittedTitleAuthor
2006-08-29Darkness over Daggerford WalkthroughOssian

Interviews

SubmittedTitleAuthor
2006-08-16Cancelled Premium Module Interview - Alan Miranda (Darkness over Daggerford)Maximus
2006-08-25Cancelled Premium Module Team Interview - (Darkness over Daggerford)Maximus
2006-08-19Darkness over Daggerford World Map System - Alan Miranda/Brian WatsonMaximus
2006-09-24Hall of Fame Interview - Luspr (Torslunda)Steve Savicki

Files

NameTypeSizeDownloads
DoD_Critical_Path_Walkthrough_-_Part_1.pdfDoD_Critical_Path_Walkthrough_-_Part_1.pdf
Submitted: 08-15-2006 / Last Updated: 08-25-2006
pdf77.14Kb19922
--
DoD_Critical_Path_Walkthrough_Part2.pdfDoD_Critical_Path_Walkthrough_Part2.pdf
Submitted: 08-15-2006 / Last Updated: 10-11-2006
pdf100.88Kb14442
--
Daggerford_Readme_v1.2.txtDaggerford_Readme_v1.2.txt
Submitted: 08-15-2006 / Last Updated: 10-11-2006
txt12.59Kb30687
--
NWN-DarknessOverDaggerford_Updater_v1.2.rarNWN-DarknessOverDaggerford_Updater_v1.2.rar
Submitted: 08-15-2006 / Last Updated: 10-11-2006
rar6.8Mb21814
--
NWN-DarknessOverDaggerford_Installer_v1.2.rarNWN-DarknessOverDaggerford_Installer_v1.2.rar
Submitted: 08-15-2006 / Last Updated: 10-11-2006
rar214.8Mb65789
--
SCORE OUT OF 10
9.74
419 votes
View Stats
Cast Your Vote!

AWARDS






PORTFOLIO
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SCREENS

Beach fight


Carry on citizen


Eastern Farmlands


Welcome to Daggerford!


Swamp Village





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Comments (1874):

  1  2  3  4  5  6 .. 11 .. 21 .. 31 .. 63 Next>

Posted by tezzar at 2009-02-06 06:55:44    Voted 9.75 on 02/06/09
Baldur's gate of NWN , cluck, cluck :D

Posted by Caller_in_Darkness at 2009-01-31 06:22:21    Voted 7.00 on 01/31/09
All in all a good mod. The beginning is very motivating and the flow of the story is believeable. Great visuals and music. The downside is a very boring passage towards the end of the story and several problems with triggers. Even if there are some things that feel out of place and considering the negative aspects, I guess this is something always worth a look. Certainly not one of the best mods around, but still very enjoyable.

Posted by Jedijax at 2009-01-05 00:10:39    Voted 5.00 on 01/05/09
I waited to the very last moment to vote and review this module. I read the 63 pages of comments, which I have seen no other contributor do, and am pretty sure I know what I talk about not only about Daggerford, but about modules in general, as a player, that is, for I have been around modules since the game came out.

Most posters go for the GOOD Vs BAD approach in their reviews, but I tend to give both as I go.

I stalled to play Darkness over Daggerford, for you just need read the first half of the comments to know the module is seriously bugged; and I said "IS", not was, for the updates have dealt with some of the existing bugs and issues noted by posters. I expected to play a clean version, as well as learning some more about building in general, and maybe tackle the many bugs myself. Of course, some may be fixed with a Debug Mode move, but a module is not supposed to ask such of the player, and even less for him/her to open the Aurora Toolset to address them by themselves.

The scenery is beautiful, the music is perfect, and the whole "stoney-dirty-mid-age" is something that makes you think NWN is brand new. However, the tilesets and graphic choices rapidly show their ugly face. Moving around the tilesets is definitely annoying, with the dreaded "no-can-do" sound of an unpassable area becoming a companion throughout the whole game. The tilefade being permanently off leaves no option for the gamer to choose a middle-isometric view. Configuration should be a player's choice, not the module designer's.

The amount of sidequests is inmense, which made me smile like a child in a candy shop, they are well-written and definitely are more interesting than the main quest, which is cliched, superficial and sometimes even irrelevant and ilogic. However, yet again, reality intrudes by proving many of the sidequests... more than enough I guess, are bugged or incomplete. Just check the whole posts to find out. Though some were fixed in the updates, there are still many not working right.

Innovation is the greatest thing going for this module, as it adds just so many new content to NWN. Tilesets, placeables, clothing, etc. are beautiful to behold, and the World Map feature is awesome! However, such innovations have lots of problems with the actual nature and limits of the game. I played Darkness over Daggerford in a cuting-edge pc, and it still lagged too much compared to other TOP modules in the Vault. There is too much crammed in some areas, the random encounters and the resting system simply distract too much and become annoying in a game which should run as butter, and does in many other modules. Such things may work in games like Final Fantasy, Baldur's Gate and the like, but NWN's engine is clearly not meant to implement them flawlessly.

Finally, perhaps the two most problematic issues are the "unseen" triggers, and the lack of real attention on the developer's part. Many gamers were annoyed at the use of "hidden" triggers which had the characters running around aimlessly trying to activate them, when triggers work very differently in NWN. You either make them accesible by conversation, or you make their "object" clearly visible and "tag-able" Such feature goes in hand with the developer's loose attention towards contributors. Many expresed their displeasure with these, which can be easily fixed, yet no one at Ossian was willing to work them out. Not only that, after rading aaaaaall of the comments, you find the developers answering the same questions once and again, yet paying no attention to other issues which may be even more important. The solution to most of the bug-related posts, as well as the really problematic issues, was a mere "downolad the update", or a "are you playing with anyting in your override folder?" instead of actually testing under different circumstances. How do I know this? Because it's been almost three years since the module was released and many of the same bugs noted in 2006 are still around. That is unacceptable for a team-developed work, when you can find flawless modules made by a single builder.

The bottom line is Darkness over Daggerford was a perfect example of going over one's head. It simply went for a greater-than-life scope, but failed in almost every single aspect. The module promised too much, contributors who didn't play it completely created a great hype, when even a developer accepted he/she hadn't found/finished all quests in-game.

Sadly, the lowest vote I have ever given to a module is awarded, and not only because all of the mentioned shortcomings (just take a stroll around the 63 comment pages), but because it shows Ossian's lack of professionalism. Ok, the prime module was cancelled and needed to be released rapidly in the Vault, but that doesn't excuse the fact it's been years and it still has more bugs than any other module I have played since 2002... save perhaps... Brightwood.

An impressive attempt, yet a sad deliver.

What Darkness over Daggerford left me was a sigh for what could have been the best NWN module ever, as well as a bunch of stuff extracted from its HAK packs and added to the personal "one-for-all" HAKs I use with a plethora of other modules worth keeping and re-playing.

Posted by zaxthegrey at 2008-12-29 04:11:38    
Wow! Amazing module!

Any chance this could be adapted for NWN2? Darkness over Daggerford and Mysteries of Westgate would be an amazing one-two punch for revitalizing the NWN2 franchise.

Just a thought...

-Zax

Posted by boodah at 2008-12-23 02:28:31    Voted 10.00 on 12/07/08
@TormentinLimbo

Spoilers
--------

1.) I guess you're talking about the prisoners in the lizard village. You have to get the key from the slaver in the hut nearby (there's a mappoint, if I remeber correctly). Don't know if there is a way except from stealing it or killing the lizardmen to get the key.

2.)If you use the kitchen backdoor in the tavern, his house is the next one right north.

3.) Sorry, never figured that one out.

Posted by TormentinLimbo at 2008-12-22 08:42:23    Voted 9.00 on 12/22/08
Need a bit of help. 3 things:
1: Cant finish the prisoner rescue, found them in the pen but it wont open.
2: Tried to deliver the keg to Rav but I cant remember where he is. I looked all over but I am missing him.
3: What is the deal with the fissure in the castle I earned? Does it do anything?
_________________________

********************************************
I must not fear. Fear is the mind killer. Fear is the little death that brings total obliteration. I will face my fear. I will allow it to pass over and through me. Only I will remain.
-Dune
-----------------
let fear and guilt pass away and what remains is wisdom

Posted by amers1015 at 2008-12-15 21:35:00    Voted 10.00 on 12/15/08
Excellent mod! Beautiful buildings and scenery, immersive storyline and interesting characters. I really can't think of anything bad to say about the mod except that I always like to see the henchmen more developed. But that's just a personal preference.

Great work!

Posted by boodah at 2008-12-07 14:06:21    Voted 10.00 on 12/07/08
Just played through it. Great module, nice writing, exceptional design, interesting quests and for such a big project very few bugs, none of them game breaking. One of the finest modules out there, better than the OC's, even better than WCoC and therefore it's a shame that it never was made into a Premium Module, because, to be honest it would be the one most worth it's price. Whatever, big thank you for making this jewel available to the community and good look with all future projects.

Posted by Omadon at 2008-11-23 17:47:43    Voted 10.00 on 11/23/08
I am stuck on two things on Crab Coast after freeing the shepherds:

1) How does one pass the gate that leads to the round building within the "Cave of Mists" on the north of the map ?

and

2) How does one descend to the "Rock Fissure" towards the mid-western part of the map (the area which is not connected to the mainland). After descending to the water level, I have only been able to find the Smuggler's Cave with the prisoners (solved) and the Cave of Mists (stuck). So far, no idea how to reach the cave (or whatever is behind the rock) in the middle.

Any suggestions ?


Posted by Omadon at 2008-11-23 17:41:10    Voted 10.00 on 11/23/08
THE best module I have played so far !

Posted by Kariann at 2008-11-15 18:32:45    
Gonzo- The installer works for me

I had a question for anyone who finished/got past this particular side quest, thogh...

SPOILERS>>>>>>>>>>>>

When you get the sidequest from the mayor in Liam's Hold and enter the wall cave, the gnome makes mention of something not being what it appears to be. How do you get inside the tomb door? It's locked and spellproof and I can't find another way in with my elven wiz/rog with fairly maxed search and spot.

Posted by AncientFootsteps at 2008-10-29 13:38:19    Voted 9.25 on 10/29/08
Excellent - varied and involving. Thanks

Posted by Gonzo_og at 2008-10-22 19:17:05    
I'm having trouble downloading the installer. Can anyone else confirm?

Posted by Alicianna at 2008-10-06 16:47:22    Voted 10.00 on 10/06/08
Simply the best module I've ever played in Single Player NWN...far better than the original game campaigns, imho.
Outstanding and so immersive, funny, creative and pretty! ^^

Posted by Number 6 at 2008-10-06 04:23:17    Voted 9.50 on 10/06/08
A very good and well produced module, almost to BioWare standards.

A couple of minor quibbles, the path finding is very bad in place, even by NWN standards and the fights were pretty easy for my ramger/fighter. Alsos there was no character save, or the chance to do your own, after the final battle.

Overall I really enjoyed the module, despite this.

Posted by DM_Eonwe at 2008-09-19 14:58:02    Voted 10.00 on 09/19/08
Just excellent!
_________________________
.: Untold Tales of Tolkien II :: Website :: Forum :.

Posted by Thousandhorse at 2008-09-08 22:14:37    Voted 10.00 on 09/08/08
I thought this mod was very well done. Smooth execution, interesting story, lovely areas, and satisfying ending. I would like to see the sequel to this.

Posted by colourwolf at 2008-09-05 21:34:26    Voted 10.00 on 09/05/08
Brilliant

Posted by Zomgoose at 2008-08-30 18:27:50    Voted 9.00 on 08/30/08
Great mod for sure, even if the plot is kind of bland. One question though, I'm in the wizard's tower in the Lonely Barrens, and I can't figure out the prince's second riddle, the one about the ages. Maybe I'm just stupid, but if I am I don't really want to try every combination and then just cheat to get the xp back. At first I thought Jesub (lol, Jebus) was the youngest so I chose him and went with every combination, thinking I could stand to lose 500 or less xp, but I ended up being wrong and now I'm just stuck. Help? (By the way, I'm not sure why it would matter, but I'm a 10th level Sorcerer).

Posted by Luspr at 2008-08-14 16:24:27    
No reason why it shouldn't work with 1.69, or, to put it another way, 'it should work fine with 1.69!'

Posted by Auldian at 2008-07-22 14:26:28    Voted 8.50 on 07/22/08
This was a lot of fun :)

Posted by BoomWav at 2008-07-21 18:42:18    
Hmmmm this module sure look interesting. But I suppose it won't work with 1.69 right?
_________________________
[Enhanced class icons] - Last updated [07-20-2008]
[Enhanced skill icons] - Last updated [07-26-2008]

Posted by dartrav at 2008-07-07 05:37:21    Voted 10.00 on 07/07/08
Awesome environment. I love the map feature, should be part of any module. Great story. Just fantastic work.

Posted by aviator9942 at 2008-07-03 19:24:35    Voted 9.75 on 07/03/08
Superb mod. I took off a little for not being able to export the character at the end and no option to finish any optional quests. Map - 10, design - 10, story - 10. Looking forward to more from Ossian. p.s. I had no bugs at all!

Posted by rodneyorpheus at 2008-06-30 08:08:50    Voted 10.00 on 06/30/08
If there ever was a module that deserves 10 out of 10 this is it. Completely excellent: beautifully designed, great locations, good storyline. It really does capture the old Baldur's Gate feeling like no other module I've played.

As a free download this can't be beat.

Posted by Aspire at 2008-06-28 03:58:27    Voted 10.00 on 06/28/08
Excellent

Posted by 1owner at 2008-06-20 04:06:32    Voted 10.00 on 06/20/08
Excellent! The best.

Posted by Beothul at 2008-06-18 15:21:44    Voted 9.75 on 06/18/08
Very well done. Slightly bothered by the pathmaking and finding my way among the tall buildings and trees that did not disappear in my line of sight. Some quest dialog did not alter after completion, etc. Over all, a good game. Thanks for the hard work

Posted by dartrav at 2008-06-18 11:01:52    Voted 10.00 on 07/07/08
I found a bug.

****Spoiler******

I went into the tower a Gillian's Hill and then exited before I was finished with the fight. When I exited by journal updated that I had killed them all and then Jerrel? paid me but when I went back to finish the job, I got stuck in the tower and couldn't do anything but watch the battle.

The bad guys couldn't hit me nor I them and I eventually had to CTRL-ALT-DEL to kill the application and then reload from before I went into the tower.

Posted by black_and_blue at 2008-05-31 11:02:39    Voted 10.00 on 05/31/08
Just completed the module and it is AMAZINGLY GOOD! It seems a crime that this was never made a premium module as originally planned - it is much better than most of the other premium and official modules (although I certainly have no objection to getting to play this excellent module for free).

Some very very minor glitches where the game was telling me that the AI update failed or something like that, but it did not appear to impact the gameplay in any noticeable way - if you are playing this module and you see errors like that, just ignore them; they don't seem to hurt anything. Maybe because of the errors, I should be rating it 9.9, but the lowest non-10 rating available is 9.75, so I'm rounding up to 10.

  1  2  3  4  5  6 .. 11 .. 21 .. 31 .. 63 Next>

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