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NWN MODULES

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Title  Fall of the Empires Book II: Whispers of Rebellion v 1.35 *Updated!*
Author  Devan Crowe
Submitted / Updated  11-28-2003 / 08-01-2004
Category  Official Campaign
Expansions  Requires Both Expansions (SoU & HotU)
Setting  The World of Kahlmorr
Gameplay Length  4 - 5 hours
Number Players  Multiplayer is not supported.
Language  English
Level Range  4th - 5th lvl
Races  --------------
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Light
Classes  Melee preferable
Scope  Large
DMNeeded  Part of Series
Single or Multiplayer  Single Player
Max Character Level  05
Max # Players  01
Min # Players  01
Min Character Level  04
Content Rating  Teen
Movie Link  Link
Alignments  --------------
Description
The second module of the Fall of the Empires series. This module, starting six months after Lands of the Forsaken, utilizes several of the hak paks from the first module (you will need to redownload them if you don't already have them) as well as a bunch of new content, and the advanced Henchman Battle AI. The two WOR hak pak files (24mb and 17mb) can be downloaded here at the Vault and there is an optional intro movie. USE WEBSITE LINK TO DOWNLOAD THE SUPPLEMENTAY FILE.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2003-12-16J'Dai7.39Great original story, beautiful visuals and a great mix of henchmenLinear quests and a few too many typos

Files

NameTypeSizeDownloads
F.o.t.E._IIWORDevanCrowev1.35.rarF.o.t.E._IIWORDevanCrowev1.35.rar
Submitted: 11-28-2003 / Last Updated: 08-01-2004
rar3.2Mb3071
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
Fall of the Emp...WOR - 1Devan Crowe2003-11-28--This .RAR file contains one of the required .hak files required to play the module Whispers of Rebel
Fall of the Emp... AGAIN*Devan Crowe2003-11-28--This .RAR file contains the remaining required .hak files required to play the module Whispers of Re
SCORE OUT OF 10
8.42
14 votes
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Comments (45):

  1  2 Next>

Posted by Mirgalen at 2011-08-27 07:01:05    Voted 7.00 on 08/27/11
The best module of an unfinished campaign.

Warning: There is an item strip at the start (no big deal if you have played chapter 1)

The module still "suffers" from an overuse of hak IMHO. A lot of eye candies but I would prefer a stronger story/plot and a better immersion in the world.

The other problem pointed by "alordofchaos" is that "this works best if you *only* follow the orders and don't go off exploring on your own. You'll get quests/convos in the incorrect order, etc". Failing to do so, you may break the plot or miss important areas and/or objects.

Other than that the module was fairly entertaining.

7: A good module with some issues, but worth the download for almost anyone.

Posted by Bianca at 2011-06-24 02:20:54    Voted 8.50 on 06/24/11
Definitely better than the first part!
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Posted by werelynx2 at 2011-04-16 03:02:50    Voted 7.50 on 04/16/11
Oh and regarding the bugs: I missed stephen and derreck , but using the teleporter again(from different inn room) nearby the council solved it.
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Posted by werelynx2 at 2011-04-16 02:59:22    Voted 7.50 on 04/16/11
better then the first part, sometimes the areas was too big, but visuals were great.
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Posted by Ugleberg at 2008-03-24 12:01:10    Voted 6.00 on 03/24/08
It is a good module but because of the bugs I couldn`t finnish it.
Darn shame...

Posted by alordofchaos at 2008-01-29 13:13:05    
scarn, ericdoman, Look at Berliad's post for some help. ericdoman, in your case, Derreck has disappeared. When I was playing, he never appeared with the generals. What I did - in the inn where you find the teleport device, bash the doors open in the other rooms in the upper floor. each one of those rooms has a chest with the device (actually, the device you already have might still work) - just use it again to make him appear.
Anyone else playing this mod... this works best if you *only* follow the orders and don't go off exploring on your own. You'll get quests/convos in the incorrect order, etc.
Good story so far, though I have to say I'd rather see this finished in NWN1 than in NWN2.

Posted by ericdoman at 2007-06-18 03:43:15    Voted 9.25 on 06/18/07
I have gone through this mod before but have not voted, twice to be honest. Anyway the third time and I am stuck. I am using a clr/ftr (emphasis on clr) and have found that the magic weapon spell is not allowed in part II (OK in Part I), also no darkfire spell?

Secondly opened up gate and found secret hideout. Go to see "Mr X" but dialogue is as befoer about opening west gate and then he disappears. I think I had the same prob before but how do you rectify this.

Posted by mr2131 at 2007-01-16 19:42:43    Voted 9.25 on 01/16/07
Very good story line. A little more time to develop the characters wouldn't have gone amiss.
_________________________
"What rough beast, Its hour come round at last,
Slouches towards Bethlehem to be born."

W.B. Yeats

May the sun always be in the eyes of your enemies,
and may your feet always find the correct path.
Happy Trails . . .

Mark

Posted by Blatob at 2006-09-10 11:52:55    Voted 9.00 on 09/10/06
I would like to better control over hanchmen's actions. None of them would use ranged weapons.

Posted by Scarn71 at 2006-07-17 07:09:21    
Overcame bug from last post. Not sure if anyone even still views this thread, but I have encountered another bug.

******** SPOILER ************



I got into Arindale without Willem's help. I met Derrick outside of Arindale, and he spoke to me as though I just came through the (ogre-filled) abandoned mines. He reissues the quest for me to go to Arindale w/Willem's help and find the generals. Derrick starts a conversation thread as though he is introducing me to the generals, but he is still standing outside of Arindale. I have found the Hand of Light's hideout, and I have seen the generals (although they do not talk) ... Is there a way to correct this?

I have to admit I am enjoying the story, but the amount of bugs that interfere with play is getting frustrating...perhaps to frustrating to finish at this point.

Posted by Scarn71 at 2006-07-14 11:43:01    
I encountered a game stopping bug. My henchman, the paladin, bust down the tanner's door when I found it locked. I talked to the tanner about the grave robber quest before I was actually assigned it. Now, after completing the snow gnoll quest and ready to pursue the grave robber quest, I get a message from the tanner that I need to talk to the mod maker.

What is up? Can I do something to continue this game without having to start again from the beginning?

Thanks,
Scarn

Posted by Lomondra at 2006-04-09 19:56:53    Voted 8.50 on 04/09/06
Got saved, no great henchie as in chapter 1 seemed more like a place holder between chapters 1 and 3. Two side quests we found seemed broken (couldn't start them but could tell there was something we weren't getting). Otherwise this module did a lot to move the storyline along towards a very good chapter 3.
_________________________
Does this armor make my butt look big?

Posted by hmdai at 2006-02-01 10:43:50    Voted 9.25 on 02/01/06
Strangely I haven't encountered the problem Berlid encountered. However, same as the first module, the module does not end after the "End of Module" dialouge appears.
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Posted by hmdai at 2006-02-01 10:42:02    Voted 9.25 on 02/01/06
The story is gone better in this one :-)
_________________________
Overlooked Module Report February 2009 | Master List | Forum Thread
Academy of Modding Excellence
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Horror Module Collection
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Posted by Berliad at 2005-12-14 21:51:23    
I encountered a game-breaking bug upon infiltrating the city (spoilers!!):

I pulled the lever and watched Derreck waltz through the gates. He dropped the note in the barrel as promised, and I followed him up to the church, entered the trap door (had some trouble spotting it, but eventually did), finished outfitting my gear, and spoke to him. And his dialog had not changed from the last time I spoke to him (after he teleported). After that conversation ended, he ran away and I could not find him again.

Work-around: viewing the conversation in the toolset, I noticed that the variable wor_pQ_derrick had to be set to 3 in order to see this final conversation. So I entered debug mode (`Debug Mode 1) and typed: "`dm_setvarint wor_pQ_derrick 3" and clicked on my character. After doing this, the conversation worked correctly and I was able to successfully complete the module.
-B
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Posted by Devan_Crowe at 2005-08-10 09:41:47    Voted 9.00 on 02/28/04
NOTICE: I doubt anyone still stops in here very regularly, but for anyone that happens by - I do not know if the revamped version of the first module will be completed for NWN. I have decided, due to my lack of great enthusiasm for this game anymore, to finish the module series and will most likely wait until NWN 2 to make remastered versions. There is a slight chance I will find the time to work on the revamped one while I do the fourth module, but it is not too terribly likely. It's just not as fun for me as it once was, and remaking something is very tedious for me. So, I will focus instead on finishing the series with a good, solid fourth module...and we shall see what else I am able to do.

Posted by Devan_Crowe at 2005-08-10 09:41:38    Voted 9.00 on 02/28/04
NOTICE: I doubt anyone still stops in here very regularly, but for anyone that happens by - I do not know if the revamped version of the first module will be completed for NWN. I have decided, due to my lack of great enthusiasm for this game anymore, to finish the module series and will most likely wait until NWN 2 to make remastered versions. There is a slight chance I will find the time to work on the revamped one while I do the fourth module, but it is not too terribly likely. It's just not as fun for me as it once was, and remaking something is very tedious for me. So, I will focus instead on finishing the series with a good, solid fourth module...and we shall see what else I am able to do.

Posted by Colossus ( 69.196.xxx.xxx ) at 2005-02-12 01:59:00    
I found a break in the plot.

SPOILER:

I was supposed to open a west gate for Derrick so that he could come into the city (I forgot the name), so I tried to open the gate but it was locked. I then tried to unlock the gate (some people actually like playing rogues) and got the "key is needed" message. Usually, whenever I get this message it means the door is indestructible so I ran around looking for the key. I ran into the temple and entered the hideout for the Order of the Shining Hand (or some such). I realized that I was not supposed to have found the hideout when an NPC came up and told me that I was to gear up and meet Derrick in the conference room (remember that I am still trying to get Derrick into the city). Eventually out of frustration of not being able to find the (non-existing) key, I truck at it and found that the gate could be destroyed (I was very angry at this point). I proceeded to talk to Derrick and he started to talk as though he was in front of the Generals in the hide out. The plot is broken and I have justed wasted several hours of my life.

END SPOILER:

I would like to point to the fact it is practically a convention that a door requiring a key to unlock is a door that is indestructible. This is true in almost all modules out there. Why did the author decided to break this convention? If one can just bash down a door then why not make it unlockable?

Also I would like to know why the author is so fixated on building insanely large and virtually empty areas.





Posted by Iman1699 at 2004-11-07 15:47:00    
Bumped into 2 bugs, 1 annoying and the 2nd on game stopping.

SPOILER+++++++++++++++++++++++++++++++++++++++++++















The 1st one is when I got back from killing the gnolls and my paladin henchman is stuck in combat mode.

The 2nd one is when I got back from the grave robber but when I talk to the tanner a message told me I got a game stopping bug and should talk to the mod maker.

Posted by Alcarin at 2004-08-08 12:31:11    Voted 9.00 on 08/08/04

Posted by Quarterling at 2004-07-31 13:58:00    
I've encountered a highly annoying bug in this module: The bardic feat Curse Song simply doesn't work. On a smaller note the hidden trapdoor in the early mom/wife-quest cannot be opened, probably because of it's orientation (you have to stand in the wall to be in front of it)

Posted by myzithra at 2004-02-29 08:06:19    Voted 9.00 on 02/29/04
Fun: 9 Layout / Design: 9 Dialogue 8 Originality / Creativity 10 Quality Control 8

Posted by kmc at 2004-02-28 20:41:06    Voted 9.00 on 02/28/04
Fun: 9   Layout / Design: 9   Dialogue 8   Originality / Creativity 9   Quality Control 9   

_________________________
KMc

Posted by Devan_Crowe at 2004-02-28 20:36:18    Voted 9.00 on 02/28/04
Fun: 8   Layout / Design: 9   Dialogue 8   Originality / Creativity 9   Quality Control 9   

Posted by lebowski at 2004-02-28 11:16:00    Voted 5.00 on 02/28/04
Maybe I'll play again a newer version. I loved many ideas.
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Posted by lebowski at 2004-02-28 11:15:26    Voted 5.00 on 02/28/04
Additional custom content over used with a lot of LAG. Many bugs too. It could be good, very good, unfortunately it isn't.
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Posted by lebowski at 2004-02-28 11:14:00    Voted 5.00 on 02/28/04
SPOILERS
I used the last version (1.2 I suppose). and there was a double soran.
About carl: I just spoke to the tavernkeeper two times. The second time he gave me the mission with the pirates. LAG honestly I've seen the tileset you used before, in Dreamcatcher 3 and in your first mod too. There was no lag, not even remotely close to what happens here.

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Posted by lebowski at 2004-02-24 14:22:00    Voted 5.00 on 02/28/04
After having played the first one I got to this one, but it's far more buggier and I stop playing because of awful lag.

SPOILERS
Quite disappointing that your second mod was less polished than the first. Maybe some weirdness are an effect of the last XP, but I've never seen so many bugs before. At a point I even got two Sorenn. It was possible to get the quest nearly completely in the wrong order (I learned from Carl of the tanner's quest much after having completed it, I also got the pirate quest even before going Gnoll's hunting... and other things like this). The lag got way too much (something I've never seen before, even remotely) in the training area of the Vaelarn tunnel.
As for the mod before it is a shame because so much detail was put on the setting and on the atmosphere as well as on the backstory. However there are too few dialogues, with bugs too, and the use of CC got out of hand causing LAG.
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Posted by Picaro at 2004-01-31 08:13:00    
Further to below

-----More SPOILERS-----
I went back and got the body, took it back to Phil and got the dialogue option and quest closure this time.

You might want to prevent the bug message from appearing though for the uncompleted quest...it looks messy.
_________________________
Take me out to the black, tell them I ain't coming back;
Burn the land, boil the sea, you can't take the sky from me

Posted by Picaro at 2004-01-31 08:03:00    
I'm playing v1.2 with HOTU 1.61 and I have found a bug with the Tanner's quest which seems to prevent me from proceeding.

-----SPOILERS-----
I entered the Northwood, found/killed the graverobbers and the journal was updated to show that I had found his wife's coffin. When I go back to report to Phil and speak to him I get the message "The fact that you are reading this is probably a bug in how thi plot was designed..."
_________________________
Take me out to the black, tell them I ain't coming back;
Burn the land, boil the sea, you can't take the sky from me

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