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.
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 on04/09/06
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 on02/01/06
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. _________________________ Overlooked Module Report February 2009 | Master List | Forum Thread Academy of Modding Excellence Romance Module List Horror Module Collection Starlight's favorite module list
Posted by hmdai at on02/01/06
The story is gone better in this one :-) _________________________ Overlooked Module Report February 2009 | Master List | Forum Thread Academy of Modding Excellence Romance Module List Horror Module Collection Starlight's favorite module list
Posted by Berliad at 2005-12-1421:51:23
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 _________________________ My NWN Blog FRW Character Creator
Posted by Devan_Crowe at on02/28/04
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 on02/28/04
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 at 2005-02-1201:59:00
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 2004-11-0715:47:00
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 Quarterling at 2004-07-3113:58:00
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)