With the city of Fairloch safe for the time being, and the Royal family secure at last, you turn your attention now to the West, to King Seamus and the Aielund military in it's struggle to defeat the Ironlord. All seems to be going to plan, until the ancient monster breaks free of it's century-old prison and embarks upon a single-minded quest for domination of the land. With the countryside awash with creatures of all kinds seeking to flee the coming onslaught, you and your companions must stave off hordes of monsters, confront old enemies, and search for relics from the distant past, all the while seeking allies to aid in the final clash against the Ironlord. But before you confront it, you must learn the answer to a question of singular importance: How do you kill that which cannot be killed? This new version requires the Aielund hakpack v2.0 to work properly.
I'm at the Battle of Fort Highmarch, and no matter what I do, I cannot get Guard Captain Marshald to shout to fall back to the Castle, ending that section of the Battle. Mostly, he keeps dieing before he shouts, and I just don't know how to keep him alive. Is there something I'm missing?
Hello. I am having some minor troubles. 1)Greater Magic Weapon scroll does not work. 2)Spell Sequencer item does not work. Are those troubles due to EMS or something?
Posted by Michelini at 2012-03-07 04:53:31 Voted 10.00 on 03/07/12
Great series
Posted by Aebear at 2012-02-19 16:32:13 Voted 10.00 on 02/19/12
Enjoyed some of the changes of scenery in this one, and of course the story and character development. Great module series..! Few chapters into the book :)
Posted by Drelua Laria at 2011-12-10 07:35:03 Voted 9.75 on 12/09/11
Nevermind, it fixed itself.
Posted by Drelua Laria at 2011-12-09 19:55:52 Voted 9.75 on 12/09/11
Of course, I realize that it won't get fixed after all this time, I just want to know if there's a way for me to do this quest.
Posted by Drelua Laria at 2011-12-09 19:43:09 Voted 9.75 on 12/09/11
Great module, but I'm having a problem with the Enlightenment quest. Whenever I click on Cairnwood Lake it says I'm too excited and can't talk right now, even though I can talk to party members. I didn't see any other way to fill the flask, so I just wanted to see if I was doing something wrong or if it's an error that needs fixing. Has anyone else had this problem?
Very Cheap Online Store For Orginal NHL Jerseys,NFL Jerseys,NBA Jerseys,MLB Jerseys We offer All Best Quality Lowest Price And Fast Shipping ,Wholesale all 2011 New style Jerseys . Link
Very Cheap Online Store For Orginal NHL Jerseys,NFL Jerseys,NBA Jerseys,MLB Jerseys We offer All Best Quality Lowest Price And Fast Shipping ,Wholesale all 2011 New style Jerseys . Link
Posted by Magical Master at 2011-07-28 21:15:15 Voted 10.00
Check the error log and try to figure out which tlk file you're missing.
When I try to load the game I get a message that I am missing a ,"custom talk table". I have downloaded and I think installed all of the files. What is it talking about? Please help.
I have a problem. Whenever I try to load one of these modules I receive a message," missing custom talk table". I have downloaded all of the files I can see, what am I doing wrong. How can I fix this?
Thankyou for your help and any time
Posted by Khaos1987 at 2011-05-16 11:40:29 Voted 9.00 on 05/16/11
Just finished number three, with a few comments:
1) Story is going great, like the music and the cutscenes, and I enjoyed the non-standard "dragon" henchman. It's refreshing to see party members that are just different once in a while.
2) If you're playing this module as a rogue, you're gonna be in for some pain with this module. I know I was. Lots and lots of dragons, which means no sneak attack, which means you're leaving most combat up to henchmen and they like to die. Also it seemed no matter how high I was able to get AC, the enemies just laughed and slapped me around anyway. Even with haste and stoneskin, melee combat is difficult at the least.
3) The final battle was awesome. It was nice to see all my hard work pay off to make the battle easier, and it definately had that "epic" feel to it. Also extra points to me for calling it in the comments I left last chapter.
All in all, still great, but with a few issues for certain builds.
Posted by greenriceman at 2011-02-08 14:22:47 Voted 10.00 on 02/08/11
Oh COOOL!!! The Ironlord's a Minogon. ...Wait. What's that he's got in his hands? A lightsaber greatsword!? AAAAAAAAAAAHHHHHHHHH!!!!!!!! Made me actually wonder if I am going to survive the fight against him. But, I got the Princess in the end. It made me so happy!!!!! ;P
Posted by XippySkippy at 2011-02-07 15:26:21 Voted 10.00
REGARDING my previous comment --
After posting (you always notice these things after posting) -- after posting I decided to check around in the actual HAK file (EMS.hak) and searching there I discovered a comment inserted among the code:
" // no party damage from AOEs - the AI is just too crap
// and FF can COMPLETELY break the game by sending entire factions hostile, including plot chars"
So I guess that's that.
Too bad they hadn't explicitly mentioned that little factoid in the "official" EMS documentation rather than burying it in the script there. That way, I wouldn't have been beating my brains out trying to figure what the heck was going wrong.
:-/
Posted by XippySkippy at 2011-02-07 15:13:50 Voted 10.00
I seem to have come across a nasty problem.
I am playing the Aielund saga on "very difficult" and am in Act III, when I noticed that area-of-effect spells (AoE spells) such as Ice Storm and Flame Strike are not damaging party members. (I am playing as a cleric so I did not have a lot of opportunity to notice this, being as many of the cleric AoE damage spells only target enemies, and I haven't used Ice Storm or Flame Strike all that much because of the usefulness of other spells like Hammer of the Gods and Call Lightning [Air Domain].)
I recall an earlier instance (one of the earlier Aielund modules) where I definitely observed that Flame Strike caused the appropriate fire damage on a henchman, as it should. But as of Act III the "indiscriminate damage" AoE's no longer work correctly.
I don't know if this is a problem with the Aielund module or with the EMS, or a conflict arising between the two.
I do not think it is by design, as I searched through the documentation and could see nothing indicating that AoE's would no longer affect friendlies on higher difficulty levels. I also scanned the message boards and saw nothing indicating this as intentional.
After replacing the EMS.hak file with the EMS_FAKE.hak file as supplied here, I loaded up the game to the latest progress, and the AoE spells work as they should -- Ice Storm and the like cause damage to ALL creatures, including the spell caster and henchmen.
To test it further, I also replaced the EMS.hak that came with Aielund with this one here (they had slightly different sizes so I thought maybe different versions) but it didn't matter -- either way, the AoE spells didn't affect party members, and only got fixed when using the fake "placeholder" version of the hak.
It's a pretty big deal not to have the AoE spells carrying the shortcomings as well as the strengths -- not having Fireball or Earthquake damage party members is at best some nasty "cheese," at worst it totally throws off the balance and kills the fun.
I have also posted a similar message on the page for the EMS hak-pack.
Posted by XippySkippy at 2011-02-04 15:44:24 Voted 10.00
Enjoying the Aielund modules very much thus far. Man, though, that soundtrack for the underground Elven city beneath Acadia is way too creepy. I actually had to shut off the music during that, 'twas getting on my nerves rather severely. Don't know where you found it, DON'T WANT to know where you found it. Blecch.
Hey, what's with the katanas? They look a lot better than the original NWN katanas, but when weapon visual effects (VFX) are applied with additional-damage enchantments via Celebrith (and others), the VFX don't look kosher; the effects are too short for the new-and-improved katanas -- the flames or the electricity or what-not do not extend the length of the blade, it's obviously the length of the old vanilla-NWN katanas.
Can this be fixed? Be this a function/feature stemming solely from the CEP? Anybody here? Hello? Helllooooo ... ?
Is it possible to leave Criosa behind (without affecting the plot), she's useless to me as a henchman, and I don't want to get rid of Spartan just to have Nellise, who can actually heal.
So Terinus never spawned and now I can't move onto the battle. Sugestions?
Posted by MrZork at 2010-12-03 07:05:04 Voted 9.75 on 12/03/10
Yazig, I ran into the same issue and I think it's multiplayer-related. When we started walking around in the "Hocarum Desert - Southeast of Trinity" area, my partner started getting hit by the fire damage with the Flame Strike effect. It never hit me, though we entered the area several times (though she might have always gone through first, since her PC is hasted). After engaging the red dragon the Flame Strikes seemed to end.
Then, they returned when we were almost done with the first level of the Desert Fortress and about to enter the second level. It was very odd: I opened (but didn't enter) the door to go to the second level and we decided to save there and call it a night. Right after saving, the Flame Strikes started up, and this time they were hitting my PC. After mucking around a bit (beating the dragon on the next level, running out of the fortress, even using the Recall Stone to go back to Fairlock), I decided something was wrong and looked at the scripts. They seem okay, but the heartbeat that triggers in the desert area doesn't check that you are still in that area when it fires.
Anyway, long story short, you can turn off the effect by resetting a local variable from the console. To do this, enter the following three lines at the chat console. After the second line, you will be in target mode and you can click on the character being hit by the fire damage.
##DebugMode 1
##dm_setvarint STRIKE 0
##DebugMode 0
I know this is too late for Yazig, but I hope it helps someone else.
And, as long as I am here, I must say congratulations to Savant on an absolutely excellent module!
Posted by Mac_Biodiesel at 2010-11-10 09:06:33 Voted 10.00 on 11/10/10
Awesome mod! I enjoyed it more than then original NWN campaign.
I recently attempted to play through the Aielund Saga as a Rogue for the first time, but abandoned the attempt here in Act III. I was finding the combat almost overwhelming toward the end of Act II, but in Act III it's gone over the edge into frustrating. I simply can't pass the very first battle in the dwarven caves. My entire party (myself, Criosa, Black, and the few dwarves) is torn apart time after time. Only Black can do significant damage to the duergar, and nobody has high enough AC to stand up to their attacks very long, when there are about 8 of them surrounding you in tight quarters.
This may be a balance issue; at this point in the module neither Criosa nor Black has very strong gear unless you've brought lots of loot forward from the previous acts. If your PC isn't powerful enough to carry the load in this first fight - and most Rogues won't be, I think (sneak attacks won't make up for your lower AB not hitting, and the same goes for Criosa) - it's a dead end.
Nor can I contemplate how a Rogue/Criosa/Black party would defeat all the dragons you encounter in this module!
I'm enjoying this so far, but when I'm supposed to be inspecting the fort, the guard captain tells me that he has something to show me and just stands there not doing anything, is there a way around this?
Posted by kowasu at 2010-04-02 14:01:29 Voted 10.00 on 04/02/10
This Aielund act is Amazing! Stupid dragons!!!
Posted by Avo at 2010-01-27 01:29:47 Voted 9.00 on 01/27/10
Thanks. I found that out, too about two hours after I wrote that post. Just because I didn't have anything better too do I gave it another try and ran around the block with my char for a while, hid from the Ironlord and waited if something happens. It did. :-). The Ironlord himself wasn't as much of a problem afterwards. So I'm finished now and here is my review.
I'd rate this slightly lower than the first two parts because I found a few technical glitches.
SPOILER:
I wasn't able to do the "In Harm's Way" quest. The fifth dwarf just wasn't there. I looked it up in the toolset afterwards to find out where he was supposed to be and I'm reasonably sure he wasn't killed. The door to that room was still closed and no heavy fighting took place nearby, so I have to assume that's a bug.
Also I still got the "Cleansing" quest allthough I slaughtered the angel. My char's neutral evil at the moment and I wouldn't have a feathered female insult me, so I killed her. Still, when I explored the tomb and killed the first Balor I got the quest entry which I was of course never able to solve.
My third complaint is about the very first fight with the Duergar. I found that one ridiculously difficult even with Criosa and Robert. I think that was the battle I had to reload the most in the whole series so far.
That said Roberts talent to get hinself killed REALLY fast never ceased to amaze me. The guy must have taken a liking to it.
What also irks me a bit is that there's no real closure to Ronans storyline from Chapter II. William and the barbarian woman got theirs, Maggie not being there made some kind of sense but Ronan didn't get a single line at the end of part II and didn't appear in III. I enjoyed him the most of all henchmen so far and was a bit disappointed by that. Unless I missed something of course.
END SPOILER
Anyway, the story was solid but still too much on the "kill the nearby monster and bring me it's head/horn so I trust you" side of things. Nothing really new there. My above mistake set aside, the siege was a good ending for the series.
What really sets this series apart from everything else is that you always have the feeling to paly in a living, bearthing world. Lot's of side characters you meet again and again. The Aielund saga actually manages to get along with relatively few areas (given the size of the campaign) but through changing them over and over again or visiting them under different circumstances you get the familiarity that makes up a good role-playing world. The destroyed Bracksworth and Fairloch are prime examples. I felt right at home in Chapter III and it didn't get boring.
I'm alost through with 4-1 already and this is doing great so far.
Posted by Magical Master at 2010-01-26 13:29:58 Voted 10.00
You read what happens in the old version. Savant thought it was actually kind of stupid that the best way to beat the siege was standing back and letting people die as quickly as possible. You now need to hold out until Terinus gets back, it's a set amount of time.
Posted by Avo at 2010-01-26 10:14:29 Voted 9.00 on 01/27/10
Huh?
I might have bug at the end during the siege. The Ironlord just comes crashing into the courtyard, slaughters everyone and the game ends. Great finale...
Just kidding. I read that the guard captain is supposed to give some sort of retreat order. Well he doesn't. He continues fighting until he himself is dead without saying a word. I tried to go into the castle anyway because maybe I had somehow missed that order but the king keeps teling me to continue fighting. Now what?
Posted by Magical Master at 2010-01-18 21:28:54 Voted 10.00
Yazig, I think it just has to do with the fact the script probably was written for single player and was thus a bit buggy in multiplayer.
Posted by Carlo at 2010-01-18 17:54:17 Voted 8.25 on 01/18/10
Thanks again to the author for updating and putting so much work into this module series.
I had mixed feelings about how this mod progressed. For me, half of it had that epic feel, with both the plot and your challenges. There were some interesting battles that felt different or fresh (white dragons, some of the constructs). Others felt very hack-and-slashy without excitement (a rerun of a previous mod's dwarf underground scenario, for example). The end of the mod was bug-free for me and brought everything together in an exciting way, however. Only observation I have there is that, as seems usual in the battle scenarios in this series, all your allies that aren't script-protected die.
I also appreciated some creative touches with the plot, especially the vampire scenario. Henchmen interaction was not particularly deep, but still thoughtful, and I greatly appreciated the unique dragon henchman. This series isn't really geared toward roleplaying, but throws in enough choices and interesting scenarios to make you feel like you're part of the story, which is enough for me to enjoy.
Posted by yazig at 2010-01-18 17:01:55 Voted 9.75 on 01/18/10
Great module. My friends and I are playing through the series multi-player and really enjoy it.
We had a couple of issues however, though we finished the module. I simply list them here in case someone can address them. The first is that somehow along the modules my bard lost the ability to ride a horse. He has no mount actions feat. Is this by design?
Second, after being ambushed in the desert by a certain dragon, who was breathing flamestrikes, the flamestrikes seemed to...well like to hang out with us even when we were back in the inn! :) Specifically we stopped a session after defeating that dragon and went back to the inn to recoup rest. We stopped that play session. Next time we started playing, one of my buddies was beset by the flamestrike/dragonfire immediately upon logging in, whilst we were in the INN...this continued even after they died :). After some reloading we finally were able to resolve the issue by noticing that the flamestrike/firebreaths ceased if the third player logged in after the second. I feel that I probably don't describe this in a proper fashion. Three players. Host(me), John (flamestruck), and Mike. If mike logs on ,then John, john would get flamestrikes until mike logged out and then back in.
Weird eh? And sometimes the flamestrikes/dragonfire would switch between the two...