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NWN MODULES

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Title  The Aielund Saga Act III - Return of the Ironlord(v2.01)
Author  Savant
Submitted / Updated  11-22-2004 / 10-15-2011
Category  Dungeon Adventure
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  The Kingdom of Aielund
Gameplay Length  12-16
Number Players  Most encounters scale.
Language  English
Level Range  Players will end up at level 22-23
Races  Any.
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Heavy
Classes  Any. Special quests for ranger/druid, and monk
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  16
Max # Players  06
Min # Players  01
Min Character Level  15
Forums  Link
Content Rating  Teen
Alignments  Any, though good and neutral work best.
Hakpak  Link
Gameplay Hours  14
Description
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.

Check for news and mod related stuff at
Link

Be sure to get the Aielund Music pack as well here: Link

Interviews

SubmittedTitleAuthor
2005-07-01Hall of Fame Interview with Savant (The Aielund Trilogy)Maximus
2005-09-06Hall of Fame Interview with Savant and Black Diamond (The Aielund Series)Steve Savicki

Files

NameTypeSizeDownloads
act3readme.txtact3readme.txt
Submitted: 11-22-2004 / Last Updated: 09-06-2006
txt8.43Kb4672
--
The_Aielund_Saga_Act_III__Return_of_the_Ironlord.rarThe_Aielund_Saga_Act_III__Return_of_the_Ironlord.rar
Submitted: 11-22-2004 / Last Updated: 07-16-2009
rar2.9Mb21600
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
112 Placeable paintingsLupin-III, Chanteur, Mr.X2002-10-05--This is a pack of 112 paintings for Chanteur and Mr.X 's placeable paintings. ERF included to impor
Aielund Hakpack (v2.0)Savant2003-06-30--Final version of the Aielund hakpack, updated with better compatibility with the PrC hakpack, and us
CEP v2.1 (Commu...ck 2.1)CEP Team2008-04-23--DOWNLOAD VERSION 2.1 (.exe / .7z / split files) : Requires NWN 1.69 with HotU & SoU Expansions (
Elven City TilesetLittleBaron & PogoMudder2004-02-05--After 2 months of hard work, Here for your enjoyment is: The Elven City Tileset. When Bioware releas
SCORE OUT OF 10
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266 votes
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Comments (30):

1 2 3

Posted by rugio53 at 2011-06-0400:27:40    
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.

Posted by rugio53 at 2011-06-0323:20:24    
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 on05/16/11
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 on02/08/11
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 15:26:21    Voted10.00
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 15:13:50    Voted10.00
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 15:44:24    Voted10.00
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 ... ?

Posted by Hedera~Helix at 2010-12-2703:20:09    
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.

Posted by millahnna at 2010-12-1706:03:44    
So Terinus never spawned and now I can't move onto the battle. Sugestions?

Posted by MrZork at on12/03/10
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!

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