It has been two years since the Battle of Fort Highmarch, and in that time fears about the King's newfound power have slowly come to fruition. Aielund is at constant war with it's neighbors, but with all sides weary and spent, the war is at a stalemate with no end to the suffering in sight. And with King Seamus slowly losing his grip on reality, something must be done.
A rebellious faction is growing in the land, led by the King's own daughter, Criosa. Somehow, you and the others must find a way of removing the King from the throne before his power-hungry madness leads to the destruction of the entire Kingdom. This new version requires the Aielund hakpack v2.0 to work properly.
Posted by jhmssa at 2012-04-13 00:34:17 Voted 10.00 on 04/13/12
Thank you so much again for all this epic serie which is the most enjoyable I have played with "Dance with the rogues".
Posted by Michelini at 2012-03-07 04:55:47 Voted 10.00 on 03/07/12
I have played this series since 2005 at least 20 times, never get tired
Posted by Aebear at 2012-02-19 16:33:56 Voted 10.00 on 02/19/12
I was quite horrified during some of this mod... for obvious reasons, but it turned out very satisfying and it wasn't so horrible for my Monk/Fighter/WM. Looking forward to seeing the outcome of the series and then playing through it with a Good character.
Twilight sells unlimited Heal potions once you complete the main quest.
Posted by Sabriana at 2011-03-07 22:28:52 Voted 10.00 on 03/07/11
I don't know where to post my comments, so I'll just do it here.
Super mod, I love it. I like it better than the OC, and that is an automatic high rating in and of itself. I even played it twice (with different PC builds) and that is more than I can say about the OC, which I never managed to play to the end the second (and third, and fourth) time around.
This one ranks right there with HotU, which I absolutely love. No major, game-busting bugs, but lots of game freezes in Pt 4 act 1, but that is not included in the rating, of course.
Wonderful flow of the story, from rats and vagabonds, to saving an entire continent (so to speak). Loved the henchies, except the barbarien, she went on my nerves for some reason. I really took a dislike to her, wonderful immersion.
The only real gripes I have are
1. No healing/resurrection stuff after the tower. My first girl was a cleric/bard, so she managed somehow. So before the second play-through, I touched up the little fellow's store a bit for my sorcerer/rogue/RDD in the toolset - she wouldn't have stood a chance otherwise.
2. Taking all her stuff? That was a blow. If they at least could keep what they had equipped, sort of have Nellie or the Princess take it out of storage beforehand because they had a bad feeling about things, or something.
Robert Black. What can I say. Nicely done, both PCs went for him in the end. Well done.
I don't know whether the author still follows up on the mod, but it is a mistake to think that NWN is obsolete. It never will be that. NWN 2 has been uninstalled for a while now, NWN has been on my computer for a long time.
One of the biggest reasons is its great portability. It's a great game, always was, and it fits on any halfway decent lap-top without overcrowding it. Another reason are the player-made-mods. There are some really good ones out, and Aielund ranks up very high. Well done.
I really need some help here. I've played through the series and loved it and I've never had any major issues before this point, but suddenly the game has become absolutely filled with glitches. To start with, after I'm first brought to Osric, he wasn't there. It took several reloads to get him to even appear, and then as soon as I tried to leave the building, it just froze while loading. I haven't been able to make him appear since. Does anyone know how I can fix this? I'm going to be extremely disappointed if I won't be able to finish the saga, I've really enjoyed it so far.
Posted by XippySkippy at 2011-02-14 11:38:14 Voted 10.00
Savant, this series of modules, to this point, has reawakened my interest in NWN more than any other modules out there that I have messed with. Apart from a cohesive storyline and dialogue that is actually readable and makes sense (I have run across "Hall of Fame" modules that read like they're written by a junior-high student), it has balance and pacing and length.
I am not a module-maker and have dabbled with the toolset and scripting only a little -- but I can appreciate how advanced are some of the scripting and events in these modules.
It also has the best-looking assemblage of equipment I have seen in a NWN module. Some of the armor (plate armor with tunics even!), weapons such as the pirate cutlass and the LotR swords and the Asian-style polearms and the huge flamberge -- all very cool, and distributed properly throughout without taking from the balance. It really adds to the game.
After Act III I had carefully packed all my "treasures" into bags of holding and proceeded to Act IV. When I heard that sound during the early cutscene (like a bag of change being dropped) indicating my stuff was gone, I almost cried like a baby.
Glad to hear I get some or most of it back.
Thanks for the massive contribution.
Posted by Savant at 2011-02-14 03:32:13 Voted 10.00
Yeah it was never a popular decision. I'd probably do it differently these days, but rest assured, you will get most of your stuff back.
Posted by XippySkippy at 2011-02-11 22:28:04 Voted 10.00
Oh. Oh dear. Lose all your equipment right away? I'm sorry but that just sucks. That just feels like the cheapest trick in the book.
Spend all that time gathering all that cool stuff -- that's like, half the fun of the game isn't it?
Losing ... interest ... fast.
Posted by XippySkippy at 2011-02-11 20:07:35 Voted 10.00
After a little digging around and looking at the GFF editor, it seems the phenotype is set to "0" in the character file (.bic) where it used to be set at "2."
Also, neither Leto nor the GFF Editor are usable for these modules; any changes made using those character editors do not "take" with the Aielund modules (the changes do not show up in-game). Strangely enough.
I am trying to figure why this module isn't carrying over all relevant character parameters from the previous module. I even reloaded from the end of Act III and tried it again, with the same results.
Posted by XippySkippy at 2011-02-11 19:29:54 Voted 10.00
Here's a strange glitch: moving between modules 3 and 4 (from Ironlord to Fall of Aielund) suddenly my character appearance is changed.
For the first three modules, character appearance was carried over with no problems.
Now, when I move from "Ironlord" to "Fall of Aielund pt. 1" my character went from the large human male (the burly-looking model) to the thinner human male.
Not a huge deal, but it kinda sucks.
Posted by naturalblonde at 2011-02-10 10:34:20 Voted 10.00 on 02/10/11
Adored this saga so much I couldn't resist bringing my rogue/cleric over from HoTU to go through Pt IV again. Have just realised though that I probably can't initiate the Robert Black romance as it was set up in Pt III. Anyone know if I can cheat? I suspect I might be able to spawn a flower, if I knew how (am technically incompetent...) Any suggestions gratefully received!
Posted by Mac_Biodiesel at 2010-11-10 09:06:49 Voted 10.00 on 11/10/10
Awesome mod! I enjoyed it more than then original NWN campaign.
Posted by Carlo at 2010-04-03 15:21:34 Voted 9.25 on 04/03/10
How do you top the epic scope of the original Aielund trilogy? By making it more personal while offering further advancement possibilities. This first part of the final act of the Aielund saga introduces more complex political themes, in which the player is unavoidably mixed up, and further broadens the Aielund world, introducing Myrfell in Tusone and some other newly accessible areas. The conflict is not as easily defined as in the first trilogy and, while the plot is linear, it makes sense and carries you as the player along with it. One of the best cutscenes I've ever experienced occurs towards the beginning, in Fairloch - although it's not a particularly enjoyable one for your character.
Props to the mod author for the largely balanced combat design and handling of the PC's equipment after the first part, which I found to be fair. I had some minor issues with the desert fights, finding it hard to believe that a band of not-particularly-special desert warriors could take on several 20+ level PCs and win unless you were careful, but that was the only real combat scaling problem I had. Other encounters were interesting and the end battle was exciting and required some thought in how to approach it.
Posted by kowasu at 2010-04-02 17:08:20 Voted 9.00 on 04/02/10
Short and forced but it still made me want to continue onward.
Posted by Avo at 2010-01-28 02:05:47 Voted 10.00 on 01/28/10
Allthough IV - 1 was the shortest part of the series so far it was also the best.
The story moved away from the monster headhunt of parts 2 & 3. Less dragons was also much apreciated. Being stuck in the desert with almost no gear was an evil twist. I enjoyed that evry much.
Slaughtering that first Aielund platoon came as some sort of anger therapy for my char, I guess.
Can't wait to start part IV - 2.
Posted by yazig at 2010-01-19 10:35:10 Voted 9.75 on 01/18/10
Yes magical master, I think you must be right and i did get it in act 3. Just trying to do my part for these great mods and at least give SOME input/feedback. I'm probably screwed up on when some things happen. :) I do know that I've also come across a deathwind in act iv part two. With the fact that the crippling strike feat can't be used with a missle weapon it takes that bow from beign pretty damn good, to ...not so much. Thanks for the reply MM.
No, I just think the author didn't think of that. But you got that weapon back in Act 3, aye?
Posted by yazig at 2010-01-18 16:47:04 Voted 9.75 on 01/18/10
An excellent module in an excellent series. I'm not sure if this is the place to post this but here goes...perhaps a spoiler warning..
The Deathwind bow, it grants the crippling strike feat. As far as I know, crippling strike is not applied with missle weapons. Perhaps this has been changed in this mod via scriptmagiks or something. Just something I'd like to point out.
Posted by Delf at 2010-01-06 01:40:47 Voted 9.00 on 01/06/10
See my vote on Act IV, Pt. 3 for comments on the series as a whole.
Posted by BePower at 2009-10-30 14:32:04 Voted 9.50 on 10/30/09
Very good module. The desert part was really well made, good stuff. And whatever was changed everything seemed to run much faster and smoother.
Posted by edosan at 2009-09-14 14:20:35 Voted 10.00 on 09/14/09
Best MP mod we've ever played. Great quests, good equipment, all sorts or really fun things to do.
Posted by Kilvain at 2009-09-06 01:43:42 Voted 10.00 on 09/06/09
I think one companion attached to each of you might have messed it up as well. Savant is using a database to carry over the henchmen, so it probably recorded them as both being hired, but since the database is only held by the person hosting, it messed up in the next chapter.
That's a rough guess, but it might have been the issue.
Posted by jael_53 at 2009-08-03 05:30:32 Voted 9.75 on 08/03/09
That makes sense about the Gaston quest, I was thinking that might be the reason. Still, it was fun killing them all, my paladin companion wasn't too keen on leaving such unscrupulous people alive anyway, and I particularly liked finding the 'respectable businessman's attire' on one of Rene's associates. I sold the paintings later, to 'Honest' Hakim, and made a lot of money out of them. :)
We had a small problem at the end of this module, during the transition to part 2. Not sure which module the bug belongs to, so have posted it here and on the comments page to part 2. We had a problem with the henchmen. We're playing two player multiplayer, Criosa with me, Nellise with my companion. When part 2 loads up, the two henchmen are there, but not part of the party. I can talk to Criosa and get her to join up again, but my partner cannot talk to Nellise at all, she just says, 'sorry, I'm with someone else' (or words to that effect). I can talk to her and get the standard henchman conversation, but she doesn't become part of the party.
We worked around it by disbanding both henchmen at the end of part one, before starting the post-battle conversation with Robert. That seemed to do the trick, both henchman were happy to join us again after that.
"In the old version, you didn't get the Captain unless you had picked up the note and he appeared outside his cabin on the 1st deck. Did this whole scenario change with the new version? If so, I may not have seen his "name" appear among any other hidden enemies. Just ended up with the Wizard."
Sort of, yes. Something on the lowest deck spawns both the Captain and the wizard, without the note needed.
Not sure on that entering first bit, never noticed that as an issue playing through as a caster, rogue, or fighter.
Jael_53:
No, that wasn't exactly what was intended. I never saw the revenant outside initially, quite odd. Might be a bug in the multiplayer, I'll try it myself. Savant had enough issues just trying to get it to work properly in single player, heh, I'll try to track this down for him.
Yes, the ship can be tricky. I personally liked the old one better, even though it didn't look as ship-like. Captain Vance can't be that smart, he got on your bad side :)
I believe the bit with Gaston is another multiplayer issue...it records the first person as having "left" and then senses another PC still in the building and makes everything attack. Savant was originally going to do something with the gem and paintings, I believe, but he had more than enough work on his hands as it stood.
Posted by jael_53 at 2009-07-31 01:38:11 Voted 9.75 on 08/03/09
Playing through this as two-player multiplayer. We've noticed a problem with the revenant in the Hocarum desert. Firstly, he was hanging around outside the tomb before we even went inside. Talking to him meant he demanded an amulet that we hadn't even seen. The conversation options were limited, so in the end I said 'you mean this amulet?' and he reacted as though I'd given it to him and left. Then we went into the tomb, and, of course, being desperate and greedy, we took all the goodies despite Nellise's warning of dire consequences, and fought the revenant as expected. My partner takes the amulet, as he's the front-line fighter. On exiting the tomb, I get accosted by the revenant, same conversation, I pretend to give him the amulet, he goes away. This happens every time we encounter him - he comes to me for the amulet even though I'm not wearing it and I've never even touched it, so we never have to fight him for it. It certainly makes life easier, but I'm sure that's not what you had in mind. :)
Also had a lot of trouble navigating around the Syndicate ship. I guess that's more of a problem with the ship interior tileset than this module, but it was very frustrating. I'm not a builder, so I don't know the right terms, but it seemed like there were very few places on the floor on which we could actually walk. And Captain Vance really should know better than to turn his back on a rogue .
In the quest for Gaston, we did everything Rene asked, and he agreed to cancel the debt, and told us to leave before he kills us. So I'm leaving through the front door of the building, with the rest of the party just behind me, when suddenly they all turn on us, and we're forced to kill them. Is this meant to happen? Or are they just double-crossing us? I kind of assumed it wasn't meant to happen as when we returned to Gaston there were two conversation options, one to say that Rene had cancelled the debt, and one to say that Rene was dead. On Rene's body we found the paintings and the gem - but could do nothing with them. It might have been good to be able to return the gem to Osric since it was a precious Tusonian artefact. Obviously we couldn't have returned the paintings to their owner, as we'd, ahem, killed him and stolen all his gear in the process of the theft. Loved the luggage, by the way. Far more scary than a guard dog. :)
hmmm...thought I still had the "rest" button where I couldn't until I got to the bedroom...will have to replay that whole spot again as I've moved on and no save for it.
In the old version, you didn't get the Captain unless you had picked up the note and he appeared outside his cabin on the 1st deck. Did this whole scenario change with the new version? If so, I may not have seen his "name" appear among any other hidden enemies. Just ended up with the Wizard.
During the first 2 mods, anytime I entered a room/cave/building/etc. I was the first person in front (henchies were flanking me). But as I progress through the mod, by this point I'm always the person behind my henchies anytime I enter.
The real big problem I had on this mod was in the lower levels of the Syndicate ship. Soon as Nellise, Criosa and I entered, They are flanking me in front and I'm "in the stairwell" and we are attacked, and I can't move/hit anyone because of my position. So those 2 end up taking all the pounding and a couple times (I did save before each deck here and tried several reloads with the same problem).
Not sure is this is a Bioware bug or something in the mod causing this. I've never had this with the Hordes before (since that's the only official mod with 2 henchies I have).
Keith, you can actually as soon as you enter the castle, you don't have to go to the badroom.
When you went back up after freeing the people, the Captain should have been there...he starts off stealthed, though.
What do you mean by every single waypoint entry? Do you mean narrow entryways? If so, you can make use of that...tell the others to hold and plant yourself in the spot and you only have to fight an enemy or two at a time.
Wow, I hadn't played with this since the first round of updates.
Thanks for giving back a few more items (i.e. rings and amulet I wore at beginning of the mod). Was nice to have both the panther and my Earth Elemental companions to help out with the Aielund Army and Frostilicus. :)
My only "gripe" is lack of resting in Tusone. Now why is it I can rest in the open area of the docks but yet cannon rest in the church? You would think the church is more safe than the open docks. Or can I rest in the castle bedroom (again) before every quest is completed? When I tried that on the original version, I got blocked off by Osric and had to head for teh battlefield.
Also, did you make changes with the Syndicate quest? What happened to the note about the Captain/Comander returning in 15 min? I only ended up facing teh Syndicate Wizard and that was it.
Minor issue with the lowest level of the Syndicate shop, trying to exit and the area will only let you exit on a very tip corner if any dead enemies are laying on it (including bones). Took forever and a day to get a spot cleared so I can go up.
And what's with every single waypoint entry? I end up getting stuck behind Criosa and Nellise to where they get most of the damage/end up dead and I get the "unable to reach Target" message until I cnan move out from behind them?