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NWN MODULES

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Title  The Defence of Fort Tremagne
Author  Guthlac
Submitted / Updated  07-28-2007 / 04-21-2009
Category  Roleplay
Expansions  Requires Both Expansions (SoU & HotU)
Setting  A unique world of the designer's creation.
Gameplay Length  8-30 hours, depending on play style (many side-quests).
Number Players  1-5
Language  English
Level Range  1-9
Races  Any
Tricks & Traps  Medium
Roleplay  Heavy
Hack & Slash  Heavy
Classes  Any
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  01
Max # Players  05
Min # Players  01
Min Character Level  01
Content Rating  Teen
Alignments  Any
Gameplay Hours  15
Description
The hero(es) must discover and confront the origin of a deadly demonic attack against the Lord of Fort Tremagne.

FEATURES:

- Fully-developed world & mythology
- Alignment-based roleplaying opportunities
- Multiple side-quests
- Many unique items (item upgrading is supported)

FOR MORE INFORMATION VISIT:

Link

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2009-06-19VPJ6.83Excellent dialogue; a nice variety of quests; some nice detailsSome questionable logic at times; some nasty bugs

Files

NameTypeSizeDownloads
TremagneInfo.docTremagneInfo.doc
Submitted: 07-28-2007 / Last Updated: 04-05-2009
doc150Kb740
Game world info & spoilers.
ZC1FortTremagne1.23.rarZC1FortTremagne1.23.rar
Submitted: 07-28-2007 / Last Updated: 04-21-2009
rar1.6Mb1011
The Defence of Fort Tremagne - Module & .txt file. (.HAK and .TLK files no longer included, please download separately)
ZC1FortTremagneFiles1.0.rarZC1FortTremagneFiles1.0.rar
Submitted: 07-28-2007 / Last Updated: 03-10-2009
rar4.2Mb836
Archive containing .HAK and .TLK files for the NWN module "The Defence of Fort Tremagne".
SCORE OUT OF 10
9.2
20 votes
View Stats
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The Defence of Fort Tremagne (image)





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Comments (30):

1 2 3

Posted by toborx at on05/29/09
Oh...and this is a very strong module. It actually contains many chances to play your character as you wish and significantly above average dialogue. The game contains many interesting custom creatures and weapons. The fights are often in Mobs, but they aren't mobs of 10 of the same character; usually they contain one or more casters and monsters of various strengths. The combat in some areas probably tilted a little to the 'too hard' side, given the various skills the pc is expected to have. However, in most HOF mods the combat is titled further in the 'too easy' direction than this one is tilted in the 'too hard' direction, so it is hard to criticize the MOD for that.

Posted by toborx at on05/29/09
Spoilers-Bug Notice Major Bug: The poison that you place in the well while a chicken takes effect on the wrong group: the poison hits the group of humans in the next area and NOT the Bugbears you are fighting! This makes the big fights at the end rather comical: the bugbears slaughter all of the NPCs other than the invincible ones, who stay at near death for 5 or so minutes while getting hit repeatedly by the 6-10 bugbears surrounding them. Furthermore, some of the NPCs on your side simply don't go all the way to the battle. With the bug, unless one is playing an uber build, it would likely be impossible to stay alive during the fight unless you stand back and let the trago comedy run its course. Minor bug/bug or feature: Right after you finish the pirate quest, the woman who will pay more than 2500 gp for items will pay high amounts of gold for unusual stuff. In one of the funniest moments in my gaming career, I convinced this woman to buy one of the thigh bones from me for over 6k. However, later on the bug was no longer in effect.

Posted by Guthlac at 2009-05-0313:48:15    
Glad it worked. Setting variables can be done in Debug mode; I'll spare you the tutorial. You don't really need to know about it except for the case when your save is toast and the designer has a guess as to what might be the problem. :P

Posted by Neilium at on06/16/09
Update I thought about your suggestion to go back to a previous Sav, and it worked! Both scripts fired this time (Ellariel sealed the city door and opened the dwarf door) so I am back in the game, thanks! :) Now, onwards to explore Khelgrost!

Posted by Neilium at on06/16/09
Hi Guthlac, and thanks for trying to help! I tried the 'running in out' trick but no luck. Before I resort to a previous Sav (and that long fight again) I'd like to try your other suggestion - but I have no idea what you mean! Can you please explain [setting the variable "UNSEALDWARFDOOR_READY" to 1 on Ellariel] and how I can do this?

Posted by Guthlac at 2009-05-0223:59:02    
Oh, as an intermediate step you might try setting the variable "UNSEALDWARFDOOR_READY" to 1 on Ellariel and run out and into the room again.

Posted by Guthlac at 2009-05-0223:57:32    
I've looked through the scripts and can't see the bug. My guess is that it's a NWN issue. Things to try, in order: (1) run out of that last room and back in, and see if anything triggers, (2) go back to a save prior to the tunnel fight, and redo that segment.

Posted by Neilium at on06/16/09
They did fight their way through, and when reaching the door - they all just stopped. I try to speak with them and there's no response except one, "I can only heal you back home" or something like that. (Hope I didn't find a bug!)

Posted by Guthlac at 2009-05-0200:19:11    
The elves should have fought their way through with you and opened the door at the far end. Where are they and what are they doing?

Posted by Neilium at on06/16/09
Hi folks, making considerable progress I'm happy to say but I need a little advice. Spoilerish question ahead... . . . . . . . . I am in "The Tunnel" with the Elves, but I can't open either of the 2 doors because of missing keys. Can anyone give me a nudge in the right direction? What/where have I missed? Thanks in advance!

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