A mountain in the north of Faerun that has been twisted partly into other planes.
Gameplay Length
Story is multilinear but there are multiple sidequests. Combat is difficult. 60 hours is a good estimate for a new player but there may be more hours of play than this if you fully explore the world.
Number Players
Only tested as single player. No reason it should not support multiplayer, but not yet tested.
Language
English
Level Range
6-32
Races
All
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Heavy
Classes
All
Scope
Large
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
14
Max # Players
01
Min # Players
01
Min Character Level
06
Content Rating
Adult
Alignments
Good and neutral only at this stage. An evil path is under construction.
Gameplay Hours
60+
Description
Epic city adventure, 60+ hours gameplay, adult content, gay and lesbian content, flirting. CEP 2.1, updated to 1.69 as of v05b. An outcast finds a secret city in the mountains north of Dale. The newcomer is quickly embroiled in the city's struggle to survive the attack of three planar armies. Heavy combat with medium roleplaying and world that changes as the PC interacts. Playtested by NWVault community members. Spans levels 6-32. Dungeon crawl finale with difficult combat.
Gender system is configurable-PC can avoid flirting and romance altogether, can avoid gay and lesbian interactions, and can specify that either men, women, or both, should not flirt with the PC. The mod is concerned with the story it is telling and the gender system is an enhancement to that.
Winner of two Golden Dragon Awards for 2007, Best Adventure Module and Most Replayable Module.
Adult content is largely convo and visual content. There are no sex scripts.
The model includes original music by Jeff Tyson and U Thant. All the music you will hear was composed for the mod. 136 areas to explore. 62 journaled quests. All new creatures and items.
Mod uses Lance Botelle's "empty hak" system to update older versions of the mod with fixes as development continues. The mod is playable for good and neutral characters. Refinements will continue and will be shared through the update system.
Available for download as one file (Citadel-SupportFiles.zip, 100MB) and the Update file (source of the mod itself) or as smaller downloads from the links shown below.
All files are also available at Link This site includes three smaller music files for easier download.
Now updated to Citadel Version 05b. Quick Fix Folder hak (uthant3.hak) currently #14. (A CEP1.53 compatible version, v04, is also available and fully supported.)
Contains music 2da for original music along with files to update older saved games from Citadel. Use this file to apply fixes and updates to the mod while you are playing. File includes readme. Updated 6/16/09. External Website Beyond Our Control
Contains documents, haks, and tilesets, all files needed to support the Citadel module, but NO MUSIC. Players will also need to download the Citadel 05b CEP2.1.zip in order to obtain the module and the Music file in order to obtain the music.
Contains documents, haks, music, and tilesets, all files needed to support the Citadel module. Players will also need to download the Citadel 05b CEP2.1.zip in order to obtain the module.
Contains older CEP 1.53 compatible version of the mod, Citadel 04.mod. Download this file and support files. Version is fully tested and playable for good and neutral players. This version of the mod is also compatible with the Quick Fix Folder. Documentation included. 11.5MB. External Website Beyond Our Control
Contains mod and current documentation for Citadel 05b. Now 1.69 and CEP 2.1 compatible.Players who are updating from an older version need only this file. New players will also need to download Citadel-SupportFiles.zip. Includes Readme and Walkthrough. 15.4MB. External Website Beyond Our Control
Is this game still available? Please ignore the triple A holes. I am dumb on computers, so a few years back , a good friend of mine put this on my computer. I was beaten badly but I would like to try again. What I did see of it was beautiful.
Posted by Inferior_ at 2013-01-18 15:27:41 Voted 6.50 on 01/18/13
I'm sorry...but I just didn't like it. I tried to. The intro, although sudden, did grab my attention. Meeting the strange npcs on the mountain got me very interested but once I entered the city? I found myself trying to force myself to enjoy it. Also left me a bit confused...the city was claimed to be for misfits...but the people more or less were awfully similar at the core level. I don't know if that was intentional or a lack of imagination on npc design or what. Most of them just seemed like stereotype cutouts, most of them exactly like each other with only some minor forced difference. I just got the feeling the authors were trying too hard to make the characters seem unusual, and instead made them look like caricatures instead of simply misfits. Perhaps that was intentional, I don't know.
The combat was rough. I had quite a bit of trouble, but that's nothing bad. I enjoy the challenge, and this isn't even the hardest module I've played. What got to me was...it seemed hard for no reason. Challenging is good, but...I personally did not enjoy these challenges, I felt an end goal was lacking. Like I said, I've played harder mods but there was always the "see what happens next!" excitement that kept me going, trying to figure out how to best use my character in the situation. This lacked it for me. I found myself constantly using the "well...I liked the intro..maybe it'll get better" thought.
The city and other zones also, like the npcs, felt bland. At first I was interested to see such large maps, eager to see what they could hold...but the large areas had very little to see or explore. I felt it could've been done just as well with a smaller area and save the character some walking. Making a large area does not make up for the fact there's not much in there :\
The custom music was a nice, though.
This is all just my opinion though. I didn't like it, but that doesn't necessarily mean it's bad. Just that...I really really could not get into it, despite being hooked at the start. It was a bit upsetting, as I could tell this had quite a bit of effort put into it..it just didn't seem to come out right to me.
Posted by Kaotiqua at 2012-11-19 19:09:43 Voted 5.75 on 11/19/12
Uhhhm... random, pseudo-esoteric dialogue from complete strangers, conversation options that might as well be chosen at random, no actual storyline hook except "people said there was a city up there", and a yes/no question which leads to instant, irrevocable perma-death? I feel like i just wasted 45 minutes reading snigglets. _________________________ "There's no religion but time & motion-
No religion, just tribal scars."
Posted by Vanquishedangel at 2012-11-18 20:13:49 Voted 9.75 on 10/27/10
OK yes there are a few bugs and things in this mod, the authors took years to write and the music is made for this mod.
To the people that complain or give it a low vote:
SPOILER HERE:
This mod is not designed to be easy, it is designed to challenge, so if easy is what you need to play. THIS MOD IS NOT FOR YOU! there are a few (very few nowdays) that appreciate a good challange and a chance to use our heads to play a game. There are a hundred games for the masses that require little to no intelligence in the form of stratagey, this isnt one of them. It will be hard, you will die (alot) and that is what makes it good.
BTW if you read the walkthrough it tells you that if you enter with a character above lvl 15 what will happen, the mod is startable at lvl 6, if you enter too high it is scripted to summon a ton of nasties to kill you. _________________________ All the power in the world rests within a word.
Posted by Vanquishedangel at 2012-11-16 15:02:41 Voted 9.75 on 10/27/10
werelynx2
I think that this mod was very well put together, many of those bugs you reported were intentional due to peoples requests and other things. Some are not, but they worked years on this mod and it definitely shows, in my opinion it is way better than the O.C.
As for those that said they couldn't download it, I just did. _________________________ All the power in the world rests within a word.
HI! I cannot download any file, can sbdy still offer me some help?Thx!
Posted by werelynx2 at 2012-08-21 06:44:29 Voted 7.50 on 08/21/12
@icywind1980: install CEP perhaps?
@Muric: "An evil path is under construction."
- typos(in conversations if not prompted otherwise): "scroll cae" - item in Derristy's shop; "th" - Kosh; "iimparting" - Elder Pess' description; "togethe" - City Archivist; "yon" - guard lieutenant, miss illymalie; "hereto"(missing space) - Abbess(starlight); "boytown" - training with Annaringa journal entry; "embrtaced" - the rising tide book; "nide" & "masterI" - buttery binari; "[For" - thistle; "we was" - detention superintendent in boystown; "I here"(should be "I hear") - Housing officer; "GANIBUR.leaves" & "briief" & "Ithe" & "Supernal" & "potioins" & "foood" & "repluses" - herbs of the greniavia book and their respective herbs in everhaven potions shop; "don" - one of raraley inn patrons; "youi're" - another patron; "use"(should be "us") & "resect" - billyfardle; "ofTyr"(missing space) - cleric of righteous tyr; "microthief.I" - Vendan; "ceature" - silver stalwart, slinker description; "along.!" - miss Tiarella; "look.]>"(should be "look.]") - commander Throb; "sad"(should be "said") - Elder Farley; "inclues" & "dealins" - Strange Elf Letter item description; "likey" - door in ellebren's tower oneliner; "hav" - Laramer Pinking; "stumlbed" - Selden; "mkes" - shelter stick(item) description; "copmacted excremental" - Critter name; "the suits captured They" - wonderland guest; "fay" - Queen Nemura; "viciious" - a warning for pirates book description; "exrpressing" - Tierney; "agry" - Mudhup; "femle" - some deities book description; "mortis"(should be "moster") - Pander Huff; "scandels" - agriculture officer; "Petar"(should be "Petra") - spirit of the Patriarch description; "Yes? go" - Morgana; "doesna" & "usete" & "knwo. what"(small letter) - "Mainenance Worker"(typo in the NPC name); "wod" - word of the overgod item description; "rooom" - Dalmey; "It won't be you kills me" - Aferion(end battle);
- infinite gold exploit: steal stuff from henchmen eq and tell them to go home -> they respawn with starting eq intact, then repeat. Works for sirion, ferrus, mudhup, boom boom
- multiple XP from Erlek for each conversation with him after killing sacrifice
- Nancy opens her store twice in one conversation
- you can ask servomat to teleport you to bubble store when he is not in your party, leaving you stranded(if you do not have teleport to central portal). Also why not make him like that geenie bottle from official campaign?
- miss annaringa - her 2nd line in conversation is missing end action(green text)
- buying dudleys is useless, they have no conversation, don't follow you, they start to patrol dingle's shop along with the original dudley
- can't go into argent arena protal(some invisible placeable blocks the path)
- henchmen stopped ressurecting at my side as chosen in their conversation:(
- you can spawn infinity Prudences, Mudhups and Boom Booms(probably some other?) by talking to them with full party
- floral (same as servomat mentioned before) convo option: " ,it's been great" - missing it's name
- you can have 4 henchmen at the time providing you take them in right order, despite readme saying about 3. I like this "feature" though.
- Rectus token description is messed up - says something about box of jack
- some items description is default and not entirely in consistence with what the item is and does
- Billyfardle does not acknowledge you have cleared his attic if you give the banshee shroud to your henchie(as I did immedietaly after clearing it) same for Tierney armour, damn
- reaverman conversation: I talk with him about widow Ash though I haven't even met her yet
- doors to upper and lower levels of boystown are bashable, but there is no transition in them, same for magistrate(door to upper level)
- Argent Park Attendant: multiple XP exploit in conversation
- Temple guardian is invincible, when his HP goes to 0, you can't harm(despite dealing damage) him and he is permanently "near death"
- Toro Toner(10) at Bindy's shop is only 1 not the 10 stack
- Housing officer: after giving me a room she still brags about not being able to do so
- Nominy letter item: the grammar in it makes it unreadable
- If you talk to commander Throb before Nerin testament is taken from you, you brake the quest plot and do not make any sense out of conversation that implies you do not have it in your inventory
- widow Ash has no convo back in girlstown after being rescued. Had to change ashtalkone variable
- fort orange portal: map pin says it leads to easterling ruins
- Mudhup dissapeared after death only to appear without the equipment I gave her. Circumstances: I ressurected her during the battle, had 3 hench party(I think), asked her to join and she disappears
- respawn is free, just mentioning
- conversation excerpt: "you give her houseless letter", when you give commander Throb STRANGE letter
- Bootie mentions Lucilla in her conversation, despite her not being there, I haven't spawned her, played straight PC: Handy/Mindy never left the forge
- Prudence(henchman) casts gate without proper protection
- Unless you have a token mindflayer lich and illusionist have no conversations
- thistle's house has bashable door upstairs but there is no transition
- Cally speaks (at rogue retreat) as if she met me at a disco
- Penther at prison say something about her worktable that could explode
- Hirt remains had 4 rings: 2 orleys and 2 charred(doubled the rings somehow?)
- in rehearsal temple(dingles) doors are openable but have no transition
- Ibbas tells me I should infrom him about dingle domain, when I have already reported to him
- Penther execution journal entry says something about knowing Abercrombie Nominy, although I have not yet even met her
- After giving him the ring back, he speaks the conversation that was before giving him the ring: "where is she"
- somehow Prudence ressurectable body got destroyed and turned into unressurectable remains with few of her items(not all)
- breach control placeable: each click spawns Penther, she doesn't disappear after
- after red rift the abbess talks like I still had pariah mark, when I had it already removed
- sulky tarhide talks about little agnes even after the quest is over
- Nominy quest is broken: after Outer Easterling Emmett is nowhere to be found(decided to destroy are using portal to Morzei), had to resort to console commands, in order for the meer to acknowledge my success
- Emmett ghost except one(who talks about sacrifice arriving) are already hostile, whereas they shouldn't be as they appear to have conversations in toolset?
- when Dalmey tries to join me I already had 4 henchmen. He didn't join me as 5th hench(hardcoded), nor could I make him rejoin me as I couldn't reach his "henchman conversation" to dispel him then make him join when I had only 3 of henchmen from the previous part. Had to reload. More over after falling in battle and being resurrected he had no "death" conversation and still wouldn't join me. Another reload in order to save him in the battle.
- most monster descriptions are lacking
- when first met overgod technohead is lightly injured, possible faction issue(he might have thought something?)
- found no Rilla in Descent as walkthrough says I should, but maybe I just missed her? Anyway couldn't check cause there is no way back to the descent from old city plaza.
- Couldn't do the underland wonderland dungeon, I was only 28 level after all possible quests and before doing descent. Might have been caused by the fact that I had 4 henchies throughout most of the game, where the readme states I should be able to hire only 3? The more the merrier I guess.
- Serabobble, Esther and other "unique" moster: if it's an NPC, one of its kind, than why there is more than one in different places?
Anyway, there are lots of bugs, but the module itself is really long(took me almost 3 weeks of playing on and off). If the author does not upload his module again or fix that Mac "idisk" he used to store the files, you can try to contact me on bioware social forums. i still don't know which music files I should send, though.
It was an enjoyable romp anyway.
_________________________ Thanks Rolo:)
Posted by werelynx2 at 2012-08-11 10:32:43 Voted 7.50 on 08/21/12
@gabriel7: I have the module on my hard drive, but I already deleted Install sheet.doc and I'm not sure what files belong to citadel now(especially music), I can figure out haks, mod file and some of the docs, but music.. I can send you 10 songs but I know there was more... You could send a message via one of the authors myspace /uthant and tell them the files are gone..:(
I downloaded it so long ago.. _________________________ Thanks Rolo:)
can someone please help everytime I try to download the support files or the mod itself it say something about the MAC server unavailable?..does anyone have this in a zip they can send me?...or a link that still works im dying to play this mod..
Posted by werelynx2 at 2012-08-05 14:11:15 Voted 7.50 on 08/21/12
@:JettaJoe the command lines are as follow "dm spawncreature pelucia"(or pelucia2, I'm not sure which one should go to that disco) "dm_spawnitem citypass"
- word to the wise conversation is messed up(at least according to the readme it is): I get journal entry, experience and the ring
- naming convention: little rift hallower hut 1, little rift hallower hut 2 - breaks immersion
- encounters spawn right in front of my character
- lindy prophet: her 2nd line after hallower is all green(missing and action in dialogue), next there are 2 options "Then won't you tell me.."
- collection of typos(typo and conversation with): "AFerion" - Gloomy Petra; "pries" - Portal Guard Grunt; "Portal Central Attendant First RAnk" - NPC name; "Linday" - Carlin Toasty; "kook" - Edgar Riven
- sometimes you can raise Attractiveness multiple times from the same conversation: monk in boystown
- XP fo lockpicking is only given once for every game loading(area?)
- size of the module: could use splitting into few parts, saves are 100 MB each and loading time is pretty long
- theft system is not everywhere, theft level does nothing(I think)
- servomat convo option: " ,it's been great" - missing it's name
So far that's it, i haven't finished the game nor the comments yet. _________________________ Thanks Rolo:)
I do like what I've seen so far. Have played for probably 24-25 hours and it feels like I still have barely scratched the surface of this mod.
Two bugs/issues:
I also could get Pelucia Serabob to show up at the disco. How do you spawn her via the console commands?
Also, I have to meet someone else in the Receiving District. This time around the city clerk will not issue me a pass. Nothing happens when I click on her. Can I spawn that pass to the Receiving District too? If so, how can I do that?
Thanks! Hope people are still around here looking at this mod. Since bugs and all, it still is pretty fun.
I've downloaded everything but it still says that I'm missing a hak.
Posted by LordoftheZodiac at 2012-01-31 01:12:52 Voted 9.00 on 01/31/12
Just finished this module and had a great time with it. I appreciated very much the challenging combat - Citadel is by far the most challenging D&D game I've seen, ever since my attempt to solo the Ascension mod of BG2 TOB a few years ago (to this day I still couldn't beat the final boss fight!). In many ways, combat in NWN has been substantially dumbed down compared to older games; many high-level monsters such as dragons, liches, etc fight like chickens in NWN (I also blame this on NWN's liberal use of immunity items). The authors of Citadel had done an excellent job, bringing back the level of challenge to where it was supposed to be.
What I like about this mod:
1. first and foremost, the combat difficulty. From a pure hack-and-slash point of view, I would rate this THE best NWN mod ever. In vanilla NWN (and many mods), one could simply walk into the fray unbuffed, and wipe the floor with a couple of Wails of the Banshee while mopping up anything that survives using IGSM. Not any more with Citadel. Citadel requires players to think about strategy, which makes the combat element actually FUN (for those whose idea of fun doesn't include mindlessly blasting away). It also makes me appreciate a number of spells and feats that are otherwise not terribly useful in easier mods, such as time stop, Mestil's acid sheath, or even the lowly level-1 spell true strike.
2. the idea of an inter-planar game world is not new, but the authors have concocted a convincing yet interesting version of it in the form of Citadel. I like the idea of introducing things like gay/lesbian, or even modern background music, to reinforce the idea that Citadel exists in a multiverse that includes many more worlds than traditional D&D realms like Faerun.
3. I absolutely LOVE Citadel's unique take on the "good vs evil" philosophy. Are the good guys actually good, or are they only good from their own perspective. The imperfection of gods and celestials who commit evil deeds under the banner of good.
On the other hand, a few critiques (SPOILERS below):
1. the module unfortunately suffers from quite a number of technical issues, from harmless things to plot-breaking bugs. For example, things like Pelucia Serabob not showing up in the disco (fixable using dm_spawncreature), the Dalmey henchman couldn't rejoin after leaving party, and issues with Outer Easterling where the quest couldn't advance under one of the options in the Emmett conversation. As well as little things such as NPCs not spawning, spawned multiple times, or dialogs that are inconsistent with story progression.
2. after so many adrenalin-pumping battles, the final boss fight seems somewhat of a joke. I managed to knock out both bosses in 2 or 3 rounds. Which led me to think there will be a final, super-epic showdown after the Central Portal events, but alas, the story just ended abruptly right there. The Overgod, which is supposedly the main antagonist of the entire campaign, simply vanished from the story altogether via a complete lack of mention. Which is somewhat unsatisfying.
3. minor point, but the DC of certain weapon on-hit properties are sometimes unrealistic. The best example is the well-hidden +8 club near the end (the one with the 4 Onigin Stones). The walkthrough describes this weapon as "a club with a high vorpal rate vs constructs), but lo and behold, the DC for the vorpal check is a whopping 22, while constructs near the end game all have fortitude saves of 30+. I was like, what in the world? Of course, one could argue that even a 1-in-20 chance (auto-fail on a roll of 1) is good to have, but then again, at this point of the game it will be impossible to survive if the damage you're dishing out isn't enough to kill one of those constructs in much fewer hits.
Overall I would rate Citadel a 9.0. It is a very good mod, and the authors should be applauded for their unique ideas, hard work and creativity. Unfortunately, the quantity and severity of the imperfections are significant enough, to separate Citadel from truly top-rated modules such as the Aielund saga, or the Tortured Hearts series.
On a side note, the evil path appears bugged in places(well the places that are done). The dungeon markers don't work(they don't send you back to the dungeon). It does appear to be a good deal more interesting then the other route though. I can easily see the good and evil paths merging later down the road...even if it is an opportunistic switching of sides. It'll probably end up adding a few extra hours to the mod. *shrugs* _________________________ jml's list of community addons/overrides, etc. Link
hmm, interesting.. certainly explains why I'm getting slaughtered so frequently. It appears damage resistance and damage reduction aren't stacking like they should be. the only thing absorbing damage appears to be the resistance. I haven't seen this happen before last night. I'm guessing this is a bug introduced by the CEP. ugh, this is why I usually steer clear of mods with the CEP in it, too many bugs to make the nice looking extra content worth while. *sighs* seems a shame, that so much hard work done by the authors gets spoiled by the CEP(as usual). _________________________ jml's list of community addons/overrides, etc. Link
@anessenator
not so far as I can tell..the documentation says level 6-11 for starting levels, to which I think most of us can legitimately call BS on.
@yatzik
I agree about the wiggle worms... and what were they thinking giving most of the creatures shadowdancer levels! holy crap!
ugh...I'm gonna be nice and not vote, just purely based on the impossible combat situations. the only redeeming thing about all this madness is respawning is free, and there's no item stripping...not that your PC will live long enough to enjoy the effort of escaping the situation. I think it's more then a little . . . too free form, i think is the phrase i'm searching for. A lot of the quests have creatures that are way over the PC's head, to defeat for the level you start with. I think it could be remedied however by implementing a level and equipment check before the quests are given. I'll give it one more try myself, but I'm going to be loading myself up heavy on very high quality gear first. maybe I'll take the expertise and improved expertise feats, for the extra 10 ac too..ugh.. the fights will be much longer though... _________________________ jml's list of community addons/overrides, etc. Link
Alright I'm having another problem. I hope someone can help me !
After coming back from Outer Easterling (rescued Emmet and Damley), and having completed The Red Rift quest and Widow Ash's quest, when I go to the council tower the clone of Meer won't talk to me. She doesn't summon Meer and the quest stays unfinished.
While playing the module I've encountered a very problematic bug. After resurrecting my henchmen some times with resurrection scrolls, I couldn't anymore. It says I'm not allowed to use these scrolls. Then I bought 'all use resurrection scroll' and it doesn't work either. Then I bought resurrection wands. At first I worked, but today it says I'm am not allowed to use this (I'm ranger and magician). I can't raise my henchmen from the dead anymore now. Can someone help me ? Thanks
Posted by yatzik at 2011-08-13 19:09:48 Voted 9.75 on 08/13/11
I've just finished the mod (took around 50 hours) and decided to vote. Lack of polish and quite a few questionable design choices really deter from enjoyment. The obvious colossal effort however deserves praise. All in all not a 10.0 mod, but since votes on nwvault are like between 9.0 for so-so mods and 10.0 for really good ones, I'll give this one 9.75. _________________________ Do dance with the rogues.
Posted by yatzik at 2011-08-13 14:11:29 Voted 9.75 on 08/13/11
Found a little problem. After rescuing Emmett and going to destroy portals in Morzei somehow the 'emmettprisoner' variable hasn't been set to 'Found' so I had to do it manually. Perhaps it has to do with me teleporting out to get the Cup for Ashburnam from chest in my room. _________________________ Do dance with the rogues.
Posted by yatzik at 2011-08-12 09:02:28 Voted 9.75 on 08/13/11
Mhm, what kind of designer thought went into miniscule models for monsters you can't even target? Like the bugs in Madellan's cellar or Water Wiggles? _________________________ Do dance with the rogues.
Am I doing something wrong? I started off with a Level 10 combat orientated Rogue. I have not yet completed the first training quest inside the Citadel and I have died 18 times since the beginning. Hard combat is one thing but this is just unplayable!
I just now found this module, after having my NWN game uninstalled for years now. I actually meant to click on NWN2 modules, but accidentally clicked on NWN. Being always curious, I decided to stay a while, checked through the files and found this gem.
It did several things:
1. It compelled me to install NWN again
2. It rekindled my interest in the older game
3. It made me ignore NWN2 for now
4. It then got me hooked on NWN all over again
So far I'm having a lot of fun with this module. I'll vote when I'm done, but so far it looks like only a high vote will suffice. 60 hours is an underestimation in my case, I'm only on the first few quests and already logged in more than 30 hours. But then again, I'm the kind of player who has her PC go everywhere, talk to everyone, try everything, etc. My poor sorceress/rogue is being run ragged, I tell you.
The only thing that has happened that disappoints me is that after the therapist tells my girl to go to Perlucia, same Perlucia tells her that she is not really dissident material, and after that, just clams up, and has nothing to say to my PC. Too bad, it seems the dissident quests are cut off for my girl. Oh well, I just role-play it that way, and try to do different in maybe another play-through.
I was also a bit disappointed in the romance department. After all this flirting and one-linering, I thought something good would develop between my sorceress and the paladin, but he wont even flirt with her. Bummer. But it's still a great module, wow what a lot of work you creators did.
I don't know if the creators still pay attention to their work, but I'm quite certain that NWN is still popular, just as BG, IWD, and some of the other never-aging games still are to-date.
Posted by Vanquishedangel at 2010-10-27 23:36:07 Voted 9.75 on 10/27/10
As another note, I am playing this mod on Linux, not the native script bioware has either, since that script doesn't seem to work on the new ubuntu. But i am playing it through PlayonLinux and wine, it works great and plays well. Playonlinux is a gui for wine btw. _________________________ All the power in the world rests within a word.
Posted by Vanquishedangel at 2010-10-27 23:29:45 Voted 9.75 on 10/27/10
I have played this mod many times over the years and I must say the people that wrote this are extremely talented. I just played it again and finished with my sorcerer and decided to put my vote in finally. Just a few points that i would like to say:
I really like the fact that i missed the dissidents quests and it never stopped the story line :)
Was a little disappointed at the ease of the end boss when all the other battles were tough as nails tho :(
Also this mod was way better than the OC in my opinion, I would like a sequel but that may be alot of work, like it is apparent this was. If you guys were on the nwn team, maybe nwn2 wouldn't have sucked. They went too far on the graphics (wich looked great) but not enough on the story line or freedom in choice. btw have you written for nwn2? if so i would like to know about them to get them :) _________________________ All the power in the world rests within a word.
Posted by filgaia at 2010-08-29 03:18:04 Voted 9.00 on 08/29/10
"Yep, it does say that in the notes, the max allowable level is 15. Above that and the game is scripted to summon all sorts of nasties to kill the pc."
that would explain why my lvl 21 sidekicks die every fight.
yea, need to organize quests and block out some until others are done to avoid screwing you up. but great mod, it reminds me of elder scrolls games.
Posted by windryder201 at 2010-08-02 15:24:16 Voted 7.50 on 08/02/10
This module is a bit disappointing as it has the potential to be so much fun. Despite the engaging plot, there seems to be some serious continuity scripting issues. It seems if you do quests in just the wrong order, everything gets twisted around and you get stuck in a plotline. This occurred to me on my last attempt to play and I could not investigate the Mage Council member's house without speaking to Widow Ash. So I went to do the Easterling Quest line, but Commander Throb never gave me the quest to steal the book back. So I could not rescue Widow Ash, and etc...etc... Thinking I might have just messed up the quest order, I've restarted, but this is not the only example of quests/dialogue seeming to be unrelated to what has occurred. Numerous times I've entered dialogue where the NPC seems to be assuming I've already accomplished one quest or another. Simply put, this module is engaging but disorganized and needs a lot more of a tied-together package before it'll get a very high vote from me.
Also to report a bug for the "evil" plot, The dungeon Token is not working and I can't seem to make any scripts to take me back to the dungeon runscript with the Debug commands. If anyone knows a fix to this, I'd appreciate it, as I'm presently stuck.
Posted by Sleepy at 2010-07-30 14:29:43 Voted 9.50
It should be on the ground in front of the cave, not the cave entrance itself.