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
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 on08/21/12
@: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:)
Posted by JettaJoe at 2012-02-1700:28:13
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.
Posted by icywind1980 at 2012-02-1513:19:40
I've downloaded everything but it still says that I'm missing a hak.
Posted by LordoftheZodiac at on01/31/12
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 DD 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 DD 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.
Posted by Muric at 2011-11-1719:58:02
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
Posted by Muric at 2011-11-1014:29:28
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
Posted by Muric at 2011-11-0817:41:20
@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
Posted by Moumi at 2011-09-1907:21:56
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.
Posted by Moumi at 2011-09-1804:51:00
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