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
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 on08/13/11
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 on08/13/11
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.
Posted by anessenator at 2011-06-0305:15:13
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!
Posted by Sabriana at 2011-01-2402:01:48
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 on10/27/10
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 on10/27/10
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 on08/29/10
"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 on08/02/10
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 14:29:43 Voted9.50
It should be on the ground in front of the cave, not the cave entrance itself.