Single Player
Dramatic
Roleplaying
City Adventure
Puzzles
Romances
Patch
1.21
NWN2Game
NWN2:MotB
Description
Determine your destiny, and shape the Fate of a City.
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In the foothills of the Thunderpeak Mountains, on a trade route in the borderlands between Sembia and Cormyr, lies the rural city of Darthall. This former cleric stronghold developed into a small outpost of society in a harsh environment, but sometimes, the most sinister and dangerous adventures occur within those walls, not beyond them.
You are a member of the City Watch by circumstance, and ever since you arrived Darthall has appeared a place where intrigue lies just beneath the surface. Yet those tensions stand ready to burst forth at any moment, and the faint rumours of trouble stirring on the city's outskirts may prove even troublesome, for word has reached Darthall of an army marching forth on its gates even now...
Will you seek power, fame, glory or riches? Choose your enemies carefully, and your friends even more wisely, for danger and betrayal might lurk around any corner as you shape the Fate of a City.
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Fate of a City is a story-driven module with plenty of roleplaying and action. This module should provide about 10-15 hours of gameplay depending on how thorough a player/explorer you are.
You will start as a first level character and progress to level 6 or 7.
There are two potential companions, and it is likely that you will want the support of at least one (if not both) during the game. There is also the option to romance these companions for those who desire to do so.
Alignment changes are frequent, and your alignment and actions will have an effect on the events of the game. Note that in many cases, conversation options will go from a good response and a lawful response at the top, down to chaotic and then evil responses at the bottom.
Please download and read the PDF manual for more information about Fate of a City.
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Features
+ Engrossing roleplaying, where your choices make a difference to your character and others.
+ A gripping and exciting story, where you get to choose your destiny.
+ 2 potential companions, each with their own story and personality.
+ 10-15 hours of gameplay.
+ 15 minutes worth of of my own original music in 7 new tracks.
+ A vibrant and realistic city setting with its own history, located on the edges of Cormyr and Sembia.
+ Unique and interesting quests and sidequests.
+ The ability to roleplay nearly any alignment through your choices.
+ Designed for level 1 characters, with level progression up to level 6 or 7.
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Installation Instructions
Unzip the FoaC.zip file into a directory of your choice. It should contain the following items:
A campaign folder. (Fate of a City)
A module file. (FoaC.mod)
A hak file. (foac.hak)
A tlk file. (foac.tlk)
Seven .bmu files. (These are Fate of a City's custom music tracks)
IMPORTANT NOTE!
If you have installed a previous version of Fate of a City on your computer, PLEASE delete the Fate of a City Campaign folder from your My Documents/Neverwinter Nights 2/Campaigns directory BEFORE installation. If you do not do this, it is likely to cause problems with the installation!
Copy FoaC.mod to your My Documents/Neverwinter Nights 2/modules directory.
Copy foac.hak to your My Documents/Neverwinter Nights 2/hak directory.
Copy foac.tlk to your My Documents/Neverwinter Nights 2/tlk directory.
Copy the Fate of a City directory to your My Documents/Neverwinter Nights 2/Campaigns directory.
Copy the seven .bmu files in the music directory to your Program Files/Neverwinter Nights 2/music directory (or relevant installation directory).
Run the module by selecting "Start New Campaign" and then selecting Fate of a City. Please do NOT run using "Start New Module".
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Thank yous
Elharc - For the base of the Load Screen Border
Rogue Dao Studios - For the wonderful lipflappers
Tanita - For NWN2Packer
Other modders and players who have provided me with encouragement and inspiration: (In alphabetical order because no other order seemed fair!)
Alban, Amraphael, Anduraga, Ayrin, Chaos Wielder, E.C. Patterson, Eguintir Eligard, Elf des coquillages, Elysius, Flailer, foil, Grinning Fool, Indira Lightfoot, Jaesun, Ladyelvenstar, Lance Botelle, Leinadi/Starwars, Maerduin, Melirinda, Merecraft, Mooncalf, Qk, Phoenixus, Wylonus, Wyrin D'njargo
All visitors to my blog (even if you didn't comment!)
Ryan Chow, Catherine Menon, Derryn McKay, Adam Doyle, Ferris, Dave E, MrPigeon, T-Dub, Crabby, Mad Harry, SlatS and all the #phn crew
Obsidian Entertainment for making NWN2 in the first place!
And YOU, for downloading this mod.
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Version History
1.11
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- Fixed grammatical errors in: campaign description, books and items and conversations.
- Fixed conversation conditionals on Leyd that prevented players from purchasing a second Dream Parasite cure if they had already purchased one.
- Cosmetic improvements to many interior and exterior areas.
- Improved and added more background sound effects for numerous areas.
- Added in 6 more beetles for Mad Harry's Quest: 2 in the Transporteer's Warehouse, 2 in the North of the Market District, 1 in the fountain in the Rich Quarter, and 1 upstairs in the Smoking Hog Inn.
- Fixed an issue where the player could get a second "Keeper's Will" sickle.
- Fixed a few object placement issues.
- Modified some of the alignment shifts and their associated dialogue slightly to better differentiate between alignment choices.
- Adjusted the difficulty of several fights and enemies.
- Fight at the conduit is "fixed" for SoZ, and the initial number of enemies is based on party size/level.
- End fights are now more difficult.
1.10
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- Fixed issues with conversations not firing in Temple of Tyr and a building in the slums caused by patch 1.21.
1.09
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- Corrected speaktrigger in Rich Quarter so that the final companion dialogue plays after finishing "While Angels Sleep".
- Stores have their available gold increased by a factor of 10 and will also buy all items. (Excludes drink establishments)
- Added in additional ending variations based upon the influence level the PC has with the companions. Positive influence levels can now give different endings aside from the romance endings.
- Added in extra catch-alls so that vital cutscenes will definitely run - there was a possibility that patches may have stopped some from working correctly.
- Fixed some minor errors in Korihn's conversation.
- Made the workbench in Sian's shop usable.
1.08
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- Significant aesthetic improvements to many areas, including substantial changes to the core city districts.
- Re-proofread the entire module, correcting numerous spelling and grammar mistakes.
- Improved some of the journal entries to provide more information to the player.
- Adjusted the stores so that most will buy and sell all items, and a few extra light rings are sold by merchants.
- Modified and added background sounds to increase overall ambiance.
- Added a number of new custom items, most of which can be purchased from stores.
- Gave the option to go directly to Leyd in "While Angels Sleep" rather than having to visit Korihn first, and made the conversation and journal entries suggest Leyd is a better option.
- A new custom mace, "Searing Light", is given as the reward for the sleep "While Angels Sleep" instead of "Brute's Rapier".
- "Brute's Rapier" is now found as placed loot.
- Added a potion of lore onto the corpse in the caves in "Passage to Safety" to allow parties lacking in lore skill to identify "Star of the Morning" if they picked it up previously.
1.07a
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- Hotfix to ensure companion romances "complete" correctly.
1.07
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- Incorporated all fixes from 1.06 hotfixes and also made more cosmetic improvements to area design.
- Added conversation to Mirana thug so that talking to him will fire the cutscene in the event that the conversation trigger does not work correctly.
1.11b Hotfix to fix issues with Riana's and Mad Harry's conversations. Extract to the Fate of a City folder under My Documents/Neverwinter Nights 2/Campaigns.
I remember the first time I played NWN2. I really, really loved this game, since I was a big fan of forgotten realms universe and I've read many books of this world(and of course I played all the baldur's gate and icewind dale series, with their expansions). I was so excited, so thrilled to be able to play a wonderful game with a good story and at that time decent graphics...too good to be true. Then the bugs came and I immediately resented it. How is it possible, I thought to my self, that some people would go through all this trouble, having spent countless hours programming it and eventually releashing such a flawed product? Why? Why bringing our hopes up, only to bring them down again? Was it too much bother to test it first? What a disappointment. I actually wanted to believe that most amateurs programmers would avoid such mistakes, in this site, learning from the ones of the so called professionals.
So, anyway, getting to the point. The module crashes, when I visit the temple of Helm and I put my hand on the statue, reminding me of that disappointment. Then I emptied the override folder completely. Guess what happened. Then I reloaded previous saved games. Nothing. Anyway...
Until I find something worth playing..
Posted by GCoyote at 2012-08-01 00:32:20 Voted 9.00 on 08/01/12
Just finished and enjoyed very much.
Pros - Bug free. Ran without a hitch.
Interesting story, emphasis was clearly on role-play as advertised.
Good variety of NPCs and settings. Some rather odd bits of equipment to work around.
Cons - Mainly the alignment shifts. A bit too many and a bit too large. At one point I could not longer advance as a Bard because my alignment had become too lawful. Also the influence shifts with Kyandra did not seem to be in accordance with her alignment in all cases. She seemed to respond best to Good, Lawful, and Neutral choices while here stats says she's Chaotic Good. A couple of the Chaotic responses actually lose you influence with her.
Not a criticism of the module itself, but the Hack-n-slash rating in the description of "medium" is a bit misleading. While combat is not the focus of the module, the battles you do encounter will be challenging so be prepared!
All-in-all very enjoyable and hope to see a sequel soon. _________________________ Too much ammo is a self correcting problem.
Posted by jfoxtail at 2012-07-09 14:21:45 Voted 9.25 on 07/09/12
Late to the game and late to vote.
Yet still important to thank this author for a wonderful submission.
This entry is clearly a must have. It is a very complete and immersive mod with quirky NPCs that are very interactive. Further there is a significant helping of Faerun lore which I am partial to.
The ending of this mod is also "very complete" and worth the experience.
I choose the romance options with the femaile Barbarian and found it bitter sweet. This module also rounded out my Elven Ranger to the perfect level to play Harp & Chrys... another fantastic module with a similar complete ending. The loot / role play / power balance was perfect and these two mods started a themed campaign of unrequited love (spelling ?). : )
Well done and thank you. A must have in any NWN2 community mod collection.
Posted by Marille at 2012-05-01 12:02:30 Voted 9.25 on 05/01/12
After playing some other NWN2 mods, I realized that Fate of a City deserves higher rating than my last one.
Posted by shuurai at 2012-01-21 12:29:21 Voted 9.00 on 01/21/12
@TheStoryteller01
Regarding combat... use some strategy. For example, in the cave you're talking about with the spiders, use the doorways. Have your party wait in the room before the ambush, walk out until the spiders attack, and then run back in with your companions. Now two of you can hold the doorway while the other two provide support (keep the cleric in back, maybe give the thief a ranged weapon. This way, the spiders can't flank you (which gives them an attack bonus) and you're cutting the number that can hit you at the same time in half. It's a tough fight, but it's not impossible if you just use some sound strategy.
Posted by shuurai at 2012-01-21 12:24:27 Voted 9.00 on 01/21/12
Cool module. The story is well done, and has some nice twists to it. The area design is very nice - the city was very well done.
Combat was fairly well balanced for the most part; some fairly tough fights but nothing that was over the top. I imagine it's be a lot more difficult for a magic class, since rest areas are kind of sparse.
One nit-picky complaint is that some of the alignment shifts are a bit extreme. Fifteen points for a conversation option is a bit much, and I actually saw one for 40 points! That's just a bit much, especially since many of the options don't really seem all that different from one another.
Posted by ValhallaGH at 2011-12-29 03:15:36 Voted 10.00 on 12/29/11
I found the impossible fight against Esme to be really obnoxious, and there were a few typos, but overall it seamed to be of at least the same quality as the campaigns.
QUOTE DARANNT: "Yet another module where you walk around for hours fulfilling every quest step and then the first real action puts you into a deathtrap--no way in or out facing innumerable foes. I don't get it."
I can only second that. Here's a riddle for the author (SPOILERS):
I am entering the passageway with a team of 4. all are lvl 4, except for the just mandatory added cohort. Everyone has about AC 18, and has at least a +1 weapon (2 even have a +1 bow with +1 arrows). But they stand no chance against an ambush by 7(!) giant spiders.
And the riddle is: How much better is my team supposed to be? O_o
_________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Posted by NMorozov at 2011-06-14 12:39:24 Voted 9.75 on 06/08/11
maybe hotfix will fix this ?
Posted by NMorozov at 2011-06-08 03:42:23 Voted 9.75 on 06/08/11
When Riana mark me the slums warehouse on map, map note didn't appear, but I successfully enter it.
PS. Good story
Posted by virgo47tp at 2011-05-13 21:52:10 Voted 10.00 on 05/13/11
Amazing mod. Loved it!
Posted by Dazimo at 2011-05-12 09:55:19 Voted 10.00 on 05/12/11
Fantastic!
Posted by Geldin at 2011-05-07 11:43:45 Voted 10.00 on 05/07/11
I'm not sure if I've missed something, but I have browsed the contents quite extensively. Pretty keen to play this mod, as I've been looking for a city to run around in.
Can anyone point me in the right direction?
Posted by darant at 2011-03-15 03:48:24 Voted 6.00 on 03/15/11
Yet another module where you walk around for hours fulfilling every quest step and then the first real action puts you into a deathtrap--no way in or out facing innumerable foes. I don't get it. Why does every author follow the same game plan and ruin the fun? I'll be honest, I didn't find this original at all--more a carbon copy of the bought game campaigns. Nonetheless, plenty of great, hard work went into it, I commend it for that.
If you're looking for a straightforward hack and slash experience with little to no dialogue, this is definitely not the module for you. If you attempt to barrel through the game looking for lots of combat, it will not suit your tastes and will likely be very challenging because you'll miss out on a lot of experience.
The module is heavily roleplay based - it is first and foremost about the story and the characters. Your choices determine how you will be viewed by people throughout the city, and will affect the outcome at the end of the game. Most combat exists for the purposes of supporting the plot rather than hack and slash. Every single skill is used within the adventure - though conversation skills are particularly useful.
I'm slightly confused by the comments that people have found the combat extremely difficult, as I'd consider the fights to be easier than many other user modules available. I'm by no means a min/max player and played the game through with some quite poorly built in order to test its difficulty.
Lastly, if players ARE finding the combat difficult, I suggest looking to complete some of the (many) sidequests available in order to get more experience and recruiting one (or both) of the party members available within the adventure. The PDF walkthrough document provides a lot of detail on where various items can be found and how to complete all the quests within the game. _________________________ AmstradHero Fate of a City Module Development Blog Fate of a City Blog
Posted by AnAVergeGuy at 2011-02-05 23:25:05 Voted 6.00 on 02/05/11
Err right well I never really comment on module but this one was very.....not my liking...but the number one thing that just made me dislike this module was the combat...it was EXTREMELY difficult.....people may love hard combat but not unbeatable ones.......though i did like the city and area itself...though all in all idk if it will matter but I gave to module a 6....
.. I'm not going to rate this, but I can't stand the beginning of it alone.
Posted by Marille at 2011-01-11 13:42:35 Voted 9.25 on 05/01/12
First mod I played, and it was really nice.
I liked:
- talkative, opinion voicing companions,
- racial diversity of Darthall, it was a pleasant surprise - most cities seems to be populated mostly by humans,
- many opportunities to use Diplomacy, Bluff and Intimidate,
- NPCs trating my PC as an idiot/jerk when she acted like one,
- side quests
Was confused by:
- combat: really hard - next time I'm playing sorceress, it was pain in the ass for my tiefling swashbuckler (lv6)
- becoming lawful when I was lying (I promised to lie to that npc, so maybe that was the reason?)
Anyway, I really liked your mod:) And I hope my writing is understandable, english is not my native language.
Posted by harpolekaren at 2010-11-28 06:06:20 Voted 8.50 on 11/28/10
Very nice! Played it through with a Bard. Some of the fights were a bit on the difficult side, but on the other hand all the fights made sense in the story. No hack'n slash just for the sake of it. I liked the two companions as well, especially Veolus - I played as a chaotic good character and were still able to hold some sympathy for him. Well done!
Thanks again to everyone playing, and my sincere apologies for any issues you might have encountered.
Leahcim Southwind: I'm afraid I was unable to replicate the crash issue, and have no idea what could possibly be causing it. Strangely, my setup sounds almost identical to yours, so I'm really not sure what your issue might be. Without further information, I can only assume that it must be some kind of conflict with another mod, as I do not know of anything in the scripting there that could feasibly cause any sort of crash.
PaulBlay: Those "semi-cheats" you mentioned were actually designed that way specifically so that players could get through those encounters if they were finding them difficult. High level adjustment characters may find it necessary to do a few side quests before reaching the undercroft. I actually expected players to have to use the restoration spheres in order to make it through the final battles. _________________________ AmstradHero Fate of a City Module Development Blog Fate of a City Blog
Posted by PaulBlay at 2010-10-23 12:02:20 Voted 9.50 on 10/20/10
Whew - managed to finish the module. The final battles were very tough - wouldn't have made it without using at least one of the restoration spheres.
The restoration spheres are a bit of a cheat item, though. They can be used in the middle of a fight!
I got through the undercroft by another semi-cheat. Area transitions to rest up half-way through battles.
Posted by PaulBlay at 2010-10-22 02:51:38 Voted 9.50 on 10/20/10
I've got a bit further, and hit a bit of a snag. The problem is that I played a Tiefling rogue so the level adjustment really hits home hard. The 'vs. undead' item I found was also buried under a huge pile of rock with its temporary owner. In short my party can't take on the fights they are up against now (undercroft).
What I could do with is somewhere I can 'level grind' against respawning monsters.
Posted by PaulBlay at 2010-10-20 13:35:10 Voted 9.50 on 10/20/10
Good module - I'm about half way through it now.
I guess you're not going to be updating it now, but here are a few things I noticed.
* Conversation glitch. When talking to the rebel leader she told me that I'd already killed Sergeant Mallum. That didn't happen till quite a bit later.
* I had a crash when I asked my companion (the girl) to leave the party.
* It would have been handy if you could use your companion's crafting skills to resolve the Wagoneer quest.
Posted by rross28 at 2010-10-04 10:12:15 Voted 9.75 on 10/04/10
A VERY good begining module. It is rare to find a good lvl 1 module. The story/plot is well paced and there are lots of interesting sidequests. I did not find any bugs,etc (another rarity). I played a Rouge/Ranger and ended as Rouge 6/Ranger 1 (lvl7). The skill pts for a rouge generates a lot of exp pts for disabling traps, lockpicking, diplomacy etc - each may be only 25 or 50 pts, but in a low level module they make a difference.
In short this module is FUN to play. The city was nicely constructed and had a nice atmosphere to it, a joy to explore.
Was there ever any resolution to the crash problem noted by frutelljp000 on 11-09-09? I am experiencing the same thing in the same place. Any suggestions. Running Windows 7 64Bit on dual core with 4GB Ram and 1GB ATi Radeon Video Card. Otherwise, I have found this campaign very enjoyable.
Thanks for your reply. Wishing the module was longer was not intended as criticism but rather as a compliment. Perhaps I hadn't made thatc lear. I can only imagine how much effort goes into a work this size.
There's a lot of modules that, as well executed as they may be, don't offer much more than the few hours they are designed for. In case of "Fate" I had just grown so immersed in the settinmg that I wished there was more. Sad to hear that you won't be finishing your work.
As for the companions, maybe I it's a subjective thing or maybe I didn't bother too much with them, but they didn't do anything for me.
Anyway, even after a few more modules I have played this is still one of the best.
Posted by cemeteryschild at 2010-09-07 08:28:06 Voted 9.00 on 09/07/10
played it twice, evil/good, and enjoyed both times. you did a great job!
Thanks all for the comments! I appreciate the support.
hisuphola: I'm afraid I can't really offer technical support for the mods of other modders. May I suggest you contact the authors of the relevant modules directly?
In response to some of the other comments:
The bug hunt was actually supposed to mostly just occur as part of the playthrough rather than forcing you to deliberately go hunting for them. I probably should have made the quest giver a little easier to find.
Balancing the final fight was really hard to do given that people can potentially go in there from level 5-7 and with none to two companions. I tried to factor these into the difficulty of the fight, but I confess I erred on the side of caution rather than pitting people against a boss that was far too difficult.
In regards to the companions feeling one-dimensional, I must say I'm surprised and wonder if you haven't misjudged them. Veolus isn't a mass murderer. He is not bloodthirsty, he just believes in doing whatever he can to further his own interests and those of Bane. And I really don't see Kyandra fitting a bard - she's got a soft side to her, certainly, but if she can see that a fight is necessary, she'll throw herself into with everything she has.
As for the game and the ending being too short, this was a solo effort that was over 800 hours of work over nine months. I had plans for further adventures to follow on, but the scope of the project became too large for me to finish without spending a couple of years on it.
I do agree that perhaps I could have made the ending a little longer, and I did in fact experiment with that. I personally felt that the ending didn't quite feel as "tight" when I started off by giving stories of some of the NPCs you'd interacted with during the game. _________________________ AmstradHero Fate of a City Module Development Blog Fate of a City Blog
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone