Category Roleplay
Expansions Requires All Expansions (SoU & HotU & CEP)
Setting Various countries in Europe and the Middle East during the Arthurian Age.
Gameplay Length Due to the now more open-ended style of the game, players can quest for hours or days before they reach the end.
Number Players Designed for single player experience.
Language English
Level Range Level 1 - 40 Max.
Races Any
Tricks & Traps Medium
Roleplay Medium
Hack & Slash Heavy
Classes Any, but Fighting Classes will have the most fun.
Scope Epic
Max Character Level 03
REQUIREMENTS:
*** Requires Nwn 1.68, and all released expansions (SoU, HotU, and CEP 1.68) *** **You must have the hak cep1patch168_ck (CEP 1.68 Cloak Patch); it comes in the latest standard CEP 1.68 patch update.**
OTHER REQUIREMENTS:
KotHG requires the KotHG Music Pack. Put the music hak in the nwn hak folder and place all .bmu music files into the nwn music folder.
Also requires the Hak Pak "Bloodthorne Placeables for CEP", which can be found here for download along with the game module. Put the module in your nwn mod folder and put the hak in your nwn hak folder. Then you'll be ready to play!
The erf file is only for importing the placeables into your own modules as I have outlined in the Contents readme I included with the placeables hak itself.
The last Hak Paks required to play this module are the two I have listed below:
That said, what follows are some very important details about this module:
RATING:
This mod is for mature players only... due to some occasionally adult subject matter and very heavily controversial religious issues, as well as blood and gore; sexual references and situations that may be offensive to some players; especially not suitable for children! Player's discretion, is advised.
DESCRIPTION:
From the setting out of three knights from Camelot upon their quest for the Holy Grail, to the originl founding of the Knights Templar so many long years later, this module chronicles the tale of a single brave knight who was, in a way, destined to have a hand in both events. You are that knight... and this destiny is yours! There are riddles to solve, sacred relics to uncover, fiends to do battle with, even some damsels in distress... and a sweeping saga that will take you all the way from Britain to the Middle East. For all of those players seeking after a darker path, there is even the ability to "sell your soul" and become one of the order of Death Knights. You can be chivalrous or you can be villainous, the choice is yours... and the Grail so awaits those wise or cunning enough to win their way to reach it. However, the question of just what the Grail truly is will lead you toward a final discovery that will change forever everything that you may have thought you ever knew about that legendary relic.
Note: The item that makes you a Death Knight is only un-removeable in this module. You can take it with you to other modules, but in them it will be removeable. In this way, your new Death Knight state of being can be taken with you, while it's "curse" aspect is only in this game. Below are just a few of my many inspirations for the making of this mod:
INSPIRATIONS:
My inspirations for this module - The old PC game Conquests of Camelot (not to be confused with the game Dark Age of Camelot!), the classic novels "Le Morte D'Arthur" by Sir Thomas Malory and Tennyson's "Idylls of the King"; the histories of the Knights Templar and (of course!) the Holy Grail, and Celtic Myths & Legends most especially concerning the lost land of Ys... and last but not least the legends of the ancient Gnostics. If it were not for all these great sources, this module would never have been possible to make.
That said, enjoy the grand quest... and prepare for surprises at the end!
DISCLAIMER:
Disclaimer: I did not write any of the music in the music pack, all I did was compile the pack itself with music from various sources. Credit goes to all of the original artists, whomever they were. Cheers!
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Migrated my QA and few comments form old vault:
That was a really long module. There is definitely a slow start, but then the module is better after few levels gained. Sometimes it is just annoying how unbalanced it is(like CR1 next to ~Cr20)
Typos (maybe use of NWNSpellchecker is in order :p):
"obcene"- prison warden
"ro"(should be "to")&"yoou"- grandmaster balian
"memebr"- a free mason journal entry
"Loninium"- Mordred's letter
"buial"(should be "burial")- Amergint Gillis
"proserous"- eric the army captain
"lfie"- Al-Sirat
"spake"&"widom"- Bertram
"be"(should be "me")- Athena
"mt"(should be "my")- Mohammed
"thist"- Tamra
"dtive"(should be "drive")- fawaz ibn nafi
"hebs"(should be "herbs")- hayyam ibn aziz
"oakbreaker"(2 times, should be "oathbreaker")- tariq ibn rashid
"chsing" - that evil archon yaldo guy
"deciet"- probably yaldo guy but I might be wrong
"cetain"-Sir Lamorak;
"yo"(should be "to", he is not a black rapper as far as I know:P)-horny bishop in rose cathedral; "stoof"&"rghts"-Ladelia;
"msut"-Lady of the Lake;
"rewaard"-Lady Camilla;
"puit"&"hiis"-mother night;
"to sea"(should be "the sea")-green beard;
"thier"-the nameless watcher
"urget"-how to claim your horse placeable
"iin"-Nicodemus
"stay"(should be stand)-Melisande
"socierty"&"thatl"-londinium secret society book
"streal"-mysterious babylon book
"anothe"-ancient faiths book
"melin"(missing "r")-brigantia
"brtain"&"folowers"(should be flowers)-titania
"beyondt"-queen mab
"conern"-zaltarius
"merhcant"-rupert jones
bugs etc.:
- one flying cocoon placeable in Londinium sewers lower level
- few useless items in fae realm(dross, fire rune etc.), probably remnant of tales of celts
- dummy doors(though beautiful), at least they could give message or sth
- couldn't disable 2 traps in dragon tower(2 evil altars) don't know if that was meant to be so
- barbarian chieftain in Lyoness is hostile towards his own man after initiating fight
- 7 maidens block the way to 7 deadly sins(they shouldn't)
- Were some areas/items taken from Tales of Celts by Rome?
- knightly armor torso becomes invisible while travelling on a horse
- most encounters are generic and worse.. Respawning!
- can't summon my paladin mount
- pillars when shattered show message: couldn not find "key" waypoint, besides they respawn after a minute or so
- saxon warrior has no portrait
- map of the areas would be nice, as well as faster travel system(worldmap?), there is lots of backtracking
Voted 9
9 was a very generous vote for this module! I thank you for that... this module was most defintiely imperfect. I often refer to it as my "imperfect masterpiece" for that reason. When I first built the bare bones of it, it was just a remake of the old Sierra game "Conquests of Camelot" which was mostly a point and click adventure game from back in the DOS days. My first version of my remake, I had released initially seemed very... well, bare bones... compared to the vision I had in mind for it. So I started asking the fans and players of my remake what they would most like to see in it, and I sort of built it up from there into what you see today of it. I gave myself a rather perhaps overly strict deadline to finish it up within too, so a LOT of it was put together very quickly and with only a little bit of time in which to bug test everything. Basically, I played it all through from beginning to end once, and that is when I wrote my walkthrough for it, and when I saw it was able to be completed I deemed it finished and released the Ultimate version of it that we have here. It was WAY beyond the simple remake it has initially been, and had become something more along the lines of a single player MMO set in Arthurian times. The best praise of it I got was this fellow who claimed to be a scholar of Arthurian lore, who said that in his opinion my take on King Arthur (he was basically referring to the story I was telling in my module) was the best he had ever seen in any media. Given that Arthurian stories are often either set in the wrong time period when translated into movies, or altered beyond recognition compared to the old tales they claim to be based on, I thing I get what that fellow meant. In any case, no this module is definitely NOT perfect. At the time I was designing it, I had tons of areas I was experimenting with on my hard drive... a few of which I think DID come from Tales of Celts. Since I was setting Knights of the Holy Grail in a Britian that was only just coming out of Roman and Celtic times, I was fascinated by the idea of a correct portrayal of such a setting. So a couple of areas from Tales of Celts had invariably found their way into the mix, but only after it became apparent that Tales of Celts had been abandoned and its' author could not be reached (she seemed VERY disenchanted with Neverwinter Nights modding due to her rule that anyone downloading her module HAD to vote a 10 on it or not vote at all, which was ridiculously silly). Bascially, there was one woodland area... a faerie realm... and a shrine (to Bran the Blessed in my version of the area) which were totally re-created from Tales of Celts but with massive edits, alterations, and changes to the point where they were different enough to fit in an Arthurian Britian. The thing about a LOT of module on the old Vault is that a lot of people were doing that... taking shortcuts when it came to world building by incorporating edited versions of areas from older modules that were abandoned by their creators. When I look back in it, it was stupid short-cutting but it was rather prevalent back in the day. So if those areas look familiar, I am not at all surprised. Personally, if I were to build a massive module like this today I would not take those sorts of short cuts, but I guess that is the wisdom that comes with maturity and I will admit I was a little bit immature thinking back when I threw this together. That said and out of the way, oh my gods were there typos in this thing when I was done with it! Monstrous amounts of typos, sadly, that I only noticed once I had already deemed the project completed and officially released. Fortunately my poetry and writings are not like that... but for some reason I was rushing like mad when I created this so those slipped past my notice and found their way in, along with those few bugs that you've dutifully pointed out. A massive chunk of this module's areas came from prefabs, and some of those prefabs had some glaring mistakes in them, such as that flying coccoon... the traps you could not disable... and so on and so forth. Plus, unlike some of my other modules which had more... uniform... scripting systems, I kept tossing in scripts after scripts, even whole system of them into this module and before I knew it I was totally in over my head and could not easily go back and find the scripts I needed to fix because I had literally hundreds of them and many of them not named in a simple convention that would enable me to easily figure out what was firing up what. Precisely the reason I began to increasingly use "master scripts" in some of my later modules most especially in my Zork I remake. The good part about master scripts is that you can put smaller scripting routines into them and they will run whole sets of scripting routines that can be editied in more modular ways. In my (thus far) unfinished Ultima module that has been floating around on my hard drive for practically years now I made use of nothing BUT master scripting in order to create a uniform and easy to edit system with scripts that are clearly labeled and even almot self-explanatory in terms of what they do. This module had, I must admit, a very sloppy scripting system to it due to my adding TONS of things into the mix and not bothering to create a proper framework for any of it. But this was my very first (raw) attempt at creating an open world-style module for Neverwinter Nights and so it was largely for me a massive learning experience in which I did a lot of things wrong and messed up, but also a LOT of things right and interesting too as a part of the whole experience. In the end, the story did shine through the rough edges, bugs, and rough scripting, and that was at the time the most important thing to it in my eyes... telling this story about King Arthtur, the Holy Grail, Camelot and the end of one era as another was beginning. The mount system was actually an afterthought... I had added that last, and initially intended the player to be walking about the game world rather than riding. But one of the players complained that the map was too massive (it was!) and so I added both that wraith death system and the mount system in order to make up for the lack of fast travel or a decent map to guide the player. I think I just figured the average player would simply refer to my walkthough if they got lost, but I forgot that many of the more hardcore (and even some casual) players would not want to resort to using a walkthrough. So in that respect I was thinking a bit old school when it came to game desgin. Like, back in the days before decent in-game maps and fast travel systems. I had a retro design in mind for this, to keep it in line with its' retro game remake roots, but its' massive size really did make that notion a bit less than desirable in the final analysis. However, even I never expected that I would end up creating a module THIS humungous in size. I think, when I said it was basically a single player MMO that really IS the most accurate way to describe it since many of the complaints a lot of players had (the generic respawning mobs, the massive size, the long length, etc.) are most often the same complaints I have heard people mention regarding MMOs in general. But probably what threw a lot of people was that they went into Knights of the Holy Grail expecting a simply hack and slash experience and what they found themselves in was something way more vast. Which can of course be daunting if one is not expecting such... scale... in a module designed around simple hack and slash combat mechanics. Would I recommend this module to new players? If they have an interest in the setting and the story, if they don't mind MMO style gameplay, and if they are prepared for a long game set in a massive world that darn near recreates whole regions of an ancient and bygone time period... then I am certain they will enjoy it. But if they are looking for a simple hack and slash module with a quick length and a simple story that one could get through in a single afternoon or a few days... then no, I would not recommend it to them, since this is the kind of game that can take weeks or even months to complete depending on how much time the player takes seeing everything and doing everything there is to be done (and if they want to try both the good and evil paths the game has to offer). Basically, I would say this was my most ambitious and demanding project ever... not my best, not my worst, but definitely by very largest project of all. I did discover one thing out of it all though... I do my best work with creating highly detailed prefab areas. But that is what makes Neverwinter Nights modding so interesting, fun, and unpredictable... you can go into a project thinking you know all there is to know about putting together a module, only to discover that there is ALWAYS more to learn. That said, I hope everyone who is playing this module today is having a lot of fun with it! If you like this one, be sure to also check out my other module projects. They are all a LOT smaller in scale and scope, and there are more than a few interesting remakes in the bunch (such as Zork I and Cryot of Medea). Peace to all! And, happy NWN modding. *Big Smiles* :D
One of my favourites, the respawning mobs might annoy, though.
I am happy you like it! I was actually going for almost an MMO kind of thing with those spawns. At the time I was building this module, I was playing a LOT of Ultima Online, Phantasy Star Online, and quite a few other MMOs too, so I was partially thinking along the lines of a single player MMO, hence those rather over-frequent respawning enemies. I put most of my effort into the story though, and that is pretty much where this module shines, despite the typos that arose from the deadlines I imposed upon myself for finishing and releasing the final version of Knights of the Holy Grail. I like to call it my "Imperfect Masterpiece" since it is not my most perfect work (that would be my various prefabs) but it is far from my worst work either, and could easily be called a "kind of" masterpiece even if only due to its' size, scope, and perhaps overly ambitious attempt to create an open world style Arthurian setting with all of the fantasy, mythical, and magical (and relgious too) elements left fully intact and if anything elabortated upon tremendously. It is great to see this old module of mine still has its' fans, despite how long it has been out for! *Smiles* :)
i have cep 2.65, i need to download cep 1?
paladins will have more fun,not fighters, it is mod about paladins
Yes. You can have both CEPs installed.
Played many modules from this Forum and this is among the best! I liked the storyline from the tales of Camelot, the use of historical figures from time to time. The size of this adventure was daunting, with so many areas and sub-areas associated with each. The one thing that I am not a fan of is sending players off to far off places to obtain items that are required for a quest. The journal did a pretty good job of keeping things straight, but still it was a challenge trying to figure out which quests needed doing and where. That was the weak point in this mod, the lack of direction as to where to go and then what to do. In many cases this was only a single way forward, but in some instances it was not clear. You also had to watch what you said as you could take a strong Chaotic or Evil hit without even realizing it!
There was a real lack of gear, especially in the beginning, when the PC is at their weakest and I had a modified Paladin character and still had trouble getting out of the first area! That is not really the way I am used to modules starting out, but you can pick up, or actually buy some better gear a bit futher in. The stuff that Arthur gives you so lovingly is pretty pathetic! Excalibur is supposed to be a super sword! Not here. I would suggest that you search EVERYWHERE you possibly can, especially in streams and containers, as there are some items that really make things easier if you find them early.
Excessive respawn is something that I do not like, and unfortunately it is here everytime you find Runic Pillars. They spawn whole hordes of spirits of two types. Thankfully they could not really do much harm to me, but their sheer numbers tended to crowd the area to the maximum. The solution is to wade through them to the pillars and bash them, then kill the spirits. The bad news is for some reason these pillars can reappear after a short while, so get done with what you need to do in the area and vamoose! There were areas with Orcs, kobolds and such that respawned as you traversed them, but they were minor nuisances.
You will need the Walk Through for guidance at various points so do not ignore it, as I did at first. I tend to try and play a mod without the help if possible, but the sheer breadth and complexity of this one cannot be coveed with just the journal or in game info. Can explain a whole lot of things as you come upon them. Very in depth information.
Try this out for an immersive adventure nearly without equal.