Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

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Any suggestions for tutorials/guides for creating modules?
I'm interested in finding something a little more simpler to get into to create single-player RPG campaigns compared to the tools for Divinity Original Sin 2. For a couple of weeks I was getting into the process as I had my geography, quest-designs, choices and dialogue options as well as NPCs and other beginning components for one map, but the shortcomings of that engine grated my nerves. My biggest problems were dealing with the strange assets for making buildings, especially the ceilings, as well as making a proper scale between the landforms and the models so it doens't feel like a continent.

In short, is NWN a little more simpler to work with in comparison to DOS2 in order to get into modding, and are there other newbie-friendly sources to help me not make simple mistakes?
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Showing 1-8 of 8 comments
builder_anthony Oct 27, 2018 @ 12:51am 
This toolset is easy.You can do alot but things take time.Theres basicly turtorials already made for everything.If you do a google search for nwn turtorial a ton of things will pop up.The easy way to learn is to just drop a few things into the toolset and work from there.
Proleric Oct 27, 2018 @ 1:34am 
The Guide to Building Volume I – The Aurora Toolset Manual[neverwintervault.org]
The Guide To Building Volume II The Design Manual[neverwintervault.org]
Lexicon[www.nwnlexicon.com]

then dip into the NWNUniversity[neverwintervault.org] for other material as specific needs arise.
Last edited by Proleric; Oct 27, 2018 @ 1:39am
Shia Luck Oct 27, 2018 @ 5:14am 
NWN toolset is easy compared to any other I have tried, D:OS included. I even learnt how to script in it and I am definitly not anyone's image of a programmer. Proleric's links above are where to start and there is a huge amount of info posted there and some friendly folks who might help you out. Good Luck!

Have fun :)
Is there anyway to make players into playable monsters? I kind of assumed with the Frost Giant quest in Undrentide as well as the debug glitch that there might be a way to do something like that normally in the toolset (if it used monsters available as creatures). Right now the only sort of mod that seems like it would make it more feasible is the Dynamic Kobolds mod, but I think that's for NPCs only from what I've read.
wendigo211 Nov 2, 2018 @ 1:20pm 
Originally posted by Brian (The Schmaltzy Cynic):
Is there anyway to make players into playable monsters? I kind of assumed with the Frost Giant quest in Undrentide as well as the debug glitch that there might be a way to do something like that normally in the toolset (if it used monsters available as creatures). Right now the only sort of mod that seems like it would make it more feasible is the Dynamic Kobolds mod, but I think that's for NPCs only from what I've read.

Kind of, you can use the SetCreatureAppearanceType function to change the model of a PC and have the PC equip a creature skin to gain the abilities of the creature. There are some limitations, like you can't really change base attributes to reflect racial modifiers (you can grant a bonus or a penalty but they count towards the stack).

You can also try writing your own custom polymorph (like how Wildshape and the Shifter abilities are handled). It's effectively the same approach, but you would be making the effect permanent.
Last edited by wendigo211; Nov 2, 2018 @ 1:21pm
Originally posted by wendigo211:
Originally posted by Brian (The Schmaltzy Cynic):
Is there anyway to make players into playable monsters? I kind of assumed with the Frost Giant quest in Undrentide as well as the debug glitch that there might be a way to do something like that normally in the toolset (if it used monsters available as creatures). Right now the only sort of mod that seems like it would make it more feasible is the Dynamic Kobolds mod, but I think that's for NPCs only from what I've read.

Kind of, you can use the SetCreatureAppearanceType function to change the model of a PC and have the PC equip a creature skin to gain the abilities of the creature. There are some limitations, like you can't really change base attributes to reflect racial modifiers (you can grant a bonus or a penalty but they count towards the stack).

You can also try writing your own custom polymorph (like how Wildshape and the Shifter abilities are handled). It's effectively the same approach, but you would be making the effect permanent.

If I wanted to make a module focused around being the monsters on their own adventure, what would be the simpler method to choose? The latter one sounds like something players don't have to retype the code, and I would try something like the Eye of the Beholder campaign where you have an set-up before the intro.

Plus, if everyone starts out as a human I could put armor with racial related buffs, so it wouldn't be too hard to imitate it from what you've shared.
Proleric Nov 3, 2018 @ 2:06am 
Whichever method you choose, when you make a module, players can just play it, period. No need for them to retype your code, as it ships with your module.

Personally, I prefer the SetCreatureAppearanceType method for simplicity, but, as @wendigo211 said, they amount to much the same thing in the end.
May90 Nov 3, 2018 @ 6:34am 
One of the most common (and useful) tips is to open the official modules in the toolset and look at how everything is built there. The official campaigns offer examples of almost everything you could ever want to implement in a standard module, so whenever you are stuck on something in the toolset, just recall something similar from the campaigns and see how the developers went about it.

The toolset is pretty straightforward, and once you get started, it doesn't take much time to get to the level where you can make something comparable to the official campaigns in quality and scope. Some non-standard features, such as custom inventory or crafting system, could be trickier, but overall the toolset is much simpler than almost any other toolset in any game I've ever tried.
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Date Posted: Oct 26, 2018 @ 10:20pm
Posts: 8