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Script debugging tutorial Shadooow 2018-07-11 19 hours 45 min ago

This tutorial should help you understand what the debugging is, how to use it, how to use ingame debugging command SpawnScriptDebugger() and

Rigging in Blender (2.79) - a tutorial for NWN1 models Black Rider 2018-06-24 4 days 14 hours ago

This is a step by step tutorial on how  to rig a model (= a "skinmeshed" model) for NWN1 in Blender (2.79) using Neverblender.

Rigging/Weighting a NWN2 body mesh in Gmax/Blender - Weight reference Black Rider 2014-05-11 3 weeks 4 days ago

Weighting/Rigging a NWN2 body mesh in Gmax/Blender - Weight reference

By Black Rider (Version 1.0 May 2014)

Gmax-Beginners Guide: Rigging/weighting NWN2 (body) models Black Rider 2014-08-06 1 month 4 weeks ago

This shows, how to make an existing body mesh workable for NWN2 in Gmax including rigging/weighting, creation of LODs and Co

Import NWN creatures to NWN2 / Importer des créatures de NWN vers NWN2 4760 2015-03-02 3 months 4 days ago

Though there are many tutorials on the subject, I didn't find any that was describing all the steps necessary to succeed in importing a NWN c

Gmax - Beginner's Guide to weighting/rigging a NWN2 (head) model Black Rider 2013-05-05 3 months 4 days ago

Beginner's Guide to weighting/rigging a NWN2 (head) model in Gmax (Version 1.00b - May 2013)

Effects, their applications, remarks and secrets Shadooow 2017-09-11 10 months 1 week ago

Reposting from NWN Lexicon where I published it originally.

Tutorial: How to modify caster level, DC or metamagic dynamically without need to recompile all spellscripts Shadooow 2014-07-14 10 months 2 weeks ago

This tutorial shows and explains the spell scripting features that added the Community Patch Project (CPP) in the new spell engine.

just for illustration Tutorial: What are the module switches and how to configure them. Shadooow 2014-08-04 10 months 2 weeks ago

What are the module switches?

Tutorial - Vanilla / Community Patch AI in depth Shadooow 2016-02-08 10 months 2 weeks ago

This tutorial explains the way how vanilla/CPP AI works, how to modify it, how to make custom AI for specific creature and how to workaround/fix known issues. What does CPP has to do with this? Community Patch greatly enhances vanilla AI, adds numerous fixes and new features. It's still same AI but works much better overally.

Multiple NWN Configurations, Minimal Harddrive Space (Windows) Valas 2017-01-02 1 year 6 months ago
Do it in Blender - Addition (Apply texture parts to selected faces) Black Rider 2016-12-28 1 year 6 months ago

This Blender tutorial shows one way on how to apply certain parts of an exsisting texture to selected faces of a mesh.

 

Variables Preferred (Tutorial) Genisys 2016-11-21 1 year 7 months ago

Variables are something you create out of thin air, just like in math class when you saw  n = 4  or a = 2 , instances of these variables are

Scripting Practices & Design (Tutorial) Genisys 2016-12-02 1 year 7 months ago

Every NWN Scripter needs to learn the various ways to construct scripts, whether it's a void main or an include file, but there are some subj

Monster Design (Tutorial) Genisys 2016-12-02 1 year 7 months ago

I hope with the other tutorials I've posted that you understand the importance of & versatility of variables, leaving the fundamentals wa

The Case of the missing Switch (Tutorial) Genisys 2016-11-22 1 year 7 months ago

Leaving the fundamentals (Variables), I'm going to explore a more verse & critical topic, making good use of the switch / case function,

Building With Precedence by Guile Genisys 2016-11-20 1 year 8 months ago
(Here is the easy to read edition) >>  
Gmax Guide: Rigging/weighting via envelopes Black Rider 2016-10-13 1 year 9 months ago

A Gmax tutorial on how to create skinmeshes using "envelopes" in Gmax.

Neverwinter Nights Machinima Tutorial Tarot Redhand 2016-09-19 1 year 9 months ago

Way back in the mists of time, back when Bioware was an independent company, Hugh

ZugothNDeadly's Animated Creature Exportation Tutorial ZugothNDeadly 2016-09-16 1 year 10 months ago A simple tutorial on how to export animated models from other games and deploy them to the Neverwinter Nights game engine for 3ds Max users. Keep in mind that I may update this tutorial soon.
Tutorial on using DropBox for Hosting Pictures for BSN Tarot Redhand 2015-12-27 2 years 1 month ago

I am placing this on here as a way of making it easy to find. This is a tutorial in the form of an illustrated pdf file.

Tutorial - Creating Custom Doors Migrate Wizard 2016-03-26 2 years 3 months ago

This tutorial will cover all the issues and concepts required to create and implement a fully-working custom door in the game with all the functionality and features of the doors that ship with the game. I consider this an advanced tutorial as I the step-by-step buttom pushing in MAX will not be walked through. We will still cover all the aspects of door creation in MAX, but this tutorial assumes the user is familiar enough with the program to create and (especially) animate objects without specific, detailed instruction. We will not be texturing the door in this tutorial as basic skill in texturing for NWN is also assumed.

Design of Area (Area Lighting, Sound, and Design Tricks) Migrate Wizard 2016-03-26 2 years 3 months ago

A while back I was asked by Maximus to share a few little tricks of lighting and design that were used in Tragedy in Tragidor area layout for those who were planning on building modules of their own to add a little bit of spice to BioWare tilesets. If there is one thing I would like to do, it's to give something to the module building community that other module builders can use to make full use of the tilesets and make really detailed areas. For the demonstration I chose to show the first area in the building of the sequel to Tragedy in Tragidor as an example of the detail I like to go into in a single area.

Tutorial - Creating Custom Tiles Migrate Wizard 2016-03-26 2 years 3 months ago

This tutorial will walk you through creating an individual tile and adding it to an existing tileset. While everything below is the same for creating a tile for an entirely unique tileset, it's much more feasible to add tiles to an already existing one or a duplicate of an existing one (LabTek's tileset duplicator is great for this.) Bioware gives a good base to start from and as there are literally hundreds of iterations of terrain tiles in any given tileset, it's best to build on/change what already exists.

This tutorial includes such features as creating a raised walk mesh and using textures with transparency on simple models to fake fine model detail. In branch-off tutorials, we'll look at the SET and ITP files in more detail, cover changing elevation, and paintables (walls, streams, etc...)

How to Make NWN Skyboxes Migrate Wizard 2016-03-26 2 years 3 months ago

This tutorial goes through the steps required in making a new skybox for NWN.

Perfecting Your Module Werelynx 2013-07-12 2 years 7 months ago

DISCLAIMER: This article does not say anything about promotion of your module. Moreover it is mainly aimed at NWN1.

Combining HAK Packs Zarathustra217 2015-11-13 2 years 8 months ago

Hakpaks are much like conventional file archives, like those made with WinZip. They are a number of compressed files combined into a single file. NWN will allow only one hakpak per module, so this is why hakpak combining often is needed. We cannot add custom content in an acceptable way without hakpaks.

You might know many things in this tutorial already, but I've tried to make it understandable to even the newest newbie. I hope that it will answer a lot of questions that you have about this subject. And keep in mind that English is not my native language, so spelling and grammar may be a bit fussy.

Editing a .ITP File Migrate Wizard 2015-11-13 2 years 8 months ago

What is a .ITP file? ITP files are simply files that define what shows up on the selection lists for tiles, creatures, placeables, and the other lists within the toolset. Tileset ITP files are really the only ones you would want to edit, since Bioware provided a custom list for every other type of list.

Conversation Tutorial - Part Two Migrate Wizard 2015-11-12 2 years 8 months ago

In my first tutorial, you learnt how to build a simple 'Go fetch!' quest using the Conversation Editor and the Script Wizard, without having to actually write a single line of code. In Part II, you will learn how to add Journal entries for your quest, and how to make your module multi-lingual. We will make a simple modification to change the quest from a 'Go fetch!' to a variation on the 'Go kill!' theme. While we're at it, we'll look in on Area Transitions, and the Faction Editor on the way.

Conversation Tutorial Migrate Wizard 2015-11-12 2 years 8 months ago

It's perhaps the easiest quest of all to imagine - PC meets NPC, NPC has lost item, PC fetches item, NPC is happy, and rewards PC. It should be trivial to do this in the NWNToolset. But wait! It looks like it needs scripting! Yikes! I know no programming!! What can I do? Who can help? There's no documentation! PANIC!

Sample Module Design - Critical Path (Part Three) Migrate Wizard 2015-11-13 2 years 8 months ago

This series of tutorials is an example for new DMs who want to create a setting for their modules. In Part I: The Setting, we described the creation of the kingdom of Heirokanth as the setting for our campaign. In Part II: The Synopsis, we put forth the basics of our story. Now we must take the next step by integrating our setting and story synopsis into a critical path map.

Sample Module Design - The Synopsis (Part Two) Migrate Wizard 2015-11-13 2 years 8 months ago

In Getting Started, we explained the five main ingredients in making a module: Setting, Synopsis, Critical Path, NPCs, and Maps. This series of tutorials is an example for new DMs who want to create a setting for their modules. In Part I: The Setting, we described the creation of the kingdom of Heirokanth as the setting for our campaign. Now we begin the creation of the Synopsis

Sample Module Design - The Setting (Part One) Migrate Wizard 2015-11-13 2 years 8 months ago

As explained in my previous article in module creation, Getting Started, there are five main ingredients in making a module: Setting, Synopsis, Critical Path, NPCs, and Maps. This tutorial is an example for new DMs who want to create a setting for their modules. Together we will see the creation of a module in the kingdom of Heirokanth, and in future tutorials we will create a story and add the other ingredients necessary to complete a module.

Module Mapping 103 - NPCs, Lighting, and Doors Migrate Wizard 2015-11-13 2 years 8 months ago

This article is based on the Aurora NWN Toolset Beta version of the toolset released by BioWare in May of 2002.

Module Mapping 102 - Basic Terrain Mapping with the Aurora Neverwinter Nights Toolset Migrate Wizard 2015-11-13 2 years 8 months ago

This article is based on the Aurora NWN Toolset Beta version released by BioWare in May of 2002.

Module Mapping 101 - Preparing a Module for Mapping Migrate Wizard 2015-11-13 2 years 8 months ago

This article is for those readers who are not familiar with making maps for role-playing games, as well as those who do not yet know how module mapping can be utilized in Neverwinter Nights. Even experienced DMs may find the information presented here can help put NWN module mapping in perspective.

Creating a Henchman - Basic Henchman Conversation and Scripting Migrate Wizard 2015-11-13 2 years 8 months ago

You should be somewhat familiar with the Conversation Editor in the Neverwinter Nights Aurora Toolset before following this tutorial .If you aren't yet, I strongly suggest Iskander's HowTo Article that introduces the concepts that will help you in this tutorial - especially the tutorial section called "Starting The Conversation".

Texture Studio - Creating New Skins Migrate Wizard 2015-11-13 2 years 8 months ago

WHAT'S OUR GOAL? We are going to take the official model viewer released by BioWare and create a new skin for it using only free programs. Skins for models are much like your own skin; they are images that wrap over a model to give them the appearance of texture.

Aurora Toolset Tutorial Migrate Wizard 2013-06-14 2 years 8 months ago Quick beginner's guide to help you build modules with Aurora toolset [NWN1].
SET Explained - Pstemarie 2015-08-19 2 years 11 months ago

Velmar's thorough explanation of the .SET file format. Works best with Google Chrome.

DDS Utilities by Nvidia for NWN2 models 4760 2015-03-29 3 years 3 months ago

Neverwinter Nights 2 models need two types of textures: the diffuse texture (the one which shows the colors you'll see in game or in the tool

Configuring Tazpn's 3ds Max MDB Importer/Exporter Black Rider 2014-06-21 3 years 4 months ago

ATM you find Tazpn's NWN2 3ds Max / Gmax MDB Importer/Exporter here:

Creating New Life with the Expotron and Max 4760 2015-02-18 3 years 5 months ago

Pre-requisites:

Moder's Readme - Tips from Jesse for Module Builders Migrate Wizard 2014-08-22 3 years 5 months ago

Tales of the Unknown

The Bard’s Tale©

 

Bioware TXI Example merricksdad 2013-05-15 3 years 7 months ago

#*****************************
# MATERIAL SPECIFIC FIELDS ***
# These fields go in the .txi file for the base texture.

A Lower Bandwidth Method of Transferring Files To NeverwinterVault Tarot Redhand 2013-07-07 3 years 7 months ago

This is a tutorial on one way of transfering files from other sites to here without having to first download them to your computer.

UPD file format Pain Eternal 2013-07-16 3 years 7 months ago

UPD is a file format designed to help with merging 2da flles.

A Goat walk into a skinmesh Turtorial ShadowM 2014-01-26 3 years 7 months ago

This is a basic tutorial on skinmeshes in nwmax, with a sample goat that I are going to super to the deer animation of neverwinter nights.

NWN1 Guide: For DM's and Builders Migrate Wizard 2014-01-31 3 years 7 months ago
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Break the Custom Animation brushmen 2014-04-09 3 years 7 months ago

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