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Title Author Postedsort ascending Updated...
NWScript Basics (Scripting Tutorial) Genisys 2016-11-30 2 years 11 months ago

If you ever entertained the idea of becoming a scripter, but feared you couldn't do it, well let me assure you that NWScript is so easy that

Template Design (Advance Building) Genisys 2016-11-28 2 years 11 months ago

In this tutorial, I'll be talking about designing template things, whether it's items, placeables, NPCs, or what have you.

Constants Usage & Scripting (Tutorial) Genisys 2016-11-22 2 years 12 months ago

Whenever you open up a configuration script, like (gen_tres_config) for example, you'll usually find bizaare variable names in all capital le

server_inspiriations time bandit 2016-10-11 3 years 1 month ago Manual from the game "shadowbane". If you run a server and are looking for ideas, grab it! You need a PDF reader.
Dungeon Magazine Information (pdf) ShadowM 2016-09-04 3 years 2 months ago

This is a PDF break down of Dungeon magazine issues 1-150, include a by level/edition breakdown with short description of area/type of each a

New sever Dragonvain 2016-04-27 3 years 6 months ago

Hello I am seeking help for new world, I am seeking the help of Sinfar.  I would like to up date a old module I own to a new look an feel.  I

Bounty Hunters In Persistent Worlds - A Study on NPCs in Neverwinter Nights (Part Two) Migrate Wizard 2016-03-26 3 years 7 months ago

In the first part of this discussion, I laid out an ambitious plan for implementing a NPC Bounty Hunter in a persistent world. I would like to thank everyone who gave me constructive criticism on the article. The main thought relayed was on the complexity of the matter at hand. I think I have a unique perspective on the abilities of NeverWinterNights and NWScript. I view it as an envelope.

Within the envelope will be the functions created by the wizards. Here is your NPC. On a radius trigger around him, he converses with you. If he doesn't get the answer he wants, he attacks. So on and so forth. On the edge of the envelope will be modifications of the scripts created by the wizards. Adding a little spice to the game, so to speak. I want to exist on the other side of the envelope, developing fantastic situations and making the scripting language conform to it. You have probably heard managers or efficiency experts refer to this as thinking "outside the box." Well, that's what I want to do. These are articles to show you not specific ways to code new ideas, but instead how to stucture your thoughts to make it work.

Bounty Hunters in Persistent Worlds - A Study on NPCs in Neverwinter Nights (Part One) Migrate Wizard 2016-03-26 3 years 7 months ago

I would like to preface this article by stating that this will not cover actual scripting and the language, as this is knowledge not made public in any completeness whatsoever. Instead, I will be rambling on about the theory and technique to be applied through these scripts to achieve the sorts of dynamic effects and interesting NPC interactions that will separate your world from the rest.

The problem with creating a working script, and what stymies most potential “script wizards” (a term I hope catches on) is not the idea, which is the easy part, or knowing the syntax and definitions of the code. Instead, it is designing the process that the script will move through in it’s execution. In other words, how do you get from Point A to Point B. These articles will tell you how to do this in the best way I know of…an example. The first chapter, which you are reading now, will be about the theories involved.

The next installment will get a little more technical, talking about the variables affected in this situation. Lesson 3 will present a C script showing you the whole thing in a simulated (meaning corny, text-based, nothing like what it will be like) Neverwinter Nights world. Then, after the release of the game, I will make the final installment, which will be using NWScript.h and will actually work in a persistent world.

NWN Script University (Encounter System Workflow) Migrate Wizard 2016-03-26 3 years 7 months ago

This article is a part of the NWN Script University, and describes Encounter System Workflow.

NWN Script University (Toolset Preview) Migrate Wizard 2016-03-26 3 years 7 months ago

Here is a bunch of code questions we have received in the last week or so. I took them to Preston Watamaniuk, Designer, and Mark Brockington, Lead Research Scientist, for the answers

NWN Design Tips (& DM Tips) Migrate Wizard 2016-03-26 3 years 7 months ago

Here you will find an assortment of design tips from around the community in no particular order. If you would like to suggest or contribute your own tip, grab at least one screenshot and send it along with your tip for us to check out.

Visual Effect Changes in NWN2 Migrate Wizard 2015-11-13 4 years 4 days ago

The chart below is best explained as the VFX that convert to actual NWN2 Special Effect Files.

Getting Started - Basic Steps to Create a Module for Neverwinter Nights Migrate Wizard 2015-11-13 4 years 4 days ago

Having a module designed before even opening your copy of Neverwinter Nights has tremendous advantages. It will cut down on the work you'll need to do, and you'll be able to have your module up and running sooner. To help you get started, I'll present some basic steps. First, take a five sheets of paper and label them: Setting, Synopsis, Critical Path, NPCs, and Map.

Designing Your First Episodic Campaign Migrate Wizard 2015-11-13 3 years 11 months ago

or, How Not to Make a MMORPG

Planning for Play-Styles in Your Module Migrate Wizard 2015-11-13 3 years 11 months ago

When designing modules, not only do you need to have good maps, an interesting story, and fun things to do, but you have to plan for what sort of players you want in your Neverwinter Nights world. This article will outline the play-styles you can expect to encounter, and how you might design your module with them in mind.

A Guide to NPC Creation for Neverwinter Nights Migrate Wizard 2015-11-13 3 years 11 months ago

This guide is for fans of Neverwinter Nights (NWN) who do not have access to Non-Player Character (NPC) creation reference material.

Considering Player Killers - How They Fit into Your Neverwinter Nights Game Migrate Wizard 2015-11-13 3 years 11 months ago

This article is aimed at DMs of Neverwinter Nights games who have not yet decided on how to deal with Player Killers (or PKillers, or just PKs). If you are a PK, you might also find some use for the ideas presented here, but be warned: you may not like the way it presents your particular style of "gaming".

Creating Dialogue in Neverwinter Nights Migrate Wizard 2015-11-13 3 years 11 months ago

Dialogue is the module designer's primary method of revealing, and directing the story, through the Non-Player Characters.

What I Learned When I Became a DM Migrate Wizard 2015-11-13 3 years 11 months ago

... and how it can work in Neverwinter Nights

Designing Modules That Hopefully Do Not Suck Migrate Wizard 2015-11-12 3 years 11 months ago

A crash course in coherent storytelling, project organization, and mod design philosophy in general

Checklists for a Quality Module Migrate Wizard 2015-11-12 3 years 11 months ago

Creating a quality NWN module is both an art and a science. This article attempts to outline some simple module creation guidelines that may help aspiring module builders improve the quality of their work. Let me make clear that this article covers the fundamentals of creating an enjoyable module. And let me say that rules are made to be broken, including the guidelines I lay out below.

Tutorial
Title Author Postedsort ascending Updated...
The Case of the missing Switch (Tutorial) Genisys 2016-11-22 2 years 12 months ago

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

Variables Preferred (Tutorial) Genisys 2016-11-21 2 years 11 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

Building With Precedence by Guile Genisys 2016-11-20 3 years 10 hours ago
(Here is the easy to read edition) >>  
Gmax Guide: Rigging/weighting via envelopes Black Rider 2016-10-13 3 years 1 month ago

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

Neverwinter Nights Machinima Tutorial Tarot Redhand 2016-09-19 3 years 1 month 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 3 years 2 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.
Design of Area (Area Lighting, Sound, and Design Tricks) Migrate Wizard 2016-03-26 3 years 7 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 3 years 7 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 3 years 7 months ago

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

Tutorial - Creating Custom Doors Migrate Wizard 2016-03-26 3 years 7 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.

Tutorial - Vanilla / Community Patch AI in depth Shadooow 2016-02-08 2 years 2 months 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.

Tutorial on using DropBox for Hosting Pictures for BSN Tarot Redhand 2015-12-27 3 years 5 months 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.

Combining HAK Packs Soren 2015-11-13 4 years 8 hours 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 4 years 4 days 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.

Texture Studio - Creating New Skins Migrate Wizard 2015-11-13 4 years 4 days 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.

Creating a Henchman - Basic Henchman Conversation and Scripting Migrate Wizard 2015-11-13 4 years 4 days 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".

Module Mapping 103 - NPCs, Lighting, and Doors Migrate Wizard 2015-11-13 4 years 4 days 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 4 years 4 days 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 4 years 4 days 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.

Sample Module Design - Critical Path (Part Three) Migrate Wizard 2015-11-13 4 years 4 days 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 4 years 4 days 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 4 years 4 days 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.

Conversation Tutorial - Part Two Migrate Wizard 2015-11-12 4 years 4 days 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 4 years 4 days 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!

Interview
Title Author Postedsort ascending Updated...
Alangara - Where Gods Are Born Migrate Wizard 2016-04-16 3 years 7 months ago

This is if you like, a PW spotlight as well as an interview with the main builder/DM Tarashon, and Seeker the main scripter of ALANGARA online persistent world. It all started from reading a post and misunderstanding the content therein. Tarashon, lead builder & DM for the PW ALANGARA gave life to an idea by building a theater where plays can be performed and placing it in the PW. Now this is not any normal theater, oh no, this is an amazing theater that goes by the name of 'The Masquerade Theater'. Excited at the prospect that players could actually host plays, and also have control over the stage, change costumes (appearance by way of some magical scripting) I arranged to jump in game and take a look at what he had created.

Editorial
Title Author Postedsort ascending Updated...
View from the Vault - The Persistent World of Avlis Migrate Wizard 2015-11-12 3 years 11 months ago

We've enjoyed Neverwinter Nights for eight years. I still remember the game when I first fired it up. Then I started reading the manual, looking under the hood, kicking the tires of the game. I decided to try the online option the game offered, and I still remember some of the names, some of the places. The City of Arabel was the first server I logged into. My poor old PC could barely manage to run the game properly, but it was severely tested by Arabel and the scores of people constantly logged on. I had to settle for a server with a population and ping that accommodated my situation, but I'll always remember one of the worlds I bypassed while looking for a smaller "neighborthood". Avlis.

View from the Vault - A Matter of Character Migrate Wizard 2015-11-12 3 years 11 months ago

Every now and then I am going to write an article about my observations as site manager of the Neverwinter Vault. While we have many types of spotlights and entries that are requested by community members, these articles will be based solely by my feelings, observations, and slightly askew perspective. Because of this, take them at face value. Articles about Pale Masters are not slights against clerics or people who love to play them, they are merely articles about Pale Masters. Articles about NWN2 are not slights against NWN1, they are simply NWN2 articles.

View from the Vault - The Passion of thegeorge Migrate Wizard 2015-11-12 3 years 11 months ago

Every now and then I am going to write an article about my observations as site manager of the Neverwinter Vault. While we have many types of spotlights and entries that are requested by community members, these articles will be based solely by my feelings, observations, and slightly askew perspective. Because of this, take them at face value. Articles about Pale Masters are not slights against clerics or people who love to play them, they are merely articles about Pale Masters. Articles about NWN2 are not slights against NWN1, they are simply NWN2 articles.

View from the Vault - NWN Online Migrate Wizard 2015-11-12 3 years 11 months ago

Every now and then I am going to write an article about my observations as site manager of the Neverwinter Vault. While we have many types of spotlights and entries that are requested by community members, these articles will be based solely by my feelings, observations, and slightly askew perspective. Because of this, take them at face value. Articles about Pale Masters are not slights against clerics or people who love to play them, they are merely articles about Pale Masters. Articles about NWN2 are not slights against NWN1, they are simply NWN2 articles.

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