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Old 02-04-2004, 05:02 PM   #1
Albromor
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Join Date: June 13, 2001
Location: Northfield, NJ USA
Posts: 1,417
I couldn't think of anywhere else to ask my questions concerning this tool set, so if this is the wrong place... sorry! Anyway, I have been intrigued with the IW members who create modules and I have perused the Undermountain forums. Z's work must be awesome.

Anyway, I have never utilized a tool of this sort at all. I have no background, no knowledge of even where to begin. So, my main question is, where do I begin? I have clicked on the tool option and this window pops up but I have gone no further. Plus, I have concluded - and it wouldn't surprise me if I am wrong - that scripting has the hardest learning curve. What do I need to get started? Are there any demos that take you through step by step?

I am probably not asking all the questions I need to, but its a start. If you think it would be out of my reach,that is okay, just tell me why. I don't feel like starting something that will take tons of time to learn if schooling is needed in a computer language. I'm not against learning, its just that I wouldn't have the time due to responsibilities. However, I can at least begin to dabble in it and take a little time here and there to experiment. Make sense? Thanks.
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Old 02-04-2004, 06:07 PM   #2
SpiritWarrior
Jack Burton
 

Join Date: May 31, 2002
Location: Ireland
Posts: 5,854
This is the right forum of course. Fistly check out the toolset tutorials on the Bioware forums.
Here and here are good places to start: http://nwn.bioware.com/builders/toolsetintro.html

http://nwn.bioware.com/builders/modtutorial.html

These will cover the basics.

Download some modules on the vault (try some top rated ones) and see exactly what can be done with the toolset alone or using hakpaks (modifications to what is actually in the game...additions if you will). http://nwvault.ign.com/Files/modules/

Experiment for yourself. Check out the coupled scripting tutorials to add life to a module. Any questions should be taken to the Bioware builders forums (which you should check out anyways) or here, but I'd recommend the official forums as many starting questions you have will already be there and already answered for you to see.

Don't be discouraged!

[ 02-04-2004, 06:08 PM: Message edited by: SpiritWarrior ]
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Old 02-04-2004, 06:19 PM   #3
Albromor
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Thanks, SW! By the way, is the tool set considerably limited in scope as to what you can create as compared to the official NWN game?
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Old 02-04-2004, 06:52 PM   #4
andrewas
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Join Date: October 2, 2001
Location: Aberdeen, Scotland
Age: 42
Posts: 4,774
The toolset was used to create the original campaign, so in theory you could create anything in the OC.
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Old 02-04-2004, 07:05 PM   #5
SpiritWarrior
Jack Burton
 

Join Date: May 31, 2002
Location: Ireland
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I would sample the expansion OC's first. The toolset is definately not limited to the first OC as this particular module was, IMHO very primitive in It's use of the toolset. You have to understand, many functions were not found, thought of or added until after the community got their hands on the game itself so the first OC was good considering it was a pioneer and that it the fist module ever made really, but not close to what can be done now.

You can do much but you are limited to what you have available to you in the toolset right now. The more expansions you have the more content you have. For the toolset at It's best I would check out the newer OC's from SOU or HotU to discover what can really be done with clever building and scripting.

[ 02-04-2004, 07:07 PM: Message edited by: SpiritWarrior ]
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Old 02-04-2004, 08:51 PM   #6
Albromor
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Okay, so as I understand it, if I have SoU installed - as I do - then it automatically added new dimensions and possibilities to the tool set. And if I install HotU it will add even more possibilities. Correct?
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Old 02-04-2004, 11:29 PM   #7
SpiritWarrior
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Join Date: May 31, 2002
Location: Ireland
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Well, tilesets, creatures etc. you will get more of. The toolset has evolved since the next expansions yes, and will continue to evolve come XP3. Scripting functions that are new are usually introduced to everyone via the latest patch for module compatibility purposes.

What are you waiting for? Get building!
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Old 02-05-2004, 11:31 AM   #8
philip
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Join Date: June 24, 2002
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You're limited to only your own imagination [img]smile.gif[/img] Most things that aren't there can be added. If you're interested in anything that has to do a bit with scripting, which I think you'll anyway, the NWN Lexicon is the place to start. Be sure to do the tutorials by Celowin, they rock.

ALso there's a script generator by Lilac Soul which could be handy as well, so I hear (don't use it myself). You can find it on the Vault.

Have fun!
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