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1. Visual 3A I The File Toolbar 6 ccccsseenessesncssevvedsesecdseventavesace 13 Visual JAI The Display Taal at 5 scccje0rscxnvavextaxsentearexe eissaewakeeiae 13 Visual 3A III The Selection Mode Toolbar ccc cece eee e eee 13 Visual 3A IV The Object Filters Toolbar ce ce sce eens eeeeeenees 14 Visual 3A V The Preview Toolbar 0 c cece cece eee ene ee eeeeeeeees 14 Visual 3A VI The Palette Selection Toolbar c cece eee eeeees 14 Visual 3A VII The Main Display Navigation Toolbar 04 15 Vis al 3B I Whe Men Baf srorisreir eres ederi r oere rou iE oer Edane 15 Visual 3B II Menu Bar Edit Find Instance Window 0065 16 Visual 3B I Environment Menu Build Area Window Advanced OPHONS soreitosinnni aro a rE EE KAES 18 Chapter 4 The Wizards and Editors Section A What is a Wizard and How is it Used Visual 4A I Reference for Section A Starting A Wizard 20 Visual 4A II Reference for Section A 1 Step 3 cccecc cece ee eeee 21 Visual 4A III Reference for Section A 1 Step 7 ce cece eee 22 Visual 4A IV Reference for Section A 2 Step 1 c cece eee ees 23 Version 1 NWN SoU HotU iii April 2004 NWN Toolset Index of Visuals Used by Section Section B The Editors Visual 4B I The Conversation Editor Window ecceeeee
2. Statistics Tab Ability Scores Group Each feature of a creature can be categorized under one statistic These statistics are the foundation for most RPGs Role Playing Games characters Strength governs physical prowess and is associated with melee damage and maximum weight carried Dexterity is the emphases for speed and reflexes and adds to the armor class rating Constitution determines the strength of body usually regarding resistances to poisons or disease Intelligence and Wisdom are interchangeable concepts and the only pair of statistics that are not universal in understanding and use between different games For Neverwinter Nights Intelligence is a measure of understanding information such as magic and how well one can process it Defined in the NWN character creation menu in game the Wisdom score governs a character s common sense willpower perception and intuition and is used in a variety of ways Charisma describes the level of physical charm other players and creatures see and is oddly enough a primary statistic for some classes These statistics can be modified in the white Score column with the up or down arrows next to the field or by manually entering a value The three columns to the right of the Score are Racial Modifier Total and Bonus The Racial Modifier pertains to special conditions for each race For example the Version 1 NWN SoU HotU 38 April 2004 NWN Toolset Chapter 5
3. Version 1 NWN SoU HotU 40 April 2004 NWN Toolset Chapter 5 Creatures and NPCs Visual 5B IX Monster Properties Spells Tab ih a ee i E R e l Creature Spells tab displays the creature s current available spells for use and the level of any particular spell to be used The first display simply lists every spell available in the game and the relation if any to the creature The numbers can be modified by clicking in the Prepared column for the row of any particular spell For a creature to be able to use spells one of the three classes a creature has must be able to use magic such as Wizard or Cleric If the creature does not have any class capable of using spells you can go to the Classes tab and add any desired magic user class as explained under the next Visual You can change which class spells to use by clicking on any of the three classes listed in the Class group in the middle of the Spells tab window You can also filter the levels with selecting the desired level from the drop down Spell Level menu The Meta Magic drop down menu will also list other higher level powers of magic At the bottom of the window there are three buttons to do quick changes e Clear Class Spell List will clear the list e Save Class Spell List will open another window for you to save the current selection to file e Load Class Spell List will allow you
4. fe Detectable DirmdC fs j F Oiam OrDisom Ect CnTrapTriggered Jea Set DC fs Detect DE Mod when tet by logue p Disarm DE Mod wher vet by Rogue B Traps can be a very fun part of doors The Trap Settings group allows you to customize every aspect of your trap In the Trap Type drop down menu for every elemental type of damage there are various levels of trap strength as well The three fields at the bottom of this window cannot be manually edited but they will change with each new trap type entered There are also additional slots for scripts in this tab Version 1 NWN SoU HotU 52 April 2004 NWN Toolset Chapter 6 Placeable Objects Visual 6A VI Door Properties Advanced Tab Boor Properties The Advanced tab lets you change the faction to which the door belongs This is important for the relationship with the player and other factions in the game When the PC attacks an object or creature of one faction the rest of that faction considers the PC to be hostile towards it and will react in kind You can also change the Initial State of the door and apply variables The ResRef is also displayed at the top of this tab The Area Transition tab has several features that can add to a unique area see Visual 6A VII below This is used for doors that lead to other areas in a module If you know the Destination Tag you can enter it in the first field otherwise click the
5. e Other Guides For other guides into the toolset please see the Sources and Special Thanks page for links NOTE This format is intended for viewing in the Print Layout View in Microsoft Word Other formats are not completely compatible and will make this document nigh unreadable especially with my visuals To change to Print Layout View go to the View menu bar and select it or use the keyboard shortcut Alt V P or click on the thick bordered page icon in the bottom left of the window third from left Note Since the recent Hordes of the Underdark expansion pack several changes have been made to the toolset and may not be as familiar to previous versions Note Due to the large size and vast number of visual references try opening the documents one at a time Version 1 NWN SoU HotU 1 April 2004 NWN Toolset Chapter 1 Setting up Your Module Chapter 1 Setting up The Module With opening the NWN toolset the default set up is a gray and white blank screen with a menu bar and an icon toolbar This chapter will introduce you to starting a new module using the Area Creation Wizard Section A The Area Creation Wizard Step 1 To begin a new module go to the menu heading File and select New from the drop down menu Keyboard shortcuts can help expedite menu navigation one of which is Ctrl N which means hold the Control Ctrl key and press the N Using Alt F N
6. s Script Generator This program is a work of art and can help anyone get started using scripts The interface for the generator is very simple and very user friendly No prior scripting skills are needed though being able to recognize certain aspects of code will help I believe anyone can use the generator to turn out scripts for their Mods And for a quick quote from Lilac Soul s web page link listed below February 11th 45 000 downloads reached I intend for these scripts to be examples to help others Feel free to copy and do what ya like with them that s the best way to learn e For the most impressive script resource I have found Recommended http lilacsoul revility com e For various scripts from the Neverwinter Nights Vault http nwvault ign com Files scripts categories Inventory 20ItemType 20 20Unique 20Items2 shtml e For extensive details and the best resource for understanding the script http www nwnlexicon com e Another great link for scripting resources and examples http www lemonbutter com e Another good link page http www sorcerers net Games NWN index_toolset3_4 htm e This link also has other references for scripting http nwvault ign com modules wydraz tutorial Version 1 NWN SoU HotU 78 April 2004 NWN Toolset Scripting Examples Scripts I have used in modules with much help from Lilac Soul s awesome Script Generator e Script I The Bes
7. DelayCommand 7 5f ApplyEffectToObject DURATION TYPE PERMANENT EffectAbilityIncrease eABILITY DEXTERITY 3 oTarget DelayCommand 7 5f ApplyEffectToObject DURATION TYPE PERMANENT EffectAbilityIncrease ABILITY STRENGTH 3 oTarget DelayCommand 7 5f ApplyEffectToObject DURATION TYPE PERMANENT EffectACIncrease 4 oTarget DelayCommand 7 5f ApplyEffectToObject DURATION TYPE PERMANENT EffectAttackIncrease 5 oTarget DelayCommand 7 5f ApplyEffectToObject DURATION TYPE PERMANENT EffectMovementSpeedIncrease 10 oTarget DelayCommand 7 5f ApplyEffectToObject DURATION TYPE PERMANENT EffectSpellResistanceIncrease 15 oTarget DelayCommand 7 5f ApplyEffectToObjectt DURATION TYPE PERMANENT EffectUltravision oTarget Version 1 NWN SoU HotU 101 April 2004 NWN Toolset Glossary Glossary of Terms AB attack base AC armor class CR challenge rating Drag and drop method Drop down menu when right clicking a small grey box will appear next to the mouse icon Grayed out means that the options are not available to be edited HotU Hords of the Underdark NWN Neverwinter Nights SoU Shadows of Undertide Tileset a particular theme for terrain and geography for an area Toolbar a display of icons that are shortcuts to different options Toolset in this case the toolset is the program used to create the actual game Recently more and more companies have been including their toolsets for
8. Icons and the Menu Sounds and Language there are various self explanatory options that can be toggled and set The Wizards Menu Bar Option Alt W This menu option allows you to select any of the module wizards For full details and several walk throughs of these programs please see chapter 4 The Help Menu Bar Option Alt H The NWN Web option will open Explorer and link you to an outdated web page no longer used The web page Bioware now uses is http nwn bioware com Selecting About from the drop down menu will open a separate window and display which expansion packs are installed and the End User License Agreement terms Quick Summary and Review NWN toolset employs a system of icons to help make the toolset easier to use Each toolbar can be hidden or shown through the View menu option Each section of the Main Interface can be hidden or shown through the menu option Certain features in the toolset will help you to perfect your module such as Build Area More help can be found at the Bioware home page including forums Version 1 NWN SoU HotU 19 April 2004 NWN Toolset Chapter 4 The Wizards and Editors Chapter 4 The Wizards and Editors This chapter will examine the aspects of a Wizard and how to use one for creation of various objects and creatures for your module Section A What is a Wizard and How is it Used A Wizard is a program in the toolset that will g
9. Setup Area Transition button on the bottom of the screen to launch the Area Transition selection window In the Area Transition window as seen in Visual 6A IX below you have four groups of options to help you find a destination for the door First you can select a specific area in the module from a drop down menu On the right hand side of the window you are able to navigate a basic representation of the chosen area by holding down the right or left mouse button and moving the mouse The Target Type identifies what the PC will travel to Triggers and Doors allow for all three possible Connection Types to be available but destinations that lead to waypoints have no means to return the same way because waypoints are intangible and invisible objects in game Changing the Connection Type will also refresh the list of Available Doors with every valid destination Once you click the OK box the toolset requires you to save the changes to the module If the target destination is a standard and unchanged door the toolset will make sure you wish to use it If there are more than one paths between a pair of doors Version 1 NWN SoU HotU 53 April 2004 NWN Toolset Chapter 6 Placeable Objects the toolset will warn you and ask for clarification if you would like to overwrite the previous connection or cancel the new one The other feature of the transition is the option to assign different loading screens
10. bar will post the text Merchant is neutral toward Commoner just below the display which effects the Merchant affiliated NPC s reaction on detection of the NPC s affiliated with the Commoner faction e The bars can be adjusted as desired by click and holding the mouse icon over one of the vertical bars Note that to make one faction hostile to another the hostility is not reciprocated unless you specify by adjusting the appropriate bar For example moving the first bar in the Merchants column to hostile or 0 will change the Commoners reaction to the Merchants from neutral to hostile but the Merchants are still hold neutral relations to the Commoner faction What will happen in game will be every Commoner affiliated NPC will attack every Merchant affiliated NPC on sight but the Merchants will not attack the Commoners e If desired a faction can be set to be hostile towards its own members by adjusting its own column to hostile Note that adjusting either bar in the same faction as the highlighted faction will cause both bars to move simultaneously Version 1 NWN SoU HotU 35 April 2004 NWN Toolset Chapter 5 Creatures and NPCs Creature Properties Advanced Tab The Faction Editor Advanced Tab e The Advanced tab shows the same faction information as the Basic tab but with cells organized in rows and columns see Visual 4B VIII below The rows show the actual faction and each column shows their relation to that column
11. oSpawn CreateObject OBJECT_TYPE PLACEABLE shaftoflight004 Target oTarget GetWaypointByTag dez_mts_viseffectE ITarget GetLocation oTarget oSpawn CreateObject OBJECT_TYPE PLACEABLE shaftoflight005 lTarget oTarget GetWaypointByTag dez_mts_viseffectF ITarget GetLocation oTarget oSpawn CreateObject OBJECT_ TYPE PLACEABLE shaftoflight006 ITarget oTarget GetWaypointByTag dez_ mts viseffectG ITarget GetLocation oTarget oSpawn CreateObject OBJECT_TYPE PLACEABLE shaftoflight007 Target oTarget GetWaypointByTag dez_ mts viseffectH ITarget GetLocation oTarget oSpawn CreateObject OBJECT_TYPE PLACEABLE shaftoflight008 lTarget oTarget GetWaypointByTag dez_mts_viseffectl ITarget GetLocation oTarget oSpawn CreateObject OBJECT_ TYPE PLACEABLE shaftoflight009 ITarget oTarget GetWaypointByTag dez_mts_viseffectJ ITarget GetLocation oTarget oSpawn CreateObject OBJECT_TYPE PLACEABLE shaftoflight010 Target oTarget GetWaypointByTag dez_mts_viseffectK ITarget GetLocation oTarget oSpawn CreateObject OBJECT_TYPE PLACEABLE shaftoflight011 lTarget Version 1 NWN SoU HotU 96 April 2004 NWN Toolset Scripting Examples now to destroy the shafts of light in order this will look like a countdown despawned via tag diff than the resref used in their creation took me a while to figure out how to do this properly oTarget
12. Creatures and NPCs halfling or gnome races have a maximum strength cap that is below the cap for orcs This is a limit designed to set races apart from each other with bonuses and weaknesses for choosing a particular race This is also what diversifies the world and adds to the balancing of races in relation to each other In most games including NWN statistics are in comparison to human standards Version 1 NWN SoU HotU 39 April 2004 NWN Toolset Chapter 5 Creatures and NPCs Visual 5B VIII Monster Properties Feats Tab eee sce ee case ar i s Fas Soi Specisabaties Comments i r F r Every player and creature in the game has a list of available skills which are called Feats In the Feats tab in the Creature Properties window you can assign specific feats to a creature You can also set a filter for the list rather than displaying the hundreds of available Feats in the game The Feats Selection Summary window categorizes all feats the creature is granted into their respective groups Monster Properties Appearance Tab Monster appearance cannot be modified for pre made creatures on the Standard Palette To fully customize your creature you will have to create a new creature monster by changing to the Custom Palette right clicking on anything in the list and selecting New from the pop up menu See Chapter 4 Section A for more details in the Creature Wizard
13. F H Eaei tiie recommended to consider this Projectile Trap Origin prompt as the request for the resref Secret Object of the placeable Step3 This is the end of the Wizard Editing this placeable will require you to right click on the object and select Edit from the pop up menu Object and Placeable properties will be covered in detail later in Chapter 6 Version 1 NWN SoU HotU 23 April 2004 NWN Toolset Chapter 4 The Wizards and Editors Section B The Editors Another aspect of the toolset is the collection of Editors There are four editors that can be accessed from the Tools menu bar Conversation Faction Script and Journal Each Editor can be found through other various menus and options Selecting any of the four from the Tools menu bar will open the Editor in a separate window Because these tools are not designed like Wizards you will not be given the same level of help such as prompts and step by step methods of editing e Section B 1 The Conversation Editor Visual 4B I The Conversation Editor Window F Conversation Ed ter dez_ents_divdenen i hes i SHE OHER Sa y iai pou chadan h ifh k ath ii than Wieder Wlaapene Misas Timloste af peir Dr a goad pka E raed a pprt respon bo cleughter my erences E sH re EHE Wal yoa veere the fari loiak loma pol ell iak lo pou EHE need the bar ana can fired E veh bo eam reve about pou EHE A good pke pounds ight EHE i
14. General Tab 04 57 Visual 6A XI Item Properties Properties Tab cceceeeeeeees 58 Visual 6A XII Item Properties Appearance c cece cee ereere eee 59 Version 1 NWN SoU HotU iv April 2004 NWN Toolset Index of Visuals Used by Section Visual 6A XIII Item Properties Appearance Color 08 59 Visual 6A XIV Store Setup Wizard Conversation Options 61 Visual 6A XV Merchant Properties Basic Tab ceceeee eens 61 Chapter 6 Continued Visual 6A XVI Standard Palette Placeable Sounds 4 63 Visual 6A X VII Placeable Sound Appearance Types 05665 63 Visual 6A X VIII Sound Properties Basic Tab ce cece eee 64 Visual 6A XIX Sound Properties Positioning Tab 066 65 Visual 6A XX Sound Properties Advanced Tab ec eee 66 Visual 6A XXI Waypoint Properties Map Note Difference 68 Section B Placeable Object Properties Window Visual 6B I Object Properties Basic Tab 69 Chapter 7 Section A Visual 7A I Module Properties Basic Tab cccc eee e eee e cence 71 Visual 7A II Module Properties Advanced Tab cc cece eee 72 Visual 7A III Module Properties Cached Scripts Tab 04 72 Section B Visual 7B I Area Properties Visua
15. Main Display a new window opens that will display general details about that creature The details include the Name Tag Blueprint ResRef Comments Faction and Challenge Rating however they cannot be changed from this window Quick Summary and Review e Every monster or NPC is categorized and alphabetized in both the Standard and Custom Palettes e Fach creature can be customized through editing the Properties window menu e Inthe Properties window the Faction Editor can also be accessed and edited Version 1 NWN SoU HotU 48 April 2004 NWN Toolset Chapter 6 Placeable Objects Chapter 6 Placeable Objects Section A Selecting and Placing Visual 6A I Standard Palette Placeable Objects WOXYElPooOE Standard Custom Fi attleicld Containers amp Switches lt Military Miscellaneous Miscellaneous Interior Parks amp Mature Penants amp Signs Projectile Trap Origin Secret Object Trades amp Academic amp Farm Treasure Visual Effects e You can select an object from any number of placeable sub categories in either the Standard or Custom Palettes By clicking on the group the list will expand to show every object available under that group e By right clicking you can open a small search window that will find the text you enter This search will include all Standard Palette categories and types of objects e As with the terrain placeme
16. NWN Toolset Scripting Examples oCaster GetObjectByTag dez_mts_ BernigGod object oTarget oTarget oCaster AssignCommand oCaster ActionCastFakeSpellAtObject SPELL_INVISIBILITY_ PURGE oTarget PROJECTILE PATH _ TYPE DEFAULT if GetIsPC oPC return oTarget oPC redefine oTarget as PC and not the dragon as above this line freezes the PC so they cant leave for the duration of spell ApplyEffectToObjecttDURATION TYPE TEMPORARY EffectDominated oTarget 8 0f this begins the placement of the shafts of light around the demigod and player by assigning custom template vis effects via waypoints this way they are static and plot on creation This is also the only way I currently know to create them with the option of despawning them later in the script object oSpawn location lTarget oTarget GetWaypointByTag dez_mts_viseffectA ITarget GetLocation oTarget oSpawn CreateObject OBJECT_TYPE PLACEABLE shaftoflight1 lTarget oTarget GetWaypointByTag dez_mts_viseffectB ITarget GetLocation oTarget oSpawn CreateObject OBJECT_TYPE PLACEABLE shaftoflight002 lTarget oTarget GetWaypointByTag dez_mts_viseffectC ITarget GetLocation oTarget oSpawn CreateObject OBJECT_TYPE PLACEABLE shaftoflight003 ITarget oTarget GetWaypointByTag dez_mts_viseffectD ITarget GetLocation oTarget Version 1 NWN SoU HotU 95 April 2004 NWN Toolset Scripting Examples
17. Ominous Looking Objects This script will put a nice and dark feel to any object Specifically this script was used in an evil head quarters for a clan I didn t want the chairs to be normal wooden things so I looked for alternate appearances The actual script used is below the screen shot Visual I I for Scripting Examples Object Shadow Shield Sitting in the Meeting Hall void main object oPC GetEnteringObject if GetIsPC oPC return object oCaster object oTarget oTarget GetObjectByTag UD_OHQSitableChair01 oCaster oTarget oTarget GetObjectByTag UD_OHQSitableChair01 AssignCommand oCaster ActionCastSpellAtObject SPELL_SHADOW_ SHIELD oTarget METAMAGIC_ ANY TRUE 50 PROJECTILE PATH TYPE DEFAULT TRUE end main Version 1 NWN SoU HotU 82 April 2004 NWN Toolset Scripting Examples For each object you would want the effect to be applied to add the last two oTarget and AssignCommand lines and replace the oTarget target tag with the intended object for each other object Additional targets were written in place of the of the script In my example there were about forty other pairs of separate declarations one for each chair and throne in the Meeting Hall and various other things e Script II Closing Door Script This was again used in my clan hall area to close a door after a few seconds void main object oPC GetLastUsedBy if GetI
18. TYPE MAGICAL DAMAGE _ POWER _ NORMAL DelayCommand 0 7 ApplyEffectToObject DURATION_TYPE_ INSTANT eEffect oPC eEffect EffectDamage 10 DAMAGE TYPE DIVINE DAMAGE POWER NORMAL DelayCommand 0 7 ApplyEffectToObject DURATION_TYPE_ INSTANT eEffect oPC ase the destruction visual effect on PC oTarget oPC nInt GetObjectType oTarget if nInt OBJECT_TYPE WAYPOINT DelayCommand 0 5 ApplyEffectToObject DURATION_TYPE_ INSTANT EffectVisualEffect VFX_IMP DESTRUCTION oTarget else DelayCommand 0 7 ApplyEffectAtLocation DURATION_TYPE_ INSTANT EffectVisualEffect VFX_ IMP DESTRUCTION GetLocation oTarget In the trigger OnExit Script generated by Lilac Soul s NWN Script Generator v 1 6 For download info please visit http www lilacsoul revility com Version 1 NWN SoU HotU 85 April 2004 NWN Toolset Scripting Examples void main object oCaster object oTarget object oPC GetExitingObject if GetIsPC oPC return if GetItemPossessedBy oPC UD_OHQOblivianFragmentTAG OBJECT INVALID return ballista 1 fires oCaster GetObjectByTag UD_OHQBallista01 oTarget oPC AssignCommand oCaster ActionCastSpellAtObject SPELL_EPIC_RUIN oTarget METAMAGIC ANY TRUE 40 PROJECTILE PATH TYPE DEFAULT TRUE ballista 2 fires oCaster GetObjectByTag UD_OHQBallista01 oTarget oPC DelayCommand 0 5 AssignCommand oCaster ActionCastSpellAtObject SPELL
19. VFX_ IMP LIGHTNING _M GetLocation oTarget oTarget GetObjectByTag dez_mts_callit24 if nInt OBJECT _TYPE WAYPOINT DelayCommand 6 3f ApplyEffectToObject DURATION TYPE INSTANT EffectVisualEffect VFX_IMP LIGHTNING M oTarget else DelayCommand 6 38f ApplyEffectAtLocation DURATION TYPE INSTANT EffectVisualEffect VFX_ IMP LIGHTNING M GetLocation oTarget Version 1 NWN SoU HotU 99 April 2004 NWN Toolset Scripting Examples oTarget GetObjectByTag dez_mts_callit25 if nInt OBJECT _TYPE WAYPOINT DelayCommand 6 3f ApplyEffectToObject DURATION TYPE INSTANT EffectVisualEffect VFX_IMP_ LIGHTNING M oTarget else DelayCommand 6 38f ApplyEffectAtLocation DURATION TYPE INSTANT EffectVisualEffect VFX_ IMP LIGHTNING _M GetLocation oTarget oTarget GetObjectByTag dez_mts_callit26 if nInt OBJECT _TYPE WAYPOINT DelayCommand 6 3f ApplyEffectToObject DURATION TYPE INSTANT EffectVisualEffect VFX_IMP_ LIGHTNING M oTarget else DelayCommand 6 38f ApplyEffectAtLocation DURATION TYPE INSTANT EffectVisualEffect VFX IMP LIGHTNING M GetLocation oTarget oTarget GetObjectByTag dez_mts_callit27 if nInt OBJECT_TYPE WAYPOINT DelayCommand 6 3f ApplyEffectToObject DURATION TYPE INSTANT EffectVisualEffect VFX_IMP_ LIGHTNING _M oTarget else DelayCommand 6 38f ApplyEffectAtLocation DURATION TYPE INSTANT EffectVisualEffect VFX IMP LIGHTNING M GetLocation oTarget o
20. can adjust the level of power and the number of uses of that power You can also set different filters from the drop down menu below the display A summary of the creature s powers will be shown at the bottom of the window Version 1 NWN SoU HotU 43 April 2004 NWN Toolset Chapter 5 Creatures and NPCs Visual 5B XII Monster Properties Skills Tab The Skills tab will allow you to adjust the creature s skill categories to a maximum of 99 Version 1 NWN SoU HotU 44 April 2004 NWN Toolset Chapter 5 Creatures and NPCs Visual 5B XIII Monster Properties Tab i i i i if a i i i f i beventony on Cancel The Scripts tab allows you to assign different scripts to a wide variety of circumstances such as OnSpawn or OnDamaged You can choose from a list of every custom and default script in the toolset from the drop down menu By clicking on the box to the right of each field you can access a list of every script created for the currently opened module The Edit button will launch the editor with a blank screen or with a currently selected script in the field You can also save the specific script setup with the Save Script Set button You can load other script sets with the Load Script Set button near the bottom of the window Monster Properties Comments Tab As the tab describes simply a blank page to put
21. can also assign the Plot Usable and Static check boxes See Visual 6B I above o The Plot box is used to mark the object as completely indestructible and immune to all damage types Version 1 NWN SoU HotU 69 April 2004 O O O NWN Toolset Chapter 6 Continued The Usable box will allow the player to examine attack and use the object Without this box checked the object will remain as part of the intangible background geometry of the game The Static attribute is similar to the Plot feature but will not allow visual effects and the like to affect it Note if you are adding visual effects to objects for example Shadow Shield any Static object will not be affected but Plot objects will The maximum Hardness value is 250 The maximum Hit Points value is 10 000 Each save throw slot can go to 250 e One interesting note is that the Appearance Type lists every available object appearance in the game However there are at least two appearances that are not available in the Standard Palette These items are the Mystic Forge and the Mythallar e The Scripts Tab option allows you to place a number of scripts into several conditions as well as load or save a script set to file e Advanced Tab allows you to change which faction owns the object You can also change the portrait and Initial State from this tab e The Des
22. clicking on the object and selecting Edit from the pop up menu Selecting Edit Copy will open the Properties window and place an edited duplicate of the object in the Custom Palette lists under the category of the original Using Edit Copy will allow you to change the resref which has also been altered The default alteration to the resref of a copy is to add three numbers on the end These numbers will appear sequential if multiple copies are made If the original object did not have at least three numbers at the end of the resref it will be changed to 001 Though the default sets three numbers the toolset will adjust to increment the number assigned to other copies beyond three digits As with most objects and creatures the Placeable Object Properties window that loads when you edit an object is divided into tabs In the Basic tab if you check the Usable box the Lock and Trap tabs will also become available Even if an object is useable it is not required to add lock or trap properties Visual 6B I Object Properties Basic Tab Placable Ohjert Properties Banc Script Advanced Description Comments T Elck Shadowstone Tieg El Tag i ID LUMU _L ett rl hiirel Appeare Typi T hoces wool Plot Useable Hadri k F Haslmentay Hit Poirits fis 5 Stabe Tented e The Basic Tab displays the Name Tag and Appearance Type for the object You
23. in the Standard Palette with open the Find Text window This window will allow you to input a name or group of words to search for from any list in the Standard Palette If the search found what you entered it will take you to it even if the target is outside of the current type of objects creatures waypoints merchants etc Custom Palette Selecting Custom will show the list of user defined objects Obviously if you have not made anything nothing placeable will be shown To create a Version 1 NWN SoU HotU 28 April 2004 NWN Toolset Chapter 5 Creatures and NPCs custom creature or object right click on any of the categories under the Custom listings A separate window will open This new dialogue box will be a Creation Wizard for the particular category selected see Chapter 4 for more details Once done with the creation wizard the newly created object will appear under the Custom listings It can now be placed into the module What s the difference between a Monster and a NPC A monster is the classic example of an adventurer s diet experience These are things for the player to destroy or overcome while NPCs non player characters are usually friendly or neutral humanoid characters such as elves or dwarves However this does not mean the friendly creatures in the game are limited to the creatures in the NPC lists Any Monster or NPC can be set to interact with t
24. of this window will illuminate and allow you to choose the item s require level for use and the strength of the magical enchantments The strength of enchantments sets a requirement for magical effects in the properties options when the item is edited e The last step before finishing will allow you to choose which Palette list the item will appear in Before finishing the Wizard gives you the opportunity to launch the Item Properties window as a box option in the bottom corner of the screen Version 1 NWN SoU HotU 56 April 2004 NWN Toolset Chapter 6 Placeable Objects Visual 6A X Item Properties Window General Tab Diem Peepers Tad Cat e Biarranape piano hace teaght ise Criss EE E imti ooo Damage Tyee fGlnhing and Pinon mace Fae i at i a daraca Chack Peru Max Coes form Lz teen a ta ip 4 asandi 0 H Eunn Sinin F Polen Ten Hera Tag Ea Hatin Dre CRS Eihar fal Dare Type Hare iepr Merle The General tab of the Item Properties window displays basic information about a selected item Here you can set additional magic charges increase or decrease the item cost and mark the item as Stolen or as a Plot Item You can change the name and the tag here as well but again the resref cannot be altered outside the creation Wizard See Visual 6A X above You can set various top middle and bottom portions of the weapon to different colors and styles in the Appearance tab w
25. s faction For example in Visual 4B VIII the Commoner row shows that they are friendly to each other and neutral to the Merchant faction The first cell in the first row and first column shows the faction s relation towards itself and appears as a lighter shade compared to the other colored cells e Highlighting any one faction will not show any relation other than to itself e To see the relations between two or more factions click and drag over the desired factions To select specific factions hold the Ctrl key and click on the desired factions Friendly factions will be colored blue neutral gray and hostile are set to red Clicking on the desired cell and editing the value can change the relations to other factions Visual 5B V Faction Editor Advanced Tab Add Faction Flererve Faction Version 1 NWN SoU HotU 36 April 2004 NWN Toolset Chapter 5 Creatures and NPCs Monster Properties Advanced Tab Continued Advanced Tab Group Special e The Special group allows you to assign a sub race and deity These sections used more of as a note to other people viewing this creature than setting actual properties or effects Visual 5B VI Advanced Tab Sound Set Opals Advanced Tab Groups Sound Set e Choosing a sound set gives the creature more life to it To change the sound set click on the button to the right of the Sound Set This will open a separate window that lists all t
26. statues oTarget GetObjectByTag UD_OHQ_ SphinxGuard01 eEffect EffectDamage 100 DAMAGE TYPE MAGICAL DAMAGE POWER _ NORMAL ApplyEffectToObject DURATION TYPE INSTANT eEffect oTarget oTarget GetObjectByTag UD_OHQ_ SphinxGuard02 eEffect EffectDamage 100 DAMAGE TYPE MAGICAL DAMAGE POWER _ NORMAL ApplyEffectToObject DURATION_ TYPE INSTANT eEffect oTarget make the statue attack the PC who entered oTarget GetObjectByTag UD_OHQStatGuard001TAG SetIsTemporaryEnemy oPC oTarget DelayCommand 0 3 AssignCommand oTarget ActionAttack oPC DelayCommand 0 5 AssignCommand oTarget DetermineCombatRound oPC oTarget GetObjectByTag UD_OHQStatGuard002TAG SetIsTemporaryEnemy oPC oTarget DelayCommand 0 3 AssignCommand oTarget ActionAttack oPC Version 1 NWN SoU HotU 84 April 2004 NWN Toolset Scripting Examples DelayCommand 0 5 AssignCommand oTarget DetermineCombatRound oPC pallista 1 fires oCaster GetObjectByTag UD_OHQBallista01 oTarget oPC AssignCommand oCaster ActionCastSpellAtObject SPELL_ FIREBALL oTarget METAMAGIC_ ANY TRUE 40 PROJECTILE PATH TYPE DEFAULT TRUE ballista 2 fires oCaster GetObjectByTag UD_OHQBallista02 oTarget oPC AssignCommand oCaster ActionCastSpellAtObject SPELL_FIREBALL oTarget METAMAGIC_ ANY TRUE 40 PROJECTILE PATH TYPE DEFAULT TRUE add blind and do damage oTarget oPC eEffect EffectDamage 10 DAMAGE
27. the terrain if placed in another direction the landscape will change to accommodate the feature if allowed by surrounding terrain Version 1 NWN SoU HotU 8 April 2004 NWN Toolset Chapter 1 Setting up Your Module To be terribly technical the feature should be placed against the face of a cliff with the hypotenuse of the ramp facing away from the cliff When terrain cannot be placed in a specific place the usual green box outline will turn red Changing direction of walls and streams requires specific placement at different locations in relation to the grid Quick Summary and Review e Changing the perspective in the main display of the area can be done with the toolbar icons or with holding Alt and the right or left mouse button before moving the mouse e When selecting from the Paint Terrain list of features some can be oriented in different directions by right clicking before they are placed Certain terrain features require specific situations in order to be placed in an area Some terrain features will alter the geography on their own when placed e With multiple clicks on terrain some change varieties and help set a different mood e Section C 4 Changing Details in Terrain In the Terrain list some of the options have a special property that allows for even more customization of a theme for an area This can be seen as a random assignment of properties and features within that small section that adds
28. their customers to edit This aspect alone convinces many people to buy the game e Vis visual effect e Wizard a program developed to help expedite a process Version 1 NWN SoU HotU 102 April 2004 NWN Toolset Special Thanks Special Thanks e NWN Aurora Toolset Help Guide created by Reginald Silverleaf This work is recommended reading Guide downloadable at http nwvault ign com Files other data 1038020754190 shtml 6 6 meg zipped 7 25 meg unzipped e Sources for alternate guides and instruction from the Bioware Company http nwn bioware com builders toolsetintro html e Bioware s NWN Vaults Extreme level of content http nwvault ign com index2 shtml e Lexicon web page covers everything about NWN scripting http www nwnlexicon com e Lexicon also links to a download site for another resource for scripting http nwvault ign com Files other data 1027899441708 shtml e Andrew Cantino for taking the time to do movies of tutorials Encounter movie at 11 meg zip file http nwvault ign com Files movies data 1028578623460 shtml Version 1 NWN SoU HotU 103 April 2004 NWN Toolset Trademark and Legal Information Trademark and Legal Information Neverwinter Nights NeverWinter Nights Hordes of the Underdark Forgotten Realms and the Forgotten Realms logo Dungeons amp Dragons D amp D and the Dungeons amp Dragons logo and Wizards of the Coast and its logo are trademarks of Wizards of
29. to the flavor of that area This randomness can be seen at the first time the new area is viewed out of the creation wizard To see this change without recreating an area select one option and place it on the area Because of the nature of the Terrain section the option will not have to be selected again from the list to be places more than once Now to see another version of the same kind of terrain left click again If the tileset is Rural and the Grass option chosen each left click will slightly change the objects within the effected four grid spaces such as adding boulders or trees or just plain grass Another way to see this effect is to select a specific grid space by left clicking on it which will turn the green box into a blue box outline By pressing the Del or Esc key the details will randomly change Yet another way is to select the Eraser option and continuously left click on a terrain Another example is to select the Wall 2 option and left click multiple times in the same spot to see different conditions for the ends of the wall Some terrains such as Wall 1 and Stream in the Rural tileset do not have alternate versions unfortunately Version 1 NWN SoU HotU 9 April 2004 NWN Toolset Chapter 1 Setting up Your Module Visual 1C VII Reference for Section C 4 The terrain has the most basic selection of ee ae properties to edit in the whole of the toolset Main Light 1 i Br
30. A 1 A major difference with the transition triggers appears when the trigger is the destination for a transition In this case the destination becomes a waypoint The waypoint can be rotated in different directions allowing the PC to face that direction when they appear in the area Waypoints will be explained in more detail in the next Section e The Scripts tab allows you to enter various scripts for different situations such as entering or leaving the trigger You can also load or save script sets to file e In the Advanced tab can adjust the Highlight Height Though the option for changing the cursor is visible it cannot be changed here You can however change the portrait of the trigger There is a Variables button at the bottom of the screen which will open another window so you can add or remove any desired variables for scripts The Generic Trigger runs various scripts including those for henchmen The Secret Objects Trigger can be used with a PC s henchmen and allow for detection checks for various treasures or objects The Traps triggers will set up a trap of the desired magnitude and element for the PC to walk in The Traps tab in the Properties window for traps is a duplication of the door traps tab which can be seen with Visual 6A V e Section A 7 Waypoints The most commonly used waypoints are Waypoints and Map Notes Waypoints have several uses and ar
31. Berige help by iiia ties ralis WG Sortie GRETA F 4 ATL LOOT ee 55T ton art ee ped dt Soca on foc dovnload ints plese visit ict bootert Fake Spe tb ek SOe pals erv betel ceed Lite com d ict lootertipe LAr Lecet bon Lt Lota pe Lees wii sainj bat ont jore toar i gtioniqunterd pe bot ioni ioan tO chgect sfe Geckneeeingibyect i i Let ionEquipit m ti 09 tonEgun psat Pee ge bet HE ae Cet lePC hohe recur bot boned Enar Pamir Panes 1 ictionEgquipiost Effect iveirmor i object oTacget Wet tonEramisa LS oTapget oPty LeLisnforcetal owt yeck ta Lot konfor oe Bove poharat bon i7 dppiytiteceTetn pect DURATION THRE TERPOSANT Ertecetomanac fet tonPorceBove Toth ject i S iat ionjive ltem E ot pan prerast Oh pect 20 LotLonJuepTeLocat ion Let bond uepToob ject Le bone een Lot ponies bray roskaa Lon Lot toniovekrayf rom jae bet donkowelelecetion ore bomen Tote sect det iontpenioor jj ct ton enstanen ent ioa ea E Bed O a He e Unfortunately I have not used the Journal Editor You can visit the NWN Bioware web page for a large forum that may answer other questions e For details on the Factions Editor see Chapter 5 Section B Page 34 Quick Summary and Review e Every aspect of the toolset has a Wizard or an Editor to help you through the creation process e The Wizards and Editors can be accessed through the menu bar or by right clicking in certain fields of the Main Display a
32. Fog button will reflect the color defined in the area properties See Chapter 7 Section B for details on area properties The fog is best gauged from angling the Main Display in such a way as to reflect the perspective of a player in game Using the lighting of the area will enable the in game lighting If in certain tilesets this will dramatically change the illumination level and can hide many area details in darkness Visual 1C VIII Shadow Fog and Area Lighting PA E Quick Summary and Review e By placing the same tile or wall piece over the previous one the new placement will activate a random change of features for that tile or wall This applies only to the features under the Terrain list and even then some do not have alternate versions e To access the properties menu for most anything right click on the desired object Opening this menu displays a dialogue box with the available options the unavailable options will be grayed out Version 1 NWN SoU HotU 10 April 2004 NWN Toolset Chapter 2 Names Tags and ResRefs Chapter 2 Names Tags and ResRefs In preparing a module for on line submission into a Mod it is crucial to make sure the versions match and have the same expansion packs enabled Currently there are two expansion packs Shadows of Undertide and Hordes of the Underdark This chapter will look at the importance of naming and how to do it Another important note for submissions to online M
33. GetObjectByTag dez_mts_shaftoflighta DelayCommand 2 3f DestroyObject oTarget 0 0 oTarget GetObjectByTag dez_mts_shaftoflightb DelayCommand 2 3f DestroyObject oTarget 0 0 oTarget GetObjectByTag dez_mts_shaftoflightc DelayCommand 2 8f DestroyObject oTarget 0 0 oTarget GetObjectByTag dez_mts_shaftoflightd DelayCommand 2 8f DestroyObject oTarget 0 0 oTarget GetObjectByTag dez_mts_shaftoflighte DelayCommand 3 3f DestroyObject oTarget 0 0 oTarget GetObjectByTag dez_mts_shaftoflightf DelayCommand 3 3f DestroyObject oTarget 0 0 oTarget GetObjectByTag dez_mts_shaftoflightg DelayCommand 3 8f DestroyObject oTarget 0 0 oTarget GetObjectByTag dez_mts_shaftoflighth DelayCommand 3 8f DestroyObject oTarget 0 0 oTarget GetObjectByTag dez_mts_shaftoflighti DelayCommand 4 3f DestroyObject oTarget 0 0 oTarget GetObjectByTag dez_mts_shaftoflightj DelayCommand 4 3f DestroyObject oTarget 0 0 oTarget GetObjectByTag dez_mts_shaftoflightk Version 1 NWN SoU HotU 97 April 2004 NWN Toolset Scripting Examples DelayCommand 5 0f DestroyObject oTarget 0 0 oTarget GetObjectByTag dez_mts_callit11 now begins the lightning rings this also starts from outer and ends on the shrine these are timed just so They target waypoints again int nInt nInt GetObjectType oTarget if nInt OBJECT_TYPE WAYPOINT DelayCommand 6 0f ApplyEffectTo
34. JECTILE PATH TYPE DEFAULT TRUE DelayCommand 1 4 AssignCommand oCaster ActionCastSpellAtObject SPELL_GREATER_ RESTORATION oTarget METAMAGIC ANY TRUE 40 PROJECTILE PATH TYPE DEFAULT TRUE DelayCommand 1 6 AssignCommand oCaster ActionCastSpellAtObject SPELL_REMOVE_CURSE oTarget METAMAGIC_ ANY TRUE 40 PROJECTILE PATH TYPE DEFAULT TRUE DelayCommand 1 8 AssignCommand oCaster ActionCastSpellAtObject SPELL_REMOVE_DISEASE oTarget METAMAGIC_ ANY TRUE 40 PROJECTILE PATH TYPE DEFAULT TRUE DelayCommand 2 0 AssignCommand oCaster ActionCastSpellAtObject SPELL_REMOVE_ BLINDNESS AND DEAFNESS oTarget METAMAGIC_ ANY TRUE 40 PROJECTILE_PATH_ TYPE DEFAULT TRUE DelayCommand 2 2 AssignCommand oCaster ActionCastSpellAtObject SPELL_NEUTRALIZE_ POISON oTarget METAMAGIC_ ANY TRUE 40 PROJECTILE PATH TYPE DEFAULT TRUE DelayCommand 2 8 AssignCommand oCaster ActionCastSpellAtObject SPELL_HEAL oTarget METAMAGIC_ANY TRUE 40 PROJECTILE PATH TYPE DEFAULT TRUE summoning circle visual oTarget GetWaypointByTag UD_OHQHealingVisEffect ITarget GetLocation oTarget oSpawn CreateObject OBJECT_TYPE PLACEABLE ud_ohqsumcircle1 ITarget oTarget GetObjectByTag UD_OHQSumCircle01 DestroyObject oTarget 3 5f flame visual on all four braziers oTarget GetObjectByTag UD_OHQPriestsFlamingBrazier1 nInt GetObjectType oTarget if nInt OBJECT_TYPE WAYPOIN
35. N Toolset Chapter 5 Creatures and NPCs Visual 5B II Monster Properties Basic Tab Portraits Imp Dieu Omnian Beyond HetHourd MepQhuat_ ames Basic Tab Group Portraits Portraits Window e This window allows for a specific display of certain portraits By selecting one of the three groups Characters and Creatures Plot Characters or Placeable Objects and Doors portraits specific to those groups will appear in the white box below the options The Characters and Creatures group can also sort portraits by race or gender To select a desired portrait click on one of the available portraits in the white field below the options A blown up version of the portrait will appear on the left side of the window Version 1 NWN SoU HotU 32 April 2004 NWN Toolset Chapter 5 Creatures and NPCs Visual 5B III Monster Properties Advanced Tab The Advanced tab begins by displaying the Blueprint ResRef which cannot be changed but is assigned at creature creation with a Wizard see Chapter 4 for the Creature Creation Wizard Advanced Tab Group Interface There are several boxes that can be checked to add or remove properties for the creature Disarmable No Permanent Death Plot Immortal Leaves Lootable Corpse Disarmable means the creature can be disarmed by a player succeeding in a disarm check against it It is recommended to keep in mind the disarm question when considering to allow a gn
36. Object DURATION TYPE INSTANT EffectVisualEffect VFX_ IMP LIGHTNING _M oTarget else DelayCommand 6 0f ApplyEffectAtLocation DURATION_ TYPE INSTANT EffectVisualEffect VFX_ IMP LIGHTNING _M GetLocation oTarget oTarget GetObjectByTag dez_mts_callit12 if nInt OBJECT _TYPE WAYPOINT DelayCommand 6 0f ApplyEffectToObject DURATION TYPE INSTANT EffectVisualEffect VFX_IMP_ LIGHTNING M oTarget else DelayCommand 6 0f ApplyEffectAtLocation DURATION_ TYPE INSTANT EffectVisualEffect VFX IMP LIGHTNING _M GetLocation oTarget oTarget GetObjectByTag dez_mts_callit13 if nInt OBJECT_TYPE WAYPOINT DelayCommand 6 0f ApplyEffectToObject DURATION TYPE INSTANT EffectVisualEffect VFX_IMP LIGHTNING M oTarget else DelayCommand 6 0f ApplyEffectAtLocation DURATION_ TYPE INSTANT EffectVisualEffect VFX_ IMP LIGHTNING _M GetLocation oTarget oTarget GetObjectByTag dez_mts_callit14 if nInt OBJECT _TYPE WAYPOINT DelayCommand 6 0f ApplyEffectToObject DURATION_ TYPE INSTANT EffectVisualEffect VFX_ IMP LIGHTNING _M oTarget else DelayCommand 6 0f ApplyEffectAtLocation DURATION_ TYPE INSTANT EffectVisualEffect VFX_ IMP LIGHTNING _M GetLocation oTarget oTarget GetObjectByTag dez_mts_callit15 Version 1 NWN SoU HotU 98 April 2004 NWN Toolset Scripting Examples if nInt OBJECT _TYPE WAYPOINT DelayCommand 6 0f ApplyEffectToObject DURATION TYPE INSTANT EffectVisualEffec
37. Open Close Save Save As and Options buttons The Options button will open another window with details and text color options The second group will highlight various aspects of a conversation such as sounds or animations See Visual 4B II below for reference Visual 4B II Conversation Editor Top Half Horizontal Toolbar a Sisialelels eael Visual 4B I Conversation Editor Top Half Vertical Toolbar Adds a line of text under the currently selected line This button copies a single line to the clipboard Cuts the currently selected line out of the conversation tree This button pastes a copied line to the bottom of the current column Opens a separate window to search for specific text This will search for the next occurrence of specified text This search will expand to other files This is a search and replace text button This button will expand the conversation tree completely The last button will close the tree to one line Under the display for the conversation tree is a text bar that shows word size and other data about the conversation much like Visual 4B IV below Visual 4B IV Conversation Editor Conversation Data Line Letter Court 33 Line Word Count 6 Fite Word Court 7372 Module Word Court 759 Version 1 NWN SoU HotU 25 April 2004 NWN Toolset Chapter 4 The Wizards and Editors e Bottom Half of the Conversation Editor Data Tab In the bottom righ
38. T ApplyEffectToObject DURATION_ TYPE INSTANT EffectVisualEffect VFX_IMP DIVINE STRIKE FIRE oTarget else ApplyEffectAtLocation DURATION TYPE INSTANT EffectVisualEffect VFX_IMP DIVINE STRIKE FIRE GetLocation oTarget oTarget GetObjectByTag UD_OHQPriestsFlamingBrazier2 Version 1 NWN SoU HotU 80 April 2004 NWN Toolset Scripting Examples nInt GetObjectType oTarget if nInt OBJECT_TYPE WAYPOINT ApplyEffectToObject DURATION TYPE INSTANT EffectVisualEffect VFX_IMP DIVINE STRIKE FIRE oTarget else ApplyEffectAtLocation DURATION TYPE INSTANT EffectVisualEffect VFX_IMP DIVINE STRIKE FIRE GetLocation oTarget oTarget GetObjectByTag UD_OHQPriestsFlamingBrazier3 nInt GetObjectType oTarget if nInt OBJECT_TYPE WAYPOINT ApplyEffectToObject DURATION TYPE INSTANT EffectVisualEffect VFX_IMP DIVINE STRIKE FIRE oTarget else ApplyEffectAtLocation DURATION TYPE INSTANT EffectVisualEffect VFX_IMP DIVINE STRIKE FIRE GetLocation oTarget oTarget GetObjectByTag UD_OHQPriestsFlamingBrazier4 nInt GetObjectType oTarget if nInt OBJECT_TYPE WAYPOINT ApplyEffectToObject DURATION TYPE INSTANT EffectVisualEffect VFX_ IMP DIVINE STRIKE FIRE oTarget else ApplyEffectAtLocation DURATION TYPE INSTANT EffectVisualEffect VFX_IMP DIVINE STRIKE FIRE GetLocation oTarget Version 1 NWN SoU HotU 81 April 2004 NWN Toolset Scripting Examples e Script Il Setting the Mood with
39. Target GetObjectByTag dez_mts_callit31 if nInt OBJECT _TYPE WAYPOINT DelayCommand 6 5f ApplyEffectToObject DURATION TYPE INSTANT EffectVisualEffect VFX_IMP_ LIGHTNING _M oTarget else DelayCommand 6 64f ApplyEffectAtLocation DURATION TYPE INSTANT EffectVisualEffect VFX_ IMP LIGHTNING M GetLocation oTarget oTarget GetObjectByTag dez_mts_callit32 if nInt OBJECT _TYPE WAYPOINT DelayCommand 6 5f ApplyEffectToObject DURATION TYPE INSTANT EffectVisualEffect VFX_IMP_ LIGHTNING _M oTarget else DelayCommand 6 64f ApplyEffectAtLocation DURATION TYPE INSTANT EffectVisualEffect VFX_ IMP LIGHTNING M GetLocation oTarget if GetIsPC oPC return oTarget oPC and now for the actual blessing these are perma until dispelled Version 1 NWN SoU HotU 100 April 2004 NWN Toolset Scripting Examples death or rest but from the condition at the beginning of the script this can only be done once per PC reboot crashes will wipe this clean but hey all the more fun nInt GetObjectType oTarget if nInt OBJECT _TYPE WAYPOINT DelayCommand 7 5f ApplyEffectToObjecttDURATION TYPE INSTANT EffectVisualEffect VFX FNF FIREBALL oTarget else DelayCommand 7 5f ApplyEffectAtLocation DURATION_ TYPE INSTANT EffectVisualEffect VFX_FNF FIREBALL GetLocation oTarget DelayCommand 7 5f ApplyEffectToObject DURATION TYPE PERMANENT EffectAbilityIncrease eABILITY CONSTITUTION 3 oTarget
40. The Stream and various wall variations appear as smaller rectangles that will only fit in between the grid sections on the area The streams and walls can also merge directly into certain terrains Visual 1C VI Reference for Section C 3 a For example the Stream a Option can appear to flow was as es into the forest this also a creates an area transition on tem the forest which will be detailed later in Chapter 6 page 53 as well as any of z the wall variations as seen in visual 1C I SEES T pe p pe pe a pn y ee es E E ee ee a eee E til Fal Av aa cio fee oe os ee A l ont Each terrain feature excluding those listed under Terrain no matter the size can be oriented in four different directions with the mouse This can only be done when the mouse icon has changed into the terrain feature desired but before placement The object appears transparent to make it easier to judge on appearance in the area To change the orientation simply right click once to rotate the feature ninety degrees Some features will only fit certain terrain in a particular way If the attempt is made anyway each left click will show you by outlining in a red box which offending terrain is responsible for not allowing the desired placement For example the Ramp single space feature will create a ramp from a lower to a higher level terrain but only with the walkable part of the ramp facing away from
41. These can also be changed to have separate music for night and day You can also set the delay in between the music tracks in the Music Playing Delay field which is measured in real time seconds e The Events tab allows you to set custom scripts into different circumstances and situations for the specific area Version 1 NWN SoU HotU J3 April 2004 NWN Toolset Chapter 7 Module and Area Properties Visual 7B IV Area Properties Advanced Tab fires Preperbies xi Basic Vimus Audio Events Aan Commerts a oI Led Deliut Appt OK Cancel The Advanced tab displays the details about the area Here you can set two different Check Modifier for anyone using the Listen or Spot skills You can also change the screen seen while the area loads by clicking on the box at the end of the Loading Screen field The Tag is displayed here which can be changed The ResRef is displayed here as well but it cannot be changed at this point You can also adjust the type of terrain Quick Summary and Review The Module and Area Properties windows can be accessed from the Edit menu bar Each of the Properties windows has multiple tabs used to customize the different aspects of your module Version 1 NWN SoU HotU 76 April 2004 NWN Toolset Random Building Hints and Tips Random Building Hints and Tips e A Good Resource for Builders http nwn
42. Toolset User Manual For Expansion Pack Toolset User Manual for Neverwinter Nights Up to and Including the Recent Hords of the Underdark Expansion Pack Written by Dezmodian April 2004 NWN Toolset Index of Chapters and Sections Index of Chapters and Sections Index of Vistial 8 iscc0icsdcccidaesdadovinssewisade vind a A A E EEEa iii Tnntroduction 00 ccc cece cece cc o E E E EE E DANE E ENEO REE 1 Chapter 1 Setting Up The Module Section A The Area Creation Wizard cc cece cece cece ee eee e eee eees 2 Section B Considering What to do First cc cece ence ence een eeeen es 5 Bal Th Consid rationS serssicirsrreti niria ninn es E ONERA 5 Section C The User Interface C 1 Changing the Perspective of the Main Display 000 6 C 2 Using the Mouse for Display Orientation 6 ccc eee eeeees 7 C 3 How to Place and Orient Veraiths 22cc5scpsantaereearepnedaxeiivessks 7 C 4 Changing Details in Teraitiiis cvsiss crs ariere deenterdarneia EE 9 C 5 Toggling Area Shadow Fog and Lighting 044 10 Chapter 2 Names Tags and ResRefs Section A Using Names Tags and ResRefs Al Knowing Whatis What sicniersaccedeabiaracanienaxredsaceriaiaenns 11 Section A 2 Naming Conventions aiicsssiscsevanriacnadacbaxcieeorsievecs ses 12 Chapter 3 Icons and the Menu Section A The Icon System cc c
43. WN SoU HotU 14 April 2004 NWN Toolset Chapter 3 Icons and the Menu Custom objects are not interchangeable between modules unless the correct files are imported which will be discussed in chapter 7 section The Creature group includes monsters and NPCs The Door group offers wooden metal and stone doors in several varieties The Encounter button displays the different levels of monster groups encountered by the player The Items icon lists every object a player can pick up and possibly wear or use from their inventory screen and categorizes them into sub groups The Merchants icon will display the templates for various merchants The Placeable icon will display every object a player cannot pick up or wear such as a forge or an obelisk from their respective sub groups The Sounds icon lists non area specific and placeable sound files which are also categorized into sub groups The Triggers icon includes traps area transition fields and triggers for special effects that can be scripted The Waypoint icon displays placeable waypoints and in game mini map notes for the player Visual 3A VII The Main Display Navigation Toolbar e t gt lt Av sis clo The Main Display Navigation icons reorient the Main Display The red icons shift the display in latitude and longitude The blue icons change the perspective angle The magnifying glass icons adjust the level of zoom The last pair of icons adjusts the orientation of non terrain object
44. _EPIC_RUIN oTarget METAMAGIC_ANY TRUE 40 PROJECTILE PATH TYPE DEFAULT TRUE Sphinx statue 1 object OnDeath Sitting under the statue is the UD_OHQSpawnSphinxWP1 waypoint include nw_i0_ generic Script generated by Lilac Soul s NWN Script Generator v 1 6 For download info please visit http www lilacsoul revility com void main object oSpawn object oTarget object oCaster effect eEffect location lTarget oTarget GetWaypointByTag UD_OHQSpawnSphinx WP 1 ITarget GetLocation oTarget oSpawn CreateObject OBJECT_TYPE CREATURE ud_ohgstatguard0 ITarget Version 1 NWN SoU HotU 86 April 2004 NWN Toolset Scripting Examples oTarget oSpawn On sphinx statue 2 object OnDeath Sitting under the statue is the UD_OHQSpawnSphinxWP2 waypoint include nw_i0_ generic Script generated by Lilac Soul s NWN Script Generator v 1 6 For download info please visit http www lilacsoul revility com void main object oSpawn object oTarget object oCaster effect eEffect location lTarget oTarget GetWaypointByTag UD_OHQSpawnSphinx WP2 ITarget GetLocation oTarget oSpawn CreateObject OBJECT_TYPE CREATURE ud_ohgstatgua002 lTarget oTarget oSpawn On the first Manticore custom creature OnDeath slot this creature is not placed because it will appear when needed by the clan I have it sitting in my Special custom palette
45. a and add it to the copy paste clipboard You can use the options to copy and paste as well or use the Alt and C X or V key keyboard shortcuts e The Resize option will add rows or columns or even take them away if desired You can also rotate the area with the Rotate option which will bring up a separate window with several choices where direction and degree of turn can be specified Visual 3B II Menu Bar Edit Find Instance Window e The Find Instance option A can be used to find a Cro ON particular object or creature in a specific area A separate Wis Tag VC OHI Lorenti window will open allowing Cer you to set additional search conditions Under the Search For box you can select any number of object categories to limit the search In the In Area drop down menu you can select which area in your module to search One of the From Blueprint and With Tag fields can be specified an both do not have to be entered to start a search Once all the parameters are set click on the Search button at the bottom Any matches will be listed in the bottom half of the window If there is one match that object will also be highlighted in the Main Display when the Find Instance window is closed You can also clear the current search parameters by clicking on the Clear button in the center right of the window e The Module Properties and A
46. aalipall them out myself I Umam api wrlh m include an amulet called Cem Doe haste that imbues the haste spell when worn at the start point for an area Having haste while walking through areas can help expedite evaluations It is important for people to test areas with a player character rather than a DM character because of the simple reason that DM characters do not set off triggers hence the amulet to make up for the loss of the DM speed If I have tested an area and wish to send a final version of it to the rest of the development team I would not include the haste amulet As you can see in Visual 3B III in the middle of the Results section I now know that the haste amulet is not in the module because of the Unused item blueprint haste Selecting Area Statistics will open a small window that will display how much space the area uses in terms of kilobytes It will also break down this information in to Model and Texture The Tools Menu Bar Option Alt T In the Tools menu there are four Editor shortcuts available Conversation Faction Script and Journal Selecting any of these will load the respective Editor in a separate window The Options selection will open the modules detailed option window In each of the six groups of options General Area Script Editor Conversation Editor Version 1 NWN SoU HotU 18 April 2004 NWN Toolset Chapter 3
47. and Review e To make a new area launch the Module Wizard by using the top left New icon one that looks like a scroll in the main interface top toolbar or using the Ctrl N keyboard shortcut Create as many areas as desired and finish out of the wizard to display the area s In any one module it can hold a vast number of areas e Each area has a specific tileset and only one area can be modified or edited at one time Version 1 NWN SoU HotU 4 April 2004 NWN Toolset Chapter 1 Setting up Your Module Section B Considering What to Do First Visual 1B I Main User Interface it ote Pe ee ee oe i ee emer LA CET EDE F Tiia Teras aber Pn Pian maina T mPa Coan t gt lt avi aal clo P e Section B 1 The Considerations Now that the area creation wizard has finished and the window closed the main toolset user interface is forefront If the starting area chosen is the tileset rural then what is seen is much like the visual B I There are several toolbars two white columns with lists and the main display One of the first things to have to begin working on an area is an idea of an area to build or at least a sense of a theme But where to begin One way to start an area is to begin modifying the area with terrain and objects Another way to begin is to start constructing the scripts or conversations that will later be used Starting with these might seem strange but it can se
48. and bile Thyme Meah Sha the odes sekecon bai vamhl What doet tka playa ray mher Ure playa rachas bo raa thre Hoa Ho Tel oka am hungi twat dnes tr plua say when Har plara i end inhera ls haa a jokin Fe Wes apara checks opbonal Erte the Henare foe the shopkeeper s conmersalon eo optional Erte the Menane foe the benp that wallopen the stone paiba Visual 6A XV Merchant Properties Basic Tab Des CRS _OebeBslcBts Categon Pessa oo Ej Stolen Goodi EE F Har Maanum bu Paice MaxBiyPice i0000 Has Lined Goki o cm Fe W Idertily Hems Version 1 NWN SoU HotU 6l April 2004 NWN Toolset Chapter 6 Placeable Objects Note Chapter 6 continues in the next document Chapter 6 Part 2 Quick Summary and Review e There are two types of objects pre made and custom e Placeables are classified under race for creatures or type for objects in alphabetical lists in the Palette e Every Placeable has a separate Properties window that allows for customization Version 1 NWN SoU HotU 62 April 2004 NWN Toolset Chapter 6 Continued Chapter 6 Continued e Section A 5 Placeable Sounds Visual 6A XVI Standard Palette Placeable Sounds WOxXREOloOR Custom Animals Civilization Magical Nature People Weather There are several categories of sounds and you can create your own group of sounds from well over ten thousand differe
49. any comments about the creature Version 1 NWN SoU HotU 45 April 2004 NWN Toolset Chapter 5 Creatures and NPCs e Section B 2 Creature Inventory The Inventory Contents window is broken down into four different sections See Visual 4B below O The Standard Natural Equipment tabs will allow for placement of various items in their proper slots in the top left of the window When the Standard Equipment tab is selected you will see the same equipment screen as the in game player inventory To equip an item into a particular slot you must use the drag and drop method from the Palette lists on the right If the creature does not meet the requirements for the item the toolset will allow you to assign them from this screen rather than having to exit back to the Feats tab and assign them yourself Items can be double clicked in the Palette lists to appear in the Contents group below the inventory display and placed from there as well The Standard Custom Items tabs allow you to choose items from the Standard or Custom Palette You can also select the New button to launch the Items Creation Wizard The Contents group displays the inventory held by the creature that are not actually being used The last group is the Options for the creature This section allows you to assign the Dropable or Pickpocketable options for each item worn or held As I understan
50. area LL Name x2_def_ondeath Copyright c 2001 Bioware Corp NTT Death script for the sphinx statue guardian for the Outsider s clan Lilac s script generator and NWN default script used TTT Created By Keith Warner Created On June 11 03 TALL void main object oTarget Version 1 NWN SoU HotU 87 April 2004 NWN Toolset Scripting Examples object oSpawn location lTarget oTarget GetWaypointByTag UD_OHQSpawnSphinx WP 1 ITarget GetLocation oTarget oSpawn CreateObject OBJECT_TYPE PLACEABLE udohqguard001 lTarget oTarget oSpawn First Manticore OnSpawn void main object oCaster object oTarget effect eEffect now to give the guardian an edge oCaster GetObjectByTag UD_OHQBallista01 oTarget GetObjectByTag UD_OHQStatGuard001TAG AssignCommand oCaster ActionCastSpellAtObject SPELL_PREMONITION oTarget METAMAGIC_ ANY TRUE 40 PROJECTILE PATH TYPE DEFAULT TRUE DelayCommand 0 1 AssignCommand oCaster ActionCastSpellAtObject SPELL_GREATER_ STONESKIN oTarget METAMAGIC ANY TRUE 40 PROJECTILE _ PATH TYPE DEFAULT TRUE DelayCommand 0 2 AssignCommand oCaster ActionCastSpellAtObject SPELL_SHADOW_SHIELD oTarget METAMAGIC_ ANY TRUE 40 PROJECTILE_PATH_ TYPE DEFAULT TRUE safeguard for clan members the guards will return to statues after time oTarget GetObjectByTag UD_OHStatGuard001TAG DestroyObject oTarg
51. asic Tab Sound Properts e The volume can be adjusted by click and dragging the bar from 0 to 10 where 10 is the loudest at the bottom of the window e To play individual sounds highlight a chosen file and click on the Play button Version 1 NWN SoU HotU 64 April 2004 NWN Toolset Chapter 6 Continued Sound Properties Positioning Tab Visual 6A XIX The range of the sound file can be altered from the Positioning tab e The first group of options ask for either playing everywhere in the area playing in random locations in the area or from a specific spot e Depending on which is selected you can change the Cutoff distance or the distance from where the PC can hear the sounds as well as from which height e Ifyou chose the sound to be random you can contain the random range e These distances are in in game meters Visual 6A XX Sound Properties Advanced Tab Version 1 NWN SoU HotU 65 April 2004 NWN Toolset Chapter 6 Continued Sound Properties The Advanced tab allows for precise timing for when the sound is played e You can also choose to have the sound play once repeating or even seamlessly looping for certain files e If there are more than one sound files attached to the group they can be set for random or sequential order e You can also adjust the interval between each time the sound is played as wel
52. aster ActionCastSpellAtObject SPELL_SHADOW_ SHIELD oTarget METAMAGIC_ ANY TRUE 40 PROJECTILE_PATH_ TYPE DEFAULT TRUE safeguard for clan members the guards will return to statues after time oTarget GetObjectByTag UD_OHStatGuard001TAG DestroyObject oTarget 10 0 oTarget GetObjectByTag UD_OHQStatGuard002TAG eEffect EffectDamage 9990 DAMAGE TYPE MAGICAL DAMAGE POWER NORMAL Version 1 NWN SoU HotU 89 April 2004 NWN Toolset Scripting Examples DelayCommand 120 0 ApplyEffectToObject DURATION_TYPE_ INSTANT eEffect oTarget That s it Again most of this was done using the script generator by Lilac Sole So what does it look like in game Visual II I For Scripting Examples A Moment To Remember 1 Version 1 NWN SoU HotU 90 April 2004 NWN Toolset Scripting Examples Visual II II for Scripting Examples A Moment To Remember 2 wa r a a 1 a Visual II III for Scripting Examples A Moment To Remember 3 Version 1 NWN SoU HotU 91 April 2004 NWN Toolset Scripting Examples Visual II IV for Scripting Examples A Moment To Remember 4 Visual II V for Scripting Examples A Moment To Remember 5 T Version 1 NWN SoU HotU 92 April 2004 NWN Toolset Scripting Examples Script V Seven Second Visual with a Bless It is simply that walk up to the alter use the object and seven seconds later you get a bless after a nice lig
53. ault ign com modules wydraz tutorial Sources for alternate guides http nwn bioware com builders toolsetintro html NWN forum Phenotypes http nwn bioware com forums viewtopic html topic 338651 amp forum 48 Toolset tutorial on making encounters 11 meg movie http nwvault ign com Files movies data 1028578623460 shtml Hak Pack Tutorial http nwvault ign com Files movies data 1038173402360 shtml Version 1 NWN SoU HotU 105 April 2004 NWN Toolset Page of Links Used Hak Pack Examples http downloads gameplanet co nz dl dyn Files 3210 html Community Expansion Pack It s All About More http nwn bioware com players cep html CEP Expanded Info as a pdf file Adobe http nwn bioware com players cep_Major_ Features pdf CEP Movies http nwvault ign com Files movies data 1080028433040 shtml Bioware s Cashed Script Info http nwn bioware com developers Bioware_Aurora IFO Format pdf Version 1 NWN SoU HotU 106
54. b 0 ccceeeeee ees 42 Visual 5B XI Monster Properties Special Abilities Tab 43 Visual 5B XII Monster Properties Skills Tab c cece eee es 44 Visual 5B XIII Monster Properties Tab 0 ccc ceeec eee ernes 45 Visual 5B XIV Monster Properties Inventory Regular Equipment 47 Visual 5B XV Monster Properties Basic Tab Inventory Creature Eguipment sitruveasstenrezstewevducusancxwadenyeduatemadidus sate wertieesdaeuecesues 47 Visual 5B X VI Preview Window Creatures c cece eee eee 48 Chapter 6 Placeable Objects Section A Selecting and Placing Visual 6A I Standard Palette Placeable Objects ce cece 49 Visual 6A I1 Standard Palette DOOrS sec cscxtexsenetanenevkiniieneexersenains 49 Visual 6A III Door Properties Basic Tab cece ee errre 50 Visual 6A IV Door Properties Lock Tab cicscssuevecesensxaeseesavenaxsueser 51 Visual 6A V Door Properties Trap Tab serene 52 Visual 6A VI Door Properties Advanced Tab cceeeeeeneee es 53 Visual 6A VII Door Properties Area Transition Tab 0006 54 Visual 6A VIII Door Properties Loading Screen ceee seen 33 Visual 6A IX Door Properties Area Transition Tab Destination OP ONS 5 Graeiprsarveiceaeviadabreesswibeakvnestecasiasceersprakeasenueaennson 55 Visual 6A X Item Properties Window
55. bioware com builders e Secret Appearances In the properties section of objects under the Appearance Type drop down menu there are certain appearances that are not available in the standard palette One of which is the Mystic Forge and Mythallar These are two of the coolest looking placeables yet The forge is the Drow forge seen in HotU Resistance Camp and later in a place that may be considered a spoiler if mentioned There are no special properties for the Forge but I have noticed that there is a strange querk with the Mythallar that I have not been able to reproduce lately When I first found them the pulsing and glowing was not activated when placed but began after I checked off Static For creatures one that I have found is the Mephistopheles and Meph Large The first one is a small humanoid sized demon of the main villain in HotU the second one is his larger form with wings e Scripting and Objects Settings of the Object When scripting effects such as Shadow Shield onto objects remember to un check the Static box or the script will not be able to target the object Blocking PC movement with fallen timber set to destroyed e DM Character vs Player Character for Area Testing When testing out an area especially large areas create a simple amulet with one effect when worn haste and place it next to the start location It is recommended to use player characters to
56. cc ence cece eee eeeee eens enaeeneeeees 13 Section B The Menu Opuascisccccesisgecvessccaiesckvasssannspaevnsyenvranaesans 15 Chapter 4 The Wizards and Editors Section A What is a Wizard and How is it Used A 1 Walk Through of the Creature Creation Wizard 0 065 20 A 2 Placeable Creation Wizard Walk Through 00ee 23 Section B The Editors Bel The Conversation Manor 50chrceanesanekeanaved oncuiden cexpueasacaewaiies 24 B22 Whe SCrpt Edito er eei E E 26 Bed The Joumal MOMWOr sc ccnaqtnracudenercdaiadeddseteneteaeioeawnrsieesrere 27 B 4 Faction Editor see page 34 in Chapter 5 Chapter 5 Creatures and NPCs Section A Selecting and Placing A 1 Selection and Placement of Creatures e cc eceee eee eeneeenees 28 Section B Editing Bele Monster Property Tale sy csaissyaucseceesssesgccs EE TEE 30 B 2 Creare JAW CMO serricornis erku ra eE EE RETER ETE 46 B 3 Creature Inventory Natural Equipment 2 01 0 2setasesciverseiveeiactias 46 Chapter 6 Placeable Objects Section A Selecting and Placing Adi DOOS erres Satter ran e DEE ETU a NEEE RAE i EEE 49 Version 1 NWN SoU HotU i April 2004 NWN Toolset Index of Chapters and Sections A 2 BMCOUMIEIS riesili arru ea EA ide sind EENES a 56 A 3 Items and Equipment Placcables is 0 lt xcceanseseerxvieerataetansieeacsnecs 56 AA Merchants i252 cyscenaseu iin ena EEEE E 60 AS SOUNDS ax e EEEE naneqeayie
57. cription tab allows you to change the in game description of the object when a player examines it e The Comments tab is a blank window where you can add any additional notes Quick Summary and Review e There are three types of sound placeables in terms of playing location looping random and fixed e You can adjust location and even playing hour from the Properties window e Waypoints are used for targeting specific locations scripts map notes and waypoints for NPC or Monster patrol routs e Triggers can be used for area transitions traps and executing scripts e Placeable objects can be toggled between their level of interaction with the PC in game Version 1 NWN SoU HotU 70 April 2004 NWN Toolset Chapter 7 Module and Area Properties Chapter 7 Module and Area Properties This chapter will explore the properties for the entire module and the areas within that module The properties of the module and area are displayed for you in separate windows that use the tab style menu system Section A Setting Module Properties You can access the Module Properties through the Edit menu bar and selecting Module Properties A separate window will open displaying the properties on six different tabs Visual 7A I Module Properties Basic Tab ee ai 4 e The Basic tab displays the Description CurtomContent Cached Scripts Hisar Events Ahranced Name and Tag for the area You can also see wh
58. d it items marked Plot cannot be stolen I have not tested this with Plot items marked Pickpocketable to see if they can still be stolen however Each item in the Contents or Equipment groups can be edited by right clicking on the item This will open the Item Properties window which will be covered later in Chapter Section e Section B 3 Creature Inventory Natural Equipment Version 1 O The Natural Equipment tab can be used for any creature to assigning special attacks such as clawing or biting weapons and to define natural armor See Visual 4B below The only items that will be allowed in any of the three weapon slots or the armor slot are those selected from the sub categories under the Creature Items Palette list These slots are not required though NWN SoU HotU 46 April 2004 NWN Toolset Chapter 5 Creatures and NPCs Visual 5B XIV Monster Properties Inventory Regular Equipment sa Grelin eet Cosstezm war apr E queers M akaa E gamers Homiy of Brag Comat Alege v _ _ _ twos Visual 5B XV Monster Properties Basic Tab Inventory Creature Equipment T wx waji NWN SoU HotU Version 1 April 2004 NWN Toolset Chapter 5 Creatures and NPCs Visual 5B X VI Preview Window Creatures E Creature Properties By clicking on the Preview button P in the Preview toolbar above the
59. drop below zero degrees that is you cannot view any part of the underside of the tiles And lastly the two magnifying glass icons zoom the main display in or out the red or in the center of the glass change zoom level see Visual 1C IV below Using the toolbar icons to change the view of the display is tedious and slow These are also meant for fast movements and can be frustrating to use when zoomed in on multiple levels of terrain Using the mouse can be far more beneficial than the toolbar method Most versions a mouse are standardized with the mouse wheel though some older versions may not have one The mouse wheel can be used to zoom in and out of the area Another easy method of changing display perspective with the mouse is to use a combination of holding a keyboard button and right or left mouse button as the mouse is moved Again most mouse versions use two main buttons Though some have more they are not used On the end of the navigation bar there are two other icons not before mentioned These are used to change the orientation of objects and creatures that have already been placed which will be explained later in Chapter 5 Section A 1 Visual 1C II Horizontal Shift Icons gt 4 4 Visual 1C III Rotational and Angular Movement Icons gt lt AV Visual 1C IV Zoom Icons EIE Version 1 NWN SoU HotU 6 April 2004 NWN Toolset Chapter 1 Setting up Your Module e Section C 2 Using t
60. dule Section A The Area Creation Wizard Visual 1A I Reference for Step 3 tcsssesneeeeseeveerspratanwenenmesaeisseiewes 2 Visual 1A II Reference for Step 3 c ccasinaediisdenseesensusrmensesebedsawearsan 3 Visual 1A HI Reference for Step G nciviessuenecateussuucesdes vacveusynanteeeeete 3 Visual 1A IV Reference for Step 8 csccsecingieevecsieyececieereeeeieweds 4 Section B Visual 1B I Main User Interac es icconscisssuescwenrsccncsianaesvieasnesewmsuatans 5 Section C Visual 1C I Main Display Navigation Bar e cece ee eee eee ee eee en 6 Visual 101k Horizontal Shift 160m y3 s0y cersnceeeineveriecxanseeterteerteies 6 Visual 1C UI Rotational and Angular Movement Icons 6 Visual IC IV Zooi ICONS scoveccvsvaxevevcantencamneussnbunaxertessniuneaswiwand 6 Visual 1C V Reorient Camera It yc eos vieenppeeeesererapeiaaneeoeeseeees T Visual 1C VI Reference for Section C 3 jc scscscssessaseorsissnsmeovestasess 8 Visual 1C VII Reference for Section C 4 0 cece cece eee erresen 10 Visual 1C VIII Shadow Fog and Area Lighting 0068 10 Chapter 2 Names Tags and ResRefs Section A Using Names Tags and ResRefs Visual 2A I Reference for Section A Names and Tags 06 11 Visual 2A II Reference for Section A REStet c 1cscdsccsavedeaesenecaiedirs 12 Chapter 3 Icons and the Menu Section A The Icon System
61. e are four basic factions to choose from Hostile Merchant Commoner and Defender Any custom made factions for this module will also be present here These factions will determine your creature s attitudes towards the player and other creatures in game Hostile creatures will attack the player s and other non Hostile aligned creatures and represent what most humans call the evil part of the world Merchant Commoner and Defender factions are neutral or even friendly towards player characters Factions will be explained in more detail in Creature Properties which can be found in Chapter 5 Section B Step 6 This next window has one field and asks you to enter the creature s name This name will also be translated into the Blueprint ResRef which will be in all lowercase letters with no spaces but only includes the first 16 characters or numbers It is recommended to consider this field as the request for the resref if only because changing the resref later requires extra steps than changing a Name or Tag For an explanation and suggestions on naming conventions see Chapter 2 Section A 2 Version 1 NWN SoU HotU 21 April 2004 NWN Toolset Chapter 4 The Wizards and Editors Visual 4A III Reference for Section A 1 Step 7 is Step 7 Select Palette Category will ask you where to place the creature in the Custom creature palette lists To easily find your creature later I recommend putting the creature u
62. e eters Lesa J As with most any other object the properties Animation liana T dialogue box can be accessed by right ae E An nation noa 3 E clicking on any specific grid space For any terrain there is only one selection Tile Properties This opens the lighting options Srca ighi 2 for that specific grid or tile For basic tiles i only the Main Light options are available to Defaut Cancel alter e Section C 5 Toggling Area Shadow Fog and Lighting In addition to being able to reorient the angle of perspective in the main display you can adjust three other effects to better view the area in a truer light In the Preview toolbar located in the top right of the window Display Shadow Fog Use Area Lighting buttons can be toggled to display to show various aspects of the area a player will see in game see Visual 1C VHI below This toolbar can be accessed from View Toolbars and Preview from the drop down menu or by the Alt V T P keyboard shortcut The Display Shadow button will add shadows to every object and terrain Note sometimes shadows will stay in places where they do not belong such as after the terrain is moved or changed This can usually be fixed with toggling the shadows off and on again Depending how far the Main Display is zoomed away from the area toggling the Fog button may seem to drown the area with single color though the red lines of the grid should still be visible The
63. e fast to create and edit Map Notes will appear on the PC s mini map in game as a dull gold point with a text reference The color of the flag and the shape of the object can be changed in the Basic tab of the Waypoint Properties window One use for waypoints is with creatures With a creature highlighted in the area move the mouse well away from the creature and right click A single option will appear in the pop up menu Create Waypoint This will set a point for the creature to walk to You can set as many as the situation requires and the creature will walk down the path then reverse course and walk back the other way when the end is reached Another use is for a destination from a door or area transition The only difference between a Waypoint and a Map Note is that a map note is defaulted to the Waypoint Contains a Map Note box set to active The text that will appear in game should be entered in the Map Note Text field See Visual 6A XX below Version 1 NWN SoU HotU 67 April 2004 NWN Toolset Chapter 6 Continued Visual 6A X XI Waypoint Properties Map Note Difference a ny pci Propertios X Version 1 NWN SoU HotU 68 April 2004 NWN Toolset Chapter 6 Continued Section B Placeable Object Properties Window When you have created a custom object it will appear in the Custom Palette list Editing a Custom or Standard Palette object can be done by right
64. e toggled into or out of a hidden mode The pair of icons in the second group of the toolbar are general buttons that will show or hide all placeable objects Visual 3A V The Preview Toolbar 270 6G0 2 With the Preview toolbar aspects of the in game quality can be viewed with out actually testing settings with the game running Terrain and object shadows area fog and using area lighting can be toggled at any time The three green boxed icons are related to area background noises area music and placeable sound The Preview icon in the second section displays general information about any selected placeable object In the left half of the Preview window the view of the selected object can be adjusted to any angle or magnification Visual 3A VI The Palette Selection Toolbar p wOxXYEPoOL Standard Custom The Palette toolbar lists almost all available placeable objects and terrain for the toolset and allows for easy construction of custom made objects The first group of icons above the other groups allow for the placement of terrain and the player s start location The next group of icons can display all non terrain placeables The third group of buttons will change the object listings between the Standard palette of pre made objects and the palette for Custom objects build for each specific module for each object group currently selected Each list will display contents by alphabetized category Version 1 N
65. ect a ike kind of tileset to use The wizard will continue area creation after a name has been entered and you have highlighted a desired tileset Visual 1A III Reference for Step 6 Step 6 In the Area Size window the size of the Area Size area can be incremented in undefined units Piece choos a vie he the reper aa Each square of the area can hold a single square Feature from the landscape list This will be i 4 covered later in Section C The best way to i gauge the size of an area is trial and error By mn clicking on one of the four size options on the right side of the window tiny small medium with large you can see the numbers compared to F 4 how the designers view the actual size For example Tiny could be considered as a small house Small could be the lounge for a respectable inn Medium would fit nicely for most outdoor areas or even a castle courtyard and Large could be set for a small castle and surrounding area Be careful though The larger the area the more system resources it will require and the slower it will perform If this module is for submission into an online Mod it is recommended not to use Large areas Lag is a major problem with huge Version 1 NWN SoU HotU 3 April 2004 NWN Toolset Chapter 1 Setting up Your Module tilesets which can be compounded by multiple users in that same area with their actions or spells in combat Step 7 By clicking on Next in the A
66. ences 24 Visual 4B I Conversation Editor Top Half Horizontal Toolbar 25 Visual 4B III Conversation Editor Top Half Vertical Toolbar 25 Visual 4B IV Conversation Editor Conversation Data 65 25 Visual 4B V Script Editor Interac iescsviecseecetspiaysadexarssveadasvaasions 27 Chapter 5 Creatures and NPC s Section A Selecting and Placing Visual 5A I Palette WGI 4 4 a cadeanesescarerBaranosertyioarsassoraneaaneds 28 Visual 5A II Standard and Custom Palette Selection Buttons 28 Visual 5A III Creature Object Rotation Buttons cc cece 29 Section B Creature Properties Window Visual 5B I Monster Properties Talia ccgsivaicdisnvecerseseecavencvxaeetess 30 Visual 5B I Monster Properties Basic Tab Portraits 04 32 Visual 5B II Monster Properties Advanced Tab eeeeeee es 33 Visual 5B IV Faction Editor Basic Tab Full Detail Mode 34 Visual 5B V Faction Editor Advanced Tab ccceeceeee eee ee es 36 Visual 5B VI Advanced Tab Sound Seto cms saceusdaeeareniasneaenieaess 37 Visual 5B VII Monster Properties Statistics Tab cee ee 38 Visual 5B VIII Monster Properties Feats Tab cceecee eee ee es 40 Visual 5B IX Monster Properties Spells Tab lt c0 0 s0cceiseeescasecerss 41 Visual 5B X Monster Properties Classes Ta
67. entify it for use in scripts and other things This could be thought of as a social security number many people have the same name even middle and last names but that number is the unique identifier for everyone Due to the nature of tags these are usually cryptic It is good practice and suggested that tags are as cryptic as they can be to make them unique if submitting to an on line Mod Visual 2A I Reference for Section A Names and Tags Basie Lock Trap Scripte Advanced Description Commenta Nama Black Shadowetone Chair se log UD_UHUSitable har What is a resref This is another version of a tag and can usually be found at the top of the advanced tab in the object and creature properties window See Visual 2A II below One difference is that the resref pertains to the basic template drawn upon for any one thing Objects and creatures may have different names and tags but they can have the same blueprint for their creation which is identified by the resref The resref cannot Version 1 NWN SoU HotU 11 April 2004 NWN Toolset Chapter 2 Names Tags and ResRefs be changed after the initial creation of objects or creatures through the wizards and it remains grayed out from that point on This can also be thought of as a restaurant food they all have a basic foundation or substance being chicken beef etc which various spices and cooking methods are applied depending on the chef Another difference bet
68. entify the object or creature Duplicate tags can be problematic for scripts and area transitions e The resref is the initial blueprint or template of the object or creature Duplicate resrefs can be problematic for specific scripts specifically the spawning and destruction of objects and creatures see Chapter 4 and Script Examples for scripting details Version 1 NWN SoU HotU 12 April 2004 NWN Toolset Chapter 3 Icons and the Menu Chapter 3 Icons and the Menu The toolset Main Interface is composed of a system of icons used to expedite navigation and help with easy shifting between options These icons are organized and categorized into seven different toolbars By accessing the View menu and a specific toolbar from the Toolbar option they can be toggled in or out of hidden mode The default location for five of the toolbars is just above the Main Display The Palette icons are to the right of the Main Display The Main Display Navigation toolbar is just below the Main Display window All of the toolbars can be accessed through the View menu at the top of the window or by using the Alt V keyboard shortcut This chapter will also go over the details and functions of the menu options The menu bar is located right above the main toolbar which is above the Main Display Section A The Icon System This section is a brief overview of the icon toolbars and their function For easy reference each description is placed below thei
69. er Wizard section of the NWN Aurora Toolset Help Guide just after the Creature Wizard that is almost half way down the Wizards topic For the page to download the Aurora Guide from the NWN Vault visit http nwvault ign com Files other data 1038020754190 shtml You can also download an 11 meg zipped step by step movie at http nwvault ign com Files movies data 1028578623460 shtml e Section A 3 Items and Equipment Placeables The items have another Wizard to create custom equipment if desired The Standard Palette lists every item used in the single player campaign and categorizes equipment into armor and weapon types as well as several others including miscellaneous and plot items Any of these items can be selected and dropped into the module In order to set the item as a buyable product from a merchant see the next section If you desire to make a new item right click anywhere on the Custom Palette list and select New from the pop up menu e The Item Wizard will start by asking you to choose what kind of item out of several dozen you wish to create Depending on what category you choose the available properties portraits and designs will change slightly e The next step of the wizard is to ask you for a name Like areas creatures and doors it is best to interpret this as the request for the object s resref You can also choose to make this item magical by checking the box The bottom half
70. et 10 0 oTarget GetObjectByTag UD_OHQStatGuard001TAG eEffect EffectDamage 9990 DAMAGE TYPE MAGICAL DAMAGE POWER NORMAL DelayCommand 120 0 ApplyEffectToObject DURATION_TYPE_ INSTANT eEffect oTarget Second Creature OnDeath LL Name x2_def_ondeath Copyright c 2001 Bioware Corp NTA Death script for the sphinx statue guardian for the Outsider s clan Lilac s script generator Version 1 NWN SoU HotU 88 April 2004 NWN Toolset Scripting Examples and NWN default script used x NAAT Created By Keith Warner Created On June 11 03 MAA void main object oTarget object oSpawn location Target oTarget GetWaypointByTag UD_OHQSpawnSphinx WP2 ITarget GetLocation oTarget oSpawn CreateObject OBJECT_TYPE PLACEABLE udohqguard002 IlTarget oTarget oSpawn ExecuteScript nw_c2_default7 OBJECT _SELF Second Creature OnSpawn void main object oCaster object oTarget effect eEffect now to give the guardian an edge oCaster GetObjectByTag UD_OHQBallista02 oTarget GetObjectByTag UD_OHQStatGuard002TAG AssignCommand oCaster ActionCastSpellAtObject SPELL_PREMONITION oTarget METAMAGIC_ ANY TRUE 40 PROJECTILE_PATH_TYPE DEFAULT TRUE DelayCommand 0 1 AssignCommand oCaster ActionCastSpellAtObject SPELL_GREATER_ STONESKIN oTarget METAMAGIC ANY TRUE 40 PROJECTILE PATH TYPE DEFAULT TRUE DelayCommand 0 2 AssignCommand oC
71. file in the Palette Next you can enter a name and then check the Launch Properties Dialog window after the Merchant Wizard closes Once the Wizard s have closed you may notice a yellow arrow with a blue flag sitting at the under the creature a waypoint This is the actual store that applies to that creature To edit the properties or wares of the store right click on the waypoint and select Properties from the pop up menu The properties window is divided into four tabs Basic Advanced Restrictions and Comments The Basic tab allows you to adjust price rates amount of gold the store has restrictions for stolen goods and cap the maximum buying price See Visual 6A XIV below The Inventory button in the bottom left will open an inventory list so you can pick and choose which particular items are available The Advanced Tab displays the resref and allows you to use scripts on the OnOpenStore and OnStoreClose circumstances The Restrictions tab specifies particular items the merchant will only buy or will not buy from the player Version 1 NWN SoU HotU 60 April 2004 NWN Toolset Chapter 6 Placeable Objects Visual 6A XIV Store Setup Wizard Conversation Options Shore trh Wizard Conversation Ender lhe Gorrvetsalion len hoe e chophesper Wheat docs the shopluecger tay when the conversation baging ei heii hear Caer for pme yere br
72. hapter 5 Creatures and NPCs Section B Creature Properties Window e Section B 1 Monster Property Tabs Once placed into the module you can edit the properties of each creature To view the Creature Properties window right click on the desired creature in the Main Display and select Properties from the pop up menu In this window there is far more details than one window alone can display To navigate between the different categories of properties select the appropriate tabs in the top right of the window To edit the inventory of the creature click on the Inventory button below the Creature Display on the left Visual 5B I Monster Properties Tab lavectory oF Cond Basic Tab Group Profile e The First Name and Last Name fields are seen by the players in game Specifically the First Name only will appear next to portrait listings of group members The First Name and Last Name will appear when the player moves the mouse over the target or presses the Tab key e The Tag field allows you to change the Tag quickly The button at the end of the Tag field assigns a unique tag automatically j Version 1 NWN SoU HotU 30 April 2004 NWN Toolset Chapter 5 Creatures and NPCs The Race drop down menu assigns a particular race to the creature This is important to define as some weapons have greater effects against certain races Phenotype is a special field for advanced builders It appears th
73. he available sound sets see Visual 4B IIX e To help narrow the selection you can choose to display male or female voices only e Further options are available from a drop down menu to help narrow the selection e Clicking on one of the listed names will play the first in a number of sound files linked to s that voice Clicking multiple times on one voice set will continue down a list of files for OF Cancel that voice Advanced Tab Groups Perception Range and Challenge Rating e The Perception Range is the level at which the NPC or creature will be able to detect a player or other creature and respond according to faction settings The range of perception is Short Medium Long Default which can be selected from a drop down menu e In the Challenge Rating group there are three display boxes Calculated Adjustment Challenge Rating e The Calculated box shows the toolset s guess on the creatures CR Challenge Rating based on the creatures unique properties and equipment e The only box of the three that can be edited is the Adjustment which will add or decrease CR points when any are assigned by clicking the up or down arrows or by entering a value in the field e The Challenge Rating box displays the current CR adding both the Calculations and Adjustment boxes together Version 1 NWN SoU HotU 37 April 2004 NWN Toolset Chapter 5 Creatures and NPCs Visual 5B VII Monster Properties Statistics Tab
74. he Mouse for Display Orientation For vertical and horizontal shifting hold down the Ctrl key and the left mouse button to allow the movement of the mouse to shift in any direction Not only is this method much faster than the toolbar icons it also allows for more precise movements instead of quick bursts of speed Using the mouse in this way can also allow for diagonal movements For changing the angle of perspective that the blue arrows allow for hold down the Ctrl key and the right mouse button and move the mouse Again using the mouse instead of the toolbar icons allow for a variety of direction and angles faster than could be accomplished with the icons After moving and the perspective and angle of the main display it may be desired to reorient the view To do this there is an icon in the top left of the toolbar labeled Reorient Camera see Visual 1C V below To find an explanation of an icon the best method is to hold the mouse button over that icon for a second or two and then a yellow balloon text box will appear This icon is the seventh from the left and looks like an eye over a green trapezoid This icon is one of two icons on the Display toolbar which can be turned on or off by selecting Display from the View and Toolbar dropdown menu The keyboard shortcut is Alt V T D The display toolbar is one of five toolbars automatically shown as one toolbar upon creation of a new module Visual 1C V Reor
75. he player in any mood or level of hostility one method to change creature player relations is to edit faction which will be covered on page 34 To place anything from the Standard Palette into the area simply left click on the name As with terrain features back in chapter 1 the mouse icon becomes a transparent version of the object selected for most Palettes The default stance for any creature placed is a flat footed or the at rest pose In the properties window for creatures the creature animation continues until the window is closed Once placed the creature animation does not continue The creature or object can be rotated to face any direction by using the clockwise and counterclockwise buttons located on the Main Display Navigation toolbar see Visual 4A III below Visual 5A II Creature Object Rotation Buttons clol Quick Summary and Review e The Palette consists of two types of objects Standard and Custom e The Standard Palette lists all placeables previously used in the NWN game e The Custom Palette lists all placeables you have created for the module e The ten different Palette categories from terrain to waypoints can be viewed by choosing their respective icons e You can Import and Export any placeables and scripts labeled by the toolset as a Resource for the module in between various other modules Version 1 NWN SoU HotU 29 April 2004 NWN Toolset C
76. ht show Setup Place a dragon Place an object at the alter you want the PC to use in order to activate the script I used a magic spark visual Create 11 shafts of light but don t place them though just leave them in the custom palette The really annoying part was placing the waypoints for visual targets see the visual below Visual II I For Scripting Examples Dragon Bless Setup gt D WOALaQogee Sunda Cute Borel Paris E Mps Perrin E hga Progectle Trap Ginger Secret b ri Traces D dacatigonar L F ara 2 Traa S Wip i Feoi Ghat of ighis Shoat of Lights Shak of Light Ghat of ighid Shot of Laghhe Shas of Light Ghat of Lighig Ghat of Laghth That of Laghi Thak of Light Tha of Laghith Tags Dragon dez_mts_BernigGod Magic spark dez_mts_alter Shafts of Light dez_mts_shaftoflighta e The shafts are lettered a k Shafts of Light ResRef shaftoflight1 e The resrefs are shaftoflight1 shaftoflight002 shaftoflight011 The resrefs are important because of the way the script calls the objects by resref They are destroyed by tag Waypoints Lightning targets dez_mts_callitl1 dez_mts_callit32 Shaft of Light targets dez_mts_viseffectA dez mts viseffectK Version 1 NWN SoU HotU 93 April 2004 NWN Toolset Scripting Examples On the usable placeable at the alter magic spark OnUsed With the help of Lilac Soul s NWN Script Generator v 1 3 For download info please visit http www lilacsou
77. ich area the player Name Hesacepserters of thee Chasis Hj will start in at the Start Area Tag MODULE field Coordinates along the X Y Stat Ages prdexcateadethoye and Z axis are given to pinpoint the starting location for the player Stating a1 i nope gt e The Custom Content tab is used aie to display information about Hak Fie E Packs being used For more information on Hak Packs visit http nwvault ign com Files movi es data 1038173402360 shtml e You can visit this link for an example of what Hak Packs can be used for http downloads gameplanet co nz dl dyn Files 3210 html e The Events tab lists a large number of situations and circumstances you can add custom scripts to Visual 7A II Module Properties Advanced Tab Version NWN SoU HotU 71 April 2004 NWN Toolset Chapter 7 Module and Area Properties The Advanced tab allows you to set detailed values on several aspects of the module including dawn and dusk time and the starting time hours to years for your module You can also adjust the experience scale and choose a starting movie from the drop down menu possibly your own The Cashed Scripts tab allows you to build a list scripts that are frequently used in your module For more information about Bioware s cached scripts visit http nwn bioware com developers Biow are_ Aurora IFO Format pdf Version 1 NWN S
78. id answer some questions but I still wanted an easy reference My intentions to constructing this manual are to provide beginner and moderate level builders with another resource to draw upon This is by no means a replacement or substitute for any current Neverwinter Toolset guides or tutorials of which I have only seen two This work is simply another version of help for any builder who wishes it Constructing a world from the toolset and seeing it in use on a net Mod is very satisfying I have heard a few complaints about the lack of reference material readily available and easy to find With this and the other works I will be referencing and mentioning I hope any level builder can learn to build more effectively and with fewer questions Building in the toolset should be fun and I hope this work will help ease the toolset use to this end What is covered in this manual will be some basic methods of module construction Every topic will be discussed and in some cases the reader will be referred to another guide for further details via web address for areas I have not worked with yet e Requirements Apart from the system requirements to run the toolset this guide is gauged for beginners with an interest in building No other requirements other than some interest in the toolset are even recommended For scripting however NWN uses a variation of the C language so having experience in the C or C language is recommended in that area
79. ient Camera Icon a e Section C 3 How to Place and Orient Terrain Within each type of terrain for an area Rural Sewers etc there are specific features and groups of features assigned To view the available possibilities for the terrain the Paint Terrain icon in the top right of the interface should be selected which the default settings will do automatically when starting a new module A list of three headings can be seen to the right of the main display in a white column The three categories of terrain are Features Groups and Terrain In each category you can click on one of the desired terrains and place it in the module The size of these terrain features or groups is measured as the red lines of the grid in the main display The grid can be turned on or off in the Environment section of the menu bar by selecting the Display Grid option or with the shortcut Alt N D Ifa terrain feature is chosen but then unwanted pressing the Esc key will revert the mouse to normal appearance The Features has an alphabetical list of single square terrain options Clicking on one of them will change the mouse icon of an arrow into a transparent version of the feature selected This can be undone by pressing the Esc button The mouse icon will remain as the selected feature until placed in the module in a grid section that has not yet been assigned a feature and meets the features p
80. in between separate areas See Visual 6A VII below The default setting is a random choice from the respective tileset Once the Use default loading screen for Area has been unchecked you are able to select from several different versions from any tileset in the game with the Filters option group drop down menu Visual 6A VII Door Properties Area Transition Tab Door Properties Dep n Trap Aiba Thardition UC _ OHI Headers oGreatt al i Hens E Broo C Wapo i E Setup Anes Tranio Version 1 NWN SoU HotU 54 April 2004 NWN Toolset Chapter 6 Placeable Objects Visual 6A VUI Door Properties Loading Screen x Fiii P Tis Urdaidad h Urea J rocktee ark PP Use chobnalt karira stian for Aisi Diesderde Visual 6A IX Door Properties Area Transition Tab Destination Options zigi xj Diaa Train Tiggait Dait mdyo ri Tage iraa Lange Area Loaner famen Teng z lagg Type Conme upe fe Dai fe Bith Wise C Tips Gument to Tage ae gt Target to Curent dekas Deore Fortress T ergel py Version NWN SoU HotU 55 April 2004 NWN Toolset Chapter 6 Placeable Objects Section A 2 Encounters Unfortunately this is one area I have no experience in Both Mods I have worked for have delegated the creature and encounter tasks to other builders while the area builders could concentrate on the areas alone However for a tutorial in encounter construction see the Encount
81. ion will show or hide the red grid lines of an area Displaying the shadows of an area can give you another perspective on the area The area fog exists in game regardless if any is desired or not This fog will be visible in the toolset and will appear in game as a the players visual threshold With the current Hordes of the Underdark expansion pack this zoom feature is automatic In previous versions of NWN a command would be required in the console To view the area with the lighting that will be used in game toggle the Use Area Lighting option In the NWN game when a player passes certain terrain features part of those features will disappear This is fading of the geometry is a necessity for the third person perspective used in game This feature can also be used in the toolset by toggling the Fade Geometry option In this option there are three choices Always Object Move Only and Never By toggling any of the three sound buttons they will begin or end their specific track and kind of music or sounds Ambient sounds can be considered background noise For cities the ambient sounds could include conversations distant cries bells etc The background music is the themed music for the time or specific tileset Activating placed sounds will play the sound files placed within the area but the toolset perspective must be close enough to the effective range of the sound file which is explained in detail in Chap
82. is Ca E Uw Linnitstinc Macis T pra m Use Lr Specie Abrar Waa Eie AG Tiki Ekara Eul Fra Ha Sone Min FM Moto Spe Update Insiancer The Description tab allows you to enter what the player will see in game for both when the item is unidentified as well as when it is identified This window also gives you a summary and description of the type of weapon A summary of the applied effects is below the Unidentified and Identified columns The Comments tab is another blank window to enter any comments you desire The Appearance tab allows you to fully customize the look of your item Using the drop down menus for every category of appearance of the item you can scroll through the large number of available sets Armor is the most customizable item in the toolset See Visual 7A XII below You can select between male and female templates to model the armor Along with changing the shape and type of your armor you can also adjust the color to the three types of material This option can be accessed by clicking on the Color button in the top right of the window For each material you can select between two more categorizations See Visual 7A XIII below Version 1 NWN SoU HotU 58 April 2004 NWN Toolset Chapter 6 Placeable Objects Visual 6A XII Item Properties Appearance Gene Appaaance Propedies Gescription Comments Meck fon Baraza Cisi Appesance Paki O37 Coke FigtStou
83. is may require hak packs but can be rewarding The Bioware forums can be more helpful on this subject in implementation and uses One such thread can be viewed at http nwn bioware com forums viewtopic html topic 338651 amp forum 48 The Gender field assigns Male Female Both Other and None The Description of the Creature is the text that will appear in a separate in game window when the creature is examined The field is only one row wide To edit the description in a larger window click on the box at the end of the field A Challenge Rating describes the overall power of the creature in relation to the player taking into account statistics spells feats and equipment Or in other words it is a gauge of strength or power required to defeat the creature Basic Tab Group Portraits Clicking once on the current portrait will open another window for even more options and easy navigation for selecting a specific portrait see Visual 4B V below Clicking on the box next to the grayed out field with the name of the portrait will Basic Tab Group Conversation This drop down menu allows you to select a specific conversation from a list of pre written files This list includes every conversation used in NWN To find a list of conversations created by a user of the toolset click on the button To enter the conversation editor click on the Edit Version 1 NWN SoU HotU 31 April 2004 NW
84. ith the drop down menus The Properties tab has two columns you can edit Available Properties and Assigned Properties and a button in the bottom right corner for additional options labeled Edit Property You can also assign this weapon Undroppable and Identified properties The assignment column for properties lists all available magical enchantments for the item although some properties only apply to certain types of items To assign a property to the item double click the effect In the Visual Effect properties the effect displayed on the weapon takes alphabetic priority which means that if Acid and Sonic were applied only the Acid property would be visible The visual effects do not stack See Visual 6A XI below For each of the many types of items different properties conditions and uses apply However they all still have the same tabs in the Item Properties window though they may have a different setup Version 1 NWN SoU HotU 57 April 2004 NWN Toolset Chapter 6 Placeable Objects Visual 6A XI Item Properties Properties Tab Rem Properties Geral Appeaance Propetist Cescription Comments Available Properties Agnigned Properties lagares Varga Aah Morsa 10 a Sang Thee Birar Frcersend Airas 1 3 aa evng Threw Garant Sprake Eser Ska Bonus Soe Menitance T Dral Manhs Wines i Hech Liacizzal Tas mie Wiis iie Ewi a Uie Litar Abpreond Grig Ue Ur
85. kse rs Lett Shcuddes OE Aight ery ina Lali Bien m3 Ficttfoeam ict Letom ol a uE hka Thighe mi Shira ms Fee o Robe om Visual 6A XIII Item Properties Appearance Color Select Character Colors Version 1 NWN SoU HotU 59 April 2004 NWN Toolset Chapter 6 Placeable Objects Section A 4 Merchants Merchants are easily stated by right clicking on any creature and selecting Setup Sore from the pop up menu When the Store Setup Wizard launches it will start with the opening conversation of the merchant See Visual 6A XII below You can set the question of the merchant and the acceptance or refusal choices of the PC for the in game dialogue window By checking the Use Appraise Checks box the merchant will respond to the players Appraise skill and adjust prices accordingly If you want to use other scripts for the opening of the store or the conversation you can specify those in the two fields at the bottom of the window Next you can choose what kind of store this merchant will be or rather what goods he she it will sell Creating a custom store requires you to switch to the Custom Palette and right click on any listed option selecting New from the pop up menu This will launch the Merchant Wizard Otherwise the Store Setup Wizard will finish upon selection of a store type In the Merchant Wizard the first window asks you to assign a location for the
86. l Tab sy cic ccoessevenssevvestziows scene 173 Visual 7B II Area Properties Environment Options 0 065 74 Visual 7B III Area Properties Audio Tab ceeceeeeeeeeeeeees 75 Visual 7B IV Area Properties Advanced Tab cceeeeeeeeen eee 76 Scripting Examples Script I Visual I I for Scripting Examples Object Shadow Shield Sitting in the Menat a E l ccissriesieanemnianvetgakeorsnusis A E 82 Script I Visual II I for Scripting Examples A Moment To Remember 1 90 Visual II II for Scripting Examples A Moment To Remember 2 91 Visual II III for Scripting Examples A Moment To Remember 3 91 Visual II IV for Scripting Examples A Moment To Remember 4 92 Visual II V for Scripting Examples A Moment To Remember 5 92 Script Il Visual III I For Scripting Examples Dragon Bless Setup 93 Version 1 NWN SoU HotU v April 2004 NWN Toolset Overview and Objectives Overview and Objectives This user guide and manual to Neverwinter Toolset is designed by a builder for other builders I was a builder for about one year on the Kamgarat project and I now work on the Pentex project Though my time in the toolset itself is limited I have spent considerable hours on many large modules As I searched for resources to use and people to answer questions I found very little on the subject and so I taught myself most of what I know What I have found d
87. l as set a variation in seconds e For each iteration of the looping sounds you can adjust volume and pitch variations in octaves by sliding the appropriate bars at the bottom of the window e Section A 6 Triggers The Triggers placeables are grouped into Area Transitions Generic Triggers Secret Objects and Traps A trigger is an area that will fire off scripts or effects when the PC walks in to or out of that area There are no objects that represent the triggers category for placeables Instead the mouse icon becomes a white brush object By outlining an area double clicking when finished the area seals itself and becomes tangible Area Transitions are seen in the toolset as blue outlines of an area In game they are seen as a sheet of blue when the player s mouse moves over the area These triggers will Version NWN SoU HotU 66 April 2004 NWN Toolset Chapter 6 Continued move the PC from one location to another much like doors The Properties window is divided into five tabs including the Basic Area Transition Scripts Advanced and Comments tabs e The Basic tab displays the name and tag allowing you to select the type of trigger from a drop down menu e The Area Transition is a duplication of the Doors Property Area Transition tab with the most of the same limitations and guidelines as for doors See Visual 6A IX and the Door Properties details of Section
88. l revility com this code is made possible This is simply a long visual effect for the PC when activating the shaft of light at the Bernig Shrine Interior What happens is the dragon demi god uses incinerary cloud casting effect fake spell at the same time the PC is dominated instantly Shafts of lights form in the room in the shape of a circle from the god to the PC using waypoints They are despawned using delaycommand in a way that looks like a countdown When the last is gone there are three layers of lightning bolts that strike edge of room near PC and on the alter using waypoints again Then I used the fireball effect when the bolts are nearest the PC I think its a cool implosion explosion effect Now the PC is blessed with str dex and con 3 ac 4 attack 5 spell res 15 move reate 10 and ultra vision This is a once per PC perma bless lost by dispel sleep and death The reasoning behind this is if a Demi god blesses you its goin to stay with you for a while So yeah here you are and enjoy af void main this is the check for one time PC use object oPC GetLastUsedBy if GetIsPC oPC return int DoOnce GetLocalInt oPC GetTag OBJECT_SELF if DoOnce TRUE return SetLocalInt oPC GetTag OBJECT_ SELF TRUE this starts off with the demigod casting a vis effect to kick off the effects sequence if GetIsPC oPC return object oCaster Version 1 NWN SoU HotU 94 April 2004
89. lacement requirements For example the first feature in the Rural tileset is an Anthill This anthill cannot be placed in water in a stream in between a fence or on a building and other such places and leave the terrain as it was Placing an anthill in water will force the terrain into making the proper Version 1 NWN SoU HotU 7 April 2004 NWN Toolset Chapter 1 Setting up Your Module requirements for its placement Once a suitable location has been found it can be set into that location by left clicking The Groups section alphabetically lists features that are larger than one square The dimensions of the specific group are expressed as width by length Example Barracks 1x2 The Terrain section contains basic terrain for the tileset The difference between these and the Features section is their relation to the area Once selected a green box instead of the actual object replaces the mouse icon These green boxes will only fit over the four corners of the grid or in between the grid spaces One special feature in this section is the Raise Lower option This raises or lowers the terrain to another level To raise ground simply left click were desired when the option is selected select the option by clicking on Raise Lower from the list Multiple levels can be added this way To lower ground right click in the desired area Note that the terrain cannot be lowered beyond the initial ground level
90. n t want the rabid guardians defaulted to spawn somewhere in this situation Create an object for the trigger identify FoF friend or foe for the clan there by triggering counter measures or not Tags Trigger UD_OHQFireingRange1 Statue 1 UD_OHQ_ SphinxGuard01 Statue 2 UD_OHQ SphinxGuard02 Manticore 1 UD_OHQStatGuard001TAG Manticore 2 UD_OHQStatGuard002TAG Safeguard Object UD_OHQOblivianFragmentTAG Version 1 NWN SoU HotU 83 April 2004 NWN Toolset Scripting Examples Here is the full scripting with what goes where three different script location types On the trigger OnEnter Script help from Lilac Soul s NWN Script Generator v 1 6 For download info please visit http www lilacsoul revility com E A k ak ak ak ak ak ak ak ak ak ak 2 ak ak ak ak ak ak ak ak ak k ak ake ak ak ak ak ak ak 3k ak ak k ake 3k ak ak ak ak ak 3k 2k ak 2 ake fe ak ak ak ak ak fe 2k ak 2 ake fe 3k 3k ak ak 2k gt K K The purpose of this script is to kill intruders who dont have the Oblivian Fragment This is after all a headquarters for a clan DEEE EEEE EEEE EEE E EE E EEE E EE E E EE E EE E EEE E EE E E E E E E E E EE E E E CR ICI 2 7K include nw 10 _ generic void main object oCaster object oTarget object oPC GetEnteringObject effect eEffect int nInt if GetIsPC oPC return if GetItemPossessedBy oPC UD _OHQOblivianFragmentTAG OBJECT INVALID return free the guardians from their
91. nd Interface Panels Version 1 NWN SoU HotU 27 April 2004 NWN Toolset Chapter 5 Creatures and NPCs Chapter 5 Creatures and NPCs Section A Selecting and Placing This chapter will cover creatures in detail going over creation and editing with the property tabs Each tab will also be explained in detail with visual references e Section A 1 Selection and Placement of Creatures Visual 5A I Palette Menu P WEXREAeOE Standard Custam E Monsters w MPCs Tutorial After selecting the red icon on the Palettes menu W two headings appear under the Standard option Monsters and NPCs see Visual 4A I above Clicking on the Monsters heading will show 13 other alphabetized sub categories of creatures to choose from Aberrations Animals Constructs Dragons Elementals Giant Humanoid Insects Magical Beasts Miscellaneous Planar Shapechangers and Undead Clicking on any of these sub categories will show the names of all creatures in that category available for placement For one or two hidden appearances see the Hits and Tips section under Secret Appearances or see Chapter 4 Section A Step 4 of the creation wizard for objects Visual 5A II Standard and Custom Palette Selection Buttons Stardad Custom Standard Palette This is a list of pre made material provided by the toolset all of which have been used in the game at some point Right clicking anywhere on the names
92. nder any of the Special categories However for online submission it is best to ask the development team if ta net m they have any preferences If every builder stuck their custom creatures in the Custom slots DM s might have trouble selecting creatures for specific in game things if the only reference for the creature was the name Step 8 This window displays a general review and summary of the creature including challenge rating and scripts used Step 9 The Wizard is now complete and the creature will be created in the Palette when you click on Finish You also have an option to check the box Launch Creature Properties on exit of the wizard This will open the detailed properties for your creature in a separate window For an explanation of the Creature Properties window see Chapter 5 Section B Version 1 NWN SoU HotU 22 April 2004 NWN Toolset Chapter 4 The Wizards and Editors e Section A 2 Placeable Creation Wizard Walk Through Visual 4A IV Reference for Section A 2 Step 1 Pincenbie Wizard F z Step 1 The first screen in the new S window of the Wizard will ask you to select a category to set your object under when it is created This will be true for all Creation Wizards and will be the first step of most of them Step 2 Next you will be asked to name the placeable As with the E Miccelanacurl 2 i bd Creature Wizard previous it is
93. ndon pes reed gex ridon i ine Letter Count 17 ine Word Counts 4 Pla word Count i ily Wed Conant OFA Speke Tap Tred Apgmat When Actions Taken Citer Actions Comeerte c4 Test idee iiz eagen x Etja That ga riaa cre One of the quickest ways to start using the Conversation Editor is to right click on any existing conversation and select Edit or right click on the Conversation group of the Module Content Interface Panel and selecting New from the pop up menu to start a new file The Module Contents section is located on the left side of the Main Display If it is hidden you can unhide it from the View menu bar by selecting Interface Panels and Module Contents This list contains all objects creatures conversation and scripts for the currently selected area Once in the Conversation Editor with a previously written conversation the screen may look much like Visual 4B I above There are three main sections to the editor The top half consists of three toolbars and a display of the conversation tree The Version 1 NWN SoU HotU 24 April 2004 NWN Toolset Chapter 4 The Wizards and Editors bottom half has two sides On the right are the Text and Speaker details The left side has extra options that can be chosen from several tabs e Top Half of the Editor The top right horizontal toolbar has two groups to it The left half holds the New
94. nt when you select an object the mouse icon will become a transparent image of the object you selected It will not be placed into the module until you click a desired location Depending on the location chosen the object might fall or rise to an acceptable or valid location This can be manually changed by editing the placeable s location on the Z axis which will be covered later this chapter in Section B e Section A 1 Doors Visual 6A II Standard Palette Doors WieaxsaeVover Standard Custom H Tilese Universal E Metal H Stone E Wood Specific zal Version 1 NWN doors are constructed out of wood stone or metal The differences between them are subtle because of being able to edit the properties to whatever is desired If certain options are selected each type of door leaves a different craftable material after destroyed except for stone doors For most online Mods this does not apply because they do not use trade skill systems In each category of door there are several variations or level of visual quality you can choose from NWN SoU HotU 49 April 2004 NWN Toolset Chapter 6 Placeable Objects A door requires a doorway in order to be placed into the area When a door is selected from the Palette the transparent image of the door will begin to spin in place This means that the toolset does not yet detect any place for the door to fit Clicking anyway will sim
95. nt wav files archived into separate groups To place a sound highlight one from any group and place it in the module Once again your mouse icon becomes the object you highlight Drop it where desired There are three different types of sound files All three representations of the sound file in the area have a black note hovering over another object That object will tell you its positioning The red ring indicates a sound file that plays everywhere in the area The white dice on edge means that the sound will play from random locations in the area The red arrow pointing down will play the sounds from that specific spot See Visual 6A below Visual 6A XVII Placeable Sound Appearance Types Version 1 NWN SoU HotU 63 April 2004 NWN Toolset Chapter 6 Continued In the properties window of a sound file There are three tabs to help customize the file e The Basic tab simply lists the sounds and allows you to adjust the name tag add comments play the individual sounds and even adjust the volume See Visual 6A XVII below e The Positioning tab adjusts the specific location and range of the sound See Visual 6A XVIII below e The Advanced tab can adjust several aspects of when and how the sound will play including specific hours of the day or night playing once or repeating intervals and variations in pitch and volume for each interval See Visual 6A XIX below Visual 6A XVIII Sound Properties B
96. oU HotU 72 April 2004 NWN Toolset Chapter 7 Module and Area Properties Section B Area Properties Editing the Area Properties window for each individual area is a good way to add a unique feel to your module The window can be accessed from the Area Properties option in the Edit menu bar Note that the properties set will only affect the current area selected Visual 7B I Area Properties Visual Tab e The Basic tab displays the area Name tile set and dimensions Only the name can be changed e The Visual tab lists all available types of weather and lighting for the area You can also create a custom environment by clicking on the Customize Environment button at the bottom of the window See Visual 7B II below Version 1 NWN SoU HotU 73 April 2004 NWN Toolset Chapter 7 Module and Area Properties Visual 7B II Area Properties Environment Options hii a Each field of the ilar ales ae lacs Environment window affects a certain aspect of your customized weather Clicking on any colored box will open the color wheel for assignment of custom colors The Sky Box field is used to set the type of sky seen in game Version 1 NWN SoU HotU 74 April 2004 NWN Toolset Chapter 7 Module and Area Properties Visual 7B III Area Properties Audio Tab The Audio tab assigns Ambient Environmental Effects background music and combat music
97. ods choosing appropriate names and making sure they are unique is required for expediency and in some cases acceptability One thing to realize for online submissions is that for a similar object several people can use the same tag or resref This will cause strange problems and can hinder scripts and area transitions Section A Using Names Tags and ResRefs e Section A 1 Knowing What is What As with the creation of anything there are details Regarding the Neverwinter Nights Toolset a critical aspect is the naming of areas objects scripts and conversations to identify and separate their function They must be given a name to identify them not only to you but to the system as well What is in a name In terms of the NWN Toolset a name identifies and categorizes for you See Visual 2A I below The name is what a user will usually see in both the toolset and in game The actual names can be anything desired additional limitations may apply by designation of a Mod s Map Master Senior Builder Admins etc always best to ask before hand if questions arise There are few if any toolset restrictions for what can be used for a name What is a tag Tags can usually be found under the basic tab in the properties window for objects and creatures just below the field for entering the name See Visual 2A I below This is a hidden name for objects and creatures that will not be seen by the players but it is used by the toolset to id
98. ome or small player to disarm a giant The Plot selection will render any attempt to harm the creature utterly ineffective No Permanent Death Being Immortal grants the creature safety from dying No matter how much damage the player does to it the creature will live on When choosing if the creature should leave a lootable corpse you can set Corpse Decay Time in units of seconds as well as choose which Treasure Model from many out of a drop down menu Version 1 NWN SoU HotU 33 April 2004 NWN Toolset Chapter 5 Creatures and NPCs Advanced Tab Group Faction A faction is an affiliation that has specific relations to other factions Every creature has a faction The drop down menu has a small list of the current available factions If desired a new faction can be created and tailored to complicated relations To begin the creation of a new faction or to view the details on existing factions click on the Edit Factions button This will open a new window see Visual 4B VII below Advanced Tab continues after Factions are explained below Visual 4B VIII Visual 5B IV Faction Editor Basic Tab Full Detail Mode Fox lien Filio Tonie Gi redra toweri Merchant Creature Properties Advanced Tab The Faction Editor Full Detail Mode Basic Tab To engage the Full Detail mode of the faction editor check the Full Detail box located in the bottom right of the window Click on one of the factions li
99. ply abort the placement Once a valid doorway has been found the door will stop spinning and also appear in the doorway that is within a close range The accepted range that a doorway will recognize your selected door appears to be within a radius of about twenty in game feet from the doorway With the transparent door not spinning click to place the door in the doorway The blue arrow at the bottom of the door is the direction the door will swing when opened If you desire the door to swing in another direction delete the door and place the door in the same way but on the opposite side Right clicking on a door will offer seven options from a pop up menu e The Add to Palette option will copy the same door in a new slot you can specify The Conversation and Setup Store options do not apply to doors Initial State can set the condition of the door when the area is loaded Delete deletes the door Variables opens the separate Variables window that is related to scripting Properties will open another window with tabs for the various options Visual 6A III Door Properties Basic Tab Boor Properties beck Tap Armas Traction Name Tieas eved Croc Ej Tag fuo_onat mete sia The Basic tab allows you to change the Name Tag Appearance and statistical aspects of the door The Hardness of the door is the number of physical damage it will absorb before any actual damage is applied to
100. r specific toolbars In the toolset the names for specific icons can be found when the mouse curser is placed over the desired icon for a few seconds The name will appear in a yellow balloon Visual 3A I The File Toolbar S e The File icons are for creating new modules opening existing modules and saving current work The second section to this toolbar allows you to undo the most recent change and redoing it again if desired Visual 3A II The Display Toolbar z z The Display toolbar is useful for reorienting the perspective in the Main Display The first button sets the view just over the Start Location The other button reorients the camera to the center of the area in a top down view Visual 3A III The Selection Mode Toolbar gt lt gt Version 1 NWN SoU HotU 13 April 2004 NWN Toolset Chapter 3 Icons and the Menu Each of the icons in the Selection Mode toolbar changes what can be selected with the mouse or keyboard Selecting Select Terrain the terrain can be selected and edited with out having to select around placeable objects With the Select Objects button the terrain is ignored while all placeable objects and triggers can be selected Visual 3A IV The Object Filters Toolbar wie x S alololol l le e Another helpful feature of the NWN toolset is the Object Filter toolbar By clicking on any of the buttons in the first group of the toolbar any objects under that category will b
101. rea Properties open separate windows with various options to edit The module and area properties options will be covered in detail in Chapter 7 Fissegbdes UD OHJ Lere Hak al ihelun Ponsse The View Menu Bar Option Alt V e The Selection Mode option allows you to change between effecting terrain or objects in the Main Display Version 1 NWN SoU HotU 16 April 2004 NWN Toolset Chapter 3 Icons and the Menu The Toolbars option will hide or unhide any of the five main toolbars that are located just above the Main Display Selecting any of the Interface Panels options will hide or unhide a specific section of the toolset interface The Object Filters options will hide or unhide all objects related to the specific group chosen See Visual 3A IV above in Section A of this chapter for the toolbar icons that will do the same thing With the Full Screen option you can fill the Main Display to your entire monitor and back again with the F11 key The Preview window is a superimposed dialogue box that will give basic information about a creature or object highlighted The Environment Menu Bar Option Alt N Refresh option will reset the current visual aspects of the area to include the current setup While changing the geometry of an area shadows might not apply to certain areas Refreshing the area will allow the toolset to verify and adjust such things Toggling the Grid opt
102. rea Size window an area is finally created The new Finish window contains two options Open Area in Area Viewer will place the area you just created into the Create Areas list which can be seen by clicking on Finish Launching Area Properties will open a new window that will allow modification of the area in detail This will be covered in detail in chapter Leaving the first box unchecked and the second box checked click on Finish to finalize the area Visual 1A IV Reference for Step 8 Cc j Step 8 Now the area window is back The area created from the previous steps is now listed in Croato Areas the white box labeled Current areas To make Sac ceed ining senor RAAR DMA Esta more areas using this method click on the Area Trove sing CHAME mow Dees lee oy ecceetng Wizard button Step 4 and continue as desired es Otherwise the wizard is done Click on the Next button to finish The next window simply says the area is complete If desired you can Guneri arwat click on Back and return to previous steps or even cancel the whole thing By clicking on Finish the wizard will close and will bring up the main interface for the toolset The area previously created with the wizard will be activated in the main window The default view for the interface is looking straight down on the area In the next chapter the interface will be explained in detail Quick Summary
103. rve to simplify or remind or narrow the vast possibilities in the toolset Conversations will be explained later in detail in Chapter 4 Section B 1 and scripts in Chapter 4 See Script Examples for more help on scripts and Page of Links for additional references One crucial aspect of the toolset is changing the perspective of the main display of the area to promote easy placement of terrain and object as well as judging what will be best for the area Section C will go over this in detail Version 1 NWN SoU HotU 5 April 2004 NWN Toolset Chapter 1 Setting up Your Module Section C The User Interface e Section C 1 Changing the Perspective on the Main Display of the Area Visual 1C I Main Display Navigation Bar 4 4 gt lt AW Bel Clo Though the default view of the main display is not very helpful for editing the angle and vantage point can be easily changed To change the point of view of the main display of the area use the buttons on the toolbar located at the bottom of the main display The red arrow buttons are for vertical and horizontal shifting see Visual 1C II below The blue arrowheads with red lines through the center are for angular movements the right arrow moves the display counterclockwise and the left arrow moves clockwise The blue arrows pointing up and down angle the view of the area ninety degrees in either direction from top view to side view of the area see Visual 1C IH below The view will not
104. s by clockwise and counterclockwise movements However for more precise and more efficient methods of orientation in the Main Display please see chapter 1 section C 1 Section B The Menu Options Visual 3B I The Menu Bar File Edit View Environment Build Tools Wizards Help The menu bar is a list of options using text and is located above the main toolbar There are eight options to choose from to help modify your module and access certain features Some of the options have an icon shot cut in any one of the toolbars which is displayed next to the option The File Menu Bar Option Alt F e The File options let you create new modules open others or close the current one e The next group of options lets you save your work under the current save file used or to create a new file to save to with the Save As option e A way to transfer pre made material to and from your module is to use the Import and Export options Version 1 NWN SoU HotU 15 April 2004 NWN Toolset Chapter 3 Icons and the Menu e The toolset will also list the four most recent modules and allow you to switch to them as a shortcut e The last option is Exit which will prompt you to save any new work and close the program The Edit Menu Bar Option Alt E e The pair of choices in the first group allow you to undo or redo edits e As with most any interface you can use the options to delete something from the are
105. sPC oPC return object oTarget oTarget OBJECT_SELF DelayCommand 3 5 AssignCommand oTarget ActionCloseDoor oTarget e Script IV A more complex script Trap for Unwelcome Guests This script took a good while to perfect but it works beautifully It was designed to damage attack intruders in the clan hall reliant upon an object what would prevent the script from firing What happens after you enter a door a floor area triggers that casts a pair of fireballs from two ballista pointed right at you the fireball is for show the damage is coded Leaving the trigger will summon two castings of Greater Ruin The trigger has a wacky design to it making it hard for anyone to avoid much damage Then two near by sphinx statues explode spawning a pair of enchanted and quite powerful manticores The creatures are hostile but will be despawned after a time to allow the members to walk around in the area When the manticores die despawn or death another statue appears where it was before ready to be triggered yet again It will despawn after 120 seconds that can be modified in the last line or so of the OnSpawn script for the creature Setup Draw an area trigger ina room Place 2 statues Place 2 waypoints under the statues and have the arrow pointed in the opposite direction for respawning of the statues in the same direction bioware bug Create two beasts in the creature custom palette but do not place them in the area You do
106. sted in the white box on the right side of the window Note that the faction PC cannot be selected as it is for comparison only The Faction Editor shows a bar graph displaying the PC s relation to each faction and again with the highlighted faction in relation to the other factions The Y axis gauges the relation towards friendly or hostile by numbers 0 to 100 100 being friendly The X axis lists each faction by name In the Visual 4B VII above the faction highlighted is the Commoners For each faction other than the PC two vertical bars will appear The first bar shows the relation of the chosen faction to the faction of the particular column The second Version 1 NWN SoU HotU 34 April 2004 NWN Toolset Chapter 5 Creatures and NPCs bar shows the relation of the faction in the particular column in relation to the chosen faction e The thick red horizontal bar at the bottom of the display and the blue bar at the top of the display indicate precisely when a faction will enter hostile or friendly relations If a faction is set anywhere in between these factions they are neutral to the respective affiliations e For example clicking on the first vertical bar in the Merchant column will post text just below the display Commoner is neutral toward Merchant because the first bar is at the neutral or 50 mark The lower the first bar goes toward hostile or 0 the redder it will become vise versa towards friendly or 100 The second
107. t Healing Spell My clan healer uses this spell Simple enough Setup Place a healer creature Place four braziers for visual effects Place a waypoint in front of the healer where the PC will be when talking to the healer Create a Summoning Circle object found in the Visual Effects category of the Placeables palette Tags Healer UD_OHQPriest01 Braziers 4 UD_OHQPriestsFlamingBrazier1 UD_OHQPriestsFlamingBrazier4 Waypoint UD_OHQHealingVisEffect Summoning Circle UD_ OHQSumCircle02 e Summoning Circle ResRef ud_ohqsumcircle1 Place this script in the Text Appears When tab in the Conversation Editor for the healer The line should be the healer s agreement to heal the PC last line of that branch of the conversation tree Script generated by Lilac Soul s NWN Script Generator v 1 6 For download info please visit http www lilacsoul revility com void main object oTarget object oSpawn location Target int nInt object oPC GetPCSpeaker object oCaster oCaster OBJECT_SELF oTarget oPC cast the spells DelayCommand 1 0 AssignCommand oCaster ActionCastSpellAtObject SPELL_MORDENKAINENS DISJUNCTION oTarget METAMAGIC ANY TRUE 40 PROJECTILE PATH TYPE DEFAULT TRUE Version 1 NWN SoU HotU 79 April 2004 NWN Toolset Scripting Examples DelayCommand 1 2 AssignCommand oCaster ActionCastSpellAtObject SPELL_MORDENKAINENS DISJUNCTION oTarget METAMAGIC_ ANY TRUE 40 PRO
108. t VFX_IMP LIGHTNING M oTarget else DelayCommand 6 0f ApplyEffectAtLocation DURATION_ TYPE INSTANT EffectVisualEffect VFX_ IMP LIGHTNING M GetLocation oTarget oTarget GetObjectByTag dez_mts_callit16 if nInt OBJECT _TYPE WAYPOINT DelayCommand 6 0f ApplyEffectToObject DURATION_ TYPE INSTANT EffectVisualEffect VFX_IMP_ LIGHTNING M oTarget else DelayCommand 6 0f ApplyEffectAtLocation DURATION_ TYPE INSTANT EffectVisualEffect VFX_ IMP LIGHTNING M GetLocation oTarget oTarget GetObjectByTag dez_mts_callit21 if nInt OBJECT _TYPE WAYPOINT DelayCommand 6 3f ApplyEffectToObject tDURATION TYPE INSTANT EffectVisualEffect VFX_ IMP LIGHTNING M oTarget else DelayCommand 6 38f ApplyEffectAtLocation DURATION TYPE INSTANT EffectVisualEffect VFX_ IMP LIGHTNING _M GetLocation oTarget oTarget GetObjectByTag dez_mts_callit22 if nInt OBJECT_TYPE WAYPOINT DelayCommand 6 3f ApplyEffectToObjecttDURATION TYPE INSTANT EffectVisualEffect VFX_ IMP LIGHTNING M oTarget else DelayCommand 6 38f ApplyEffectAtLocation DURATION TYPE INSTANT EffectVisualEffect VFX_ IMP LIGHTNING M GetLocation oTarget oTarget GetObjectByTag dez_mts_callit23 if nInt OBJECT _TYPE WAYPOINT DelayCommand 6 3f ApplyEffectToObject DURATION TYPE INSTANT EffectVisualEffect VFX_ IMP LIGHTNING M oTarget else DelayCommand 6 38f ApplyEffectAtLocation DURATION TYPE INSTANT EffectVisualEffect
109. t of the window there are three tabs to choose from Data Bookmarks and Search Of the three Data is the only one I have found a use for so far In the drop down menu of the Speaker Tag you can select the tag for the creature who will speak the text in the box below The text of the line can also be edited from the large box On the left side are other options with five different tabs for selection e Text Appears When will allow you to set a script as a condition for the text to appear but can also work in conjunction with the point in the conversation e Actions Taken will fire a selected script after the conversation reaches that point in the tree e Other Actions will open the actions of the conversation to playing certain animations for the speaker play a sound or even activate the journal e Comments is a simple field to place any desired comments e Current File offers more scripting options along with a Camera Zoom feature that is activated by default As with most script selection fields the button will display a list of all scripts constructed in the module instead of choosing a particular script from hundreds in the drop down menu e Section B 2 The Script Editor This editor is basic as seen in Visual 4B V below but comes organized into categories and lists all available material The top right toolbar has the standard Save Sa
110. te ames sene 63 PO MISSES E S T E E 66 A Te Waypoints erer ien E E E E EEEE EEEE E EET 67 Section B Placeable Object Properties Window 0 ceeeeeee 69 Chapter 7 Module and Area Properties Section A Module Properties 00 ccc ccc cene cence eee e teat eenee eens rr 71 Section B Area Properties traxeesicdadenexsirvetitecssatuncalewadauseadnbucsmnaas 73 Random Building Hints and Tips 00 c cece cece neee ee eee eee eee ne ena ences 77 Script Examples oesie sE EEEE RARE EOE EEEE EERS E EGSA 78 Script I The Best Healing Spell concsesiescevnaeseeencaveundaeeencessaseravinenens 79 Script I Setting the Mood with Ominous Looking Objects 06005 82 Script II Closing Door Seripticscc cade isveds csaesraceiasedetesdea dae ciadsdanwiaienes 83 Script IV A more complex script Trap for Unwelcome Guests 05 83 Script V Seven Second Visual with a Bless iivscsecaniassspanvasxcsseueeerestiaeeees 93 Glossary of TEMS coatgacwancecsaa aa E AA aA TE EN REEE ESAERA SES 102 Special Thanks ersero eros Erara EE ECEE EPOE RA REOLER EEEREN ERREEN E EERE 103 Trademark and Legal Information ccc cece nee e eee ee ene eneeeaeees 104 Page f LikS pind ee cel eoaesu i in ti e EEE EEE dece toed ews EEEE EE EEEE E 106 Version 1 NWN SoU HotU ii April 2004 NWN Toolset Index of Visuals Used by Section Index of Visuals Used by Section Chapter 1 Setting Up your Mo
111. ter 6 Part 2 The Build Menu Bar Option Alt B The Verify Area option will tell the toolset to examine your area and let you know of any Inaccessible Objects that might cause problems A list of the objects will appear in a separate pop up window Taking care of the problems that are present in this window is not required for the module to run but it is recommended Version 1 NWN SoU HotU 17 April 2004 NWN Toolset Chapter 3 Icons and the Menu Visual 3B I Environment Menu Build Area Window Advanced Options F Build Module e The Build Area option F Unused PF Missing Flesaunces E Compas is recommended use to p finalize and perfect your a AN Boe a sane module This option IF Bhacprints fede FF Encouninrs will tell the toolset to FF eunt F Pals verify the area and F Does search all the resources F fincourtare of your module and FF tems display anything that F Ficsabier could use attention Sounds Selecting every option F Skum available the Results F Tii section will notify you Fe Wiaypaiis of various things l including unused F Advanced Contiols resources scripts and R even object blueprints Urna corrvernalon heall This is one way you can iep eases renaire prp search your module for Unuied Hem biuepirt harte certain things For Urea fem buer uderegguand hee Unuied placeable bhair udarasa example when I submit pe eb pl re modules or start to test Urad beigt F
112. test out your area rather than a DM character Yes DM chars are faster and have fun properties but they do not set off triggers and certain scripts Just remember to delete the amulet before submission e Hak Packs A hak pack is something you can download from the net or even NWN Vault that can improve your Mod or just make it a little more fun There is a great deal of material for these hak packs but one I recommend is for portrait and voice set improvements Depending on which is used they can allow the player to select any portrait and any voice set available in the game not just the standard ones It s fun to use voice sets for demons or even the end boss for your player e Changing Dozens or Hundreds of Objects at Once If you want to add something to multiple copies of one object resref blueprint copies edit the object in the Custom Palette list not the placed object Then right click on the object in the Custom Palette to open the options pop up menu and select Update Instances Now every copy will be edited to match the template you just finished This will overwrite any previous changes though This is a great feature for situations like adding a book to a bookshelf placeable in a library Version 1 NWN SoU HotU 77 April 2004 NWN Toolset Scripting Examples Scripting Examples Once again I would like to point out that almost all of the scripts I have constructed were edited and placed from Lilac Soul
113. the Hit Points value The other three fields are for defensive rolls against certain spells Version 1 NWN SoU HotU 50 April 2004 NWN Toolset Chapter 6 Placeable Objects Visual 6A IV Door Properties Lock Tab Door Properties xj Seam Advanced Dernpin Comments Dasi Lack Tap Area Trantition fe Locked Fe Can be iwksked Aulotmatcally renee key aller wta E Key required to untock a lock Upar Lore P U E Gore Lesh DE i 7 Eep Tag UD_OHG OC bivienF regent At ox cwu The Lock tab has basic check boxes for locking options This tab also allows you to identify the key needed to unlock the door by it s tag You can also set Open Close Lock DC values to try and thwart the player s e The Comments tab leaves a page open for you to write any special comments or notes about the particular door e The Description tab allows you to modify what the player s will see when they examine the door e The Scripts tab displays several circumstances for you to enter scripts upon the events in game You can also save the script set up to file or load others from a folder Visual 6A V Door Properties Trap Tab Version 1 NWN SoU HotU 51 April 2004 NWN Toolset Chapter 6 Placeable Objects Door Properties sap Advanced ea Common Bom Lock Trap Area Transition F le Trapped Trap Settings Trap Tyne Fic Tiap Ept a Detectionbe zz 2i F One Shot
114. the Coast Inc in the U S A and other countries and are used with permission 2003 Wizards Software 2003 Atari Interactive Inc All rights reserved HASBRO and its logo are trademarks of Hasbro and are used with permission Windows is either a registered trademark or trademark of Microsoft Corporation in the United States and or other countries Manufactured and marketed by Atari Inc New York NY All other trademarks are the property of their respective owners Sources for alternate guides http nwn bioware com builders toolsetintro html Neverwinter Aurora Toolset Guide Created by R S Barker NWN Forum name Reginald Silverleaf Bioware See http www bioware com legal copyright html for full details Lylac Soul s Script Generator See http lilacsoul revility com for full details Lexicon Copyright 2002 2004 NWN Lexicon Group Permission is granted to copy distribute and or modify this document under the terms of the GNU Free Documentation License Version 1 1 or any later version published by the Free Software Foundation A copy of the license is included in the section entitled License Neverwinter Nights 2004 Infogrames Entertainment S A Some code examples 2001 2004 BioWare Corp BioWare BioWare Aurora Engine Shadows of Undrentide and Hordes of the Underdark are trademarks of BioWare Corp Neverwinter Nights Forgotten Realms Dungeons amp Dragons and D amp D are trademarks o
115. to add two other classes to the T deferens z imer Lenmar a a ee creature Each of the The haha the beved ra a chast the taiar chile ned inate the creature veil bane Tra tiana Ma wcll aE Rae 38 classes can be AE ech E level kr cath adjusted up to level 40 Unfortunately at this point the creature may not meet the requirements for certain classes such as Assassin To adda class highlight it and click on the Add Class button or simply double click the class If you want to remove a class click on the red X box to the right of the Level column If you want to add a class that is beyond the creature s current proficiencies that can be done later in the Classes tab of the Creature Properties window which is explained in chapter 5 section B Step 4 In the next window you can select your creature s gender appearance and portrait The appearance drop down menu has an extensive alphabetical list of every creature used in the game One of the appearances not available in the Standard Palette list of creatures is Mephistopheles and Mephistopheles Large You can change the portrait of your creature by clicking on the Portrait button or double clicking the actual portrait which will open another window that will allow you to search through every portrait in the game depending on the limitations specified in that same window Step 5 The next step is to assign your creature s faction Ther
116. to load a previously saved spell list for the creature Version 1 NWN SoU HotU 41 April 2004 NWN Toolset Chapter 5 Creatures and NPCs Visual 5B X Monster Properties Classes Tab Fem Spe Semisi Conners Shies Abp Dins Gums Seite Bem Abgorerd This tab edits the Alignment Classes and the preferred structure for leveling up the creature All three groups use the drop down menus and the Classes group also allows you to adjust the level of each particular class assigned to the creature to a maximum of 60 for each class Note in game players can only level up to 40 with the recent expansion pack Once you have selected the classes to be used and assigned levels choose a desired Package from the drop down menu Default Package for Autolevelup This is a focus for points and skills during every level up distribution The last step to actually setting these skills for levels is to click on the Levelup Wizard button which will automatically level up the creature with out any further requirements Version 1 NWN SoU HotU 42 April 2004 NWN Toolset Chapter 5 Creatures and NPCs Visual 5B XI Monster Properties Special Abilities Tab e o o o p i o n o Tir cd Fog laser Leai Ennio wo c This tab is similar to the Spells tab in that it will allow you assign special powers and skills for use in game You
117. uide you through a specific process There is one specific Wizard for each of the nine different placeables in the Palette Right clicking on any Palette list under the Custom button and selecting New from the pop up menu will run the Wizard for the placeable type selected In the visual below the Monster button and the Custom button are selected and selecting New will start the Creature Creation Wizard For details on the Plot Wizard please see the NWN Vault at http nwn bioware com builders plotwizard_tutorial html Visual 4A I Reference for Section A Starting A Wizard wWOAYSEYVoOE Standard Custom a NPCs JRE EI Special era Text deo Tutorial Refresh Palette e Section A 1 Walk Through of the Creature Creation Wizard Step 1 The first screen of the new window will let you know which Wizard it is You can continue by clicking on the Next button or exit the Wizard Step 2 The Wizard will ask you to choose what racial category out of 25 your creation will belong to Click on Next when one is highlighted In the next step your creature will be given a 3D model as an example of the race which can be moved in any direction with either mouse buttons and the mouse wheel Version 1 NWN SoU HotU 20 April 2004 NWN Toolset Chapter 4 The Wizards and Editors Visual 4A II Reference for Section A 1 Step 3 Class and Level Step 3 This step will allow you
118. ve As etc options The Save and Compile button D on the far left of the top toolbar will save the script or open a new window for you if it is a new script to save as and then compile the script When a script compiles the toolset constructs the script into actions it will perform If there are any errors found the script will not be usable It will however list the errors in a screen at the bottom of the window letting you know where to find them Another useful feature is the Bookmark button B When the curser is on any line in the main display of the script pressing this button will copy that line to the window below the main display which can then be viewed by choosing the Bookmarks tab at the bottom of the window On the right hand side of the Script Editor is a listing of all the available aspects of the NWN toolset scripting previously used in the game They are organized into Functions Variables Constant and Templates You can also search any of these four categories for a specific word or letters by typing into the Filter field above the lists Clicking on any of the listed names will display an outline for that subject in the window below the main display in the Help tab e For more details on scripting please see Scripting Examples Version 1 NWN SoU HotU 26 April 2004 NWN Toolset Chapter 4 The Wizards and Editors Visual 4B V Script Editor Interface 5
119. ween the resref and both the name and tag is that the blueprint stores itself in lowercase letters There are also restrictions that prevent the use of some symbols as well Another difference between the tag and the resref of a creature can be seen in scripts Simply some scripting actions require the resref of a creature while others require the tag the actual name is not used in most scripts This will be explained later in chapter Visual 2A II Reference for Section A Resref Basic Lock Trap Soripte Hilarie Description Comments Rluepiimil ResRel fi Lotuta e Section A 2 Naming Conventions One suggested method for making a unique Tag is to follow a naming convention Instead of trying to use large names or gibberish you can always use cryptic organization One method I recommend is to set the first three letters to a name you use in game Then separated by an underscore write the initials for the particular module underscore and then the rest of the actual tag If you are submitting a module to be used in an on line Mod it is best to ask the developer team dev team if there are any restrictions for naming conventions Using these conventions can help organize Quick Summary and Review e There are three kinds of identifiers for any one object or creature name tag and resref e The name is the identifier to be seen in game and has no restrictions e The tag is the reference label the system uses to id
120. will also work The icon that looks like a scroll on the top left of the toolbar will also start the module wizard Step 2 A dialogue box or window appears Click the Next button at the bottom of the window This window simply states that the wizard will help in module creation Visual 1A I Reference for Step 3 rT j Step 3 Name the module This will be the file name seen in the folders or on the computer Module Namo desktop outside of this program as well as in the listings for existing modules once this module is created The name can also be edited from within a larger window by clicking on the small box Finesse hres tiie labeled to the right of the name bar This button will open a separate window and you can even choose different languages though this option does not seem to work well aa ie io re Step 4 After a brief moment of initializing and loading data the Create Areas box will open There are no selections in the Current areas menu because they have not been made yet To make one click on the Area Wizard button in the top center of the window Version 1 NWN SoU HotU 2 April 2004 NWN Toolset Chapter 1 Setting up Your Module Visual 1A II Reference for Step 5 aramea Step 5 The Names and Tilesets window now displayed will allow you to type in the name of Nanve and Tilaset a new area to be used in the module and what Plante erhi a site bor the rater area ane sel
121. wned by Wizards of the Coast Inc a subsidiary of Hasbro Inc All other trademarks are the property of their respective owners Dezmodian s Toolset Manual This is an educational tool and resource Other than crediting Dezmodian as the original writer all other rights to this work do not apply This work is open to the general public for any use in any way You are encouraged to take what you need for any other projects that may be helpful Version 1 NWN SoU HotU 104 April 2004 NWN Toolset Page of Links Used Page of Links This page contains a dry list of every link used for reference or links you might find interesting Bioware web site http nwn bioware com Plot Editor Info http nwn bioware com builders plotwizard_tutorial html A Good Resource for Builders http nwn bioware com builders For the most impressive script resource I have ever seen Recommended http lilacsoul revility com For various scripts from the Neverwinter Nights Vault http nwvault ign com Files scripts categories Inventory 20ItemType 20 20Unique 20Items2 shtml For extensive details and the best resource for understanding the script http www nwnlexicon com Another great link for scripting resources and examples http www lemonbutter com Another good link page http www sorcerers net Games NWN index_toolset3_4 htm This link also has other references for scripting http nwv
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