Welcome to The Worldwright,

this blog will cover my explorations and adventures in module building for, and modding of Neverwinter Nights 2. By and large this blog is for my personal use, a journal of my discoveries and techniques, so that I don't forget them (or lose them to computer troubles, flood, lightning strikes, or velociraptor attack). I will also document my Modules as they are constructed, as a way of organizing my thoughts.

Naturally some others in the community may find these posts useful and are welcome to read them and share their own thoughts. I believe that through the free exchange of ideas we can make NWN2 into something even greater than its predecessor.

Saturday, December 9, 2006

Module plans

I've been giving some thought to my first module. As a world builder it is my first instinct to create an original world in which to set the adventure but when you think about it that adds A LOT of work to the whole process. All of the item descriptions are firmly tied to the Forgotten Realms as are all of the races, prestige classes, and deities. Setting a module in a unique world would require substantial TLK editing, and the last I checked custom TLK files still aren't supported. I think I'll stick to the realms for the time being.

I've always found it useful, when starting a new project, to lay out some benchmarks and ground rules to lend some direction to my efforts.

For my first NWN2 module...

1. Do NOT start the adventure by having the village attacked. This is the most tired plot device on the planet. Looking at my gaming shelf, I'd bet that a good 35-45% of my games start that way. (NWN2 included).

2. There are to be no less then two full fledged companions.

3. Start small, this first module should be a self contained story. I can create a full fledged campaign after I've done this first one and am fully familiar with the tools at my disposal.

4. This first module will be set in the realms, for the afore mentioned reasons.

5. The module will be designed for low level characters with all classes and races fully supported.

6. This will be a single player module, no additional steps will be taken to make it multi-player friendly at this time.

1 comment:

Marc Paradise said...

Hey, this is GF (creature creator plugin author). This is completely offtopic from your post, so please feel free to delete it after you've read it. This is the only way I had to get in touch with you about the issue you reported.

I've found that when it happens that head/hair selection is not correct, it seems to resolve itself if you change to a different appearance type then change back.

Meanwhile, I haven't been able to reproduce it lately -- as soon as I do, I"ll be adding it to the list for the next update.