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

Procedureal guidlines

I've discovered that on some occasions, errors in the tools set can completely destroy a mod, making it unplayable, and un-openable in the toolset. Having tis happen when you're just fiddling is one thing but if this were to happen after spending hours on a module It would be incredibly disheartening. To avoid this I am going to adhere to some sensible guidelines in procedure, designed to ensure that no more than a couple of hours worth of work is lost, should the worst happen.

1. filenames should include the date of the last save.
2. When beginning a session in the toolset, the first order of business shall be to "Save As".
3. Experimentation with new objects should occur in a seperate testing module, and exported as erfs, or prefabs.
4. Areas should be completed in a testing module and imported to the main mod when finished.
5. Bake and run all areas and custom objects and test them in game before importing to the main mod, most mod killing errors seem to happen while baking.

I'm sure I'll think of more as time goes on, I'll post them here.

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