Module Creation Guide: This is my
own personal opinion on the best method to create a mod.
Step 1:
Get a plan of attack. Making a mod is allot easier if you know what
you want. Granted you are likely to change things as you go through,
but it makes it easier if you have a good concept.
Step 2:
Create all your areas and get all you placeables, NPCs, sounds, and visuals
in place. This part is pretty easy but can be long and sometimes
tedious. Generally, common placeables, I just select from the STANDARD
menu and place them. Anything that is going to be unique and have a
function, I always add it to the custom palette. If you change
something in the palette, be sure to UPDATE all instances.
Step 3:
At this point, I like to set up all my area transitions. You can also
do this as you go along up above, but I like to copy and past triggers and
zing on through once everything is made. With all areas connected, I
usually take a quick test run.
Step 4:
Add in encounters. Using encounters saves on memory, CPU usage, memory
usage, and module size. It is a good idea to use them.
Step 5:
This is the hard part: Scripting. This is where the plan of attack
come in handy. Knowing what you want done can help you either create
your own script better, or find one that is already used. If you have
played both the original and expansion official campaigns, then you are more
likely to find a script you can use. If you can't do something, ask on
the Official Neverwinter Nights
Forum. |