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Help! My mod is corrupted!

Week of June 15th, 2009
Topics:
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Getting Help
- The "Assistance" windows
- The Lexicon
- The Forums
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Variables
- Type-casting and the types
- Conventions
- Constants
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Who Dun' It?
- Who Spoke?
- Who Used the Placeable?
- Who Activated the Item?
- Who Crossed the Trigger? Who Entered the Area?
- Was it a Player? a DM?
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Creating Objects
- Preparing the Object
- The Resref
- The Object Type
- At a Waypoint
- Find the Waypoint
- Find the Location
- Where the player is
- Create the Object
- Deciding on a Tag
- Spawning in the Object
- Doing Things to the Object after Creation
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Some Useful Scripts
- Making Changes to the Avatar When It Enters the Game
- Fiddling with the Avatar's Inventory
- Destroying the Inventory Items
- Destroying "Non-Destroyable" Items
- Taking Gold From the Player
- Giving Gold To the Player
- Giving General Inventory Items to the Player
- Giving Equipable Items and Forcing an Equip Action
- Random Walk
Homework: Dungeon and Quest

Week of June 7th, 2009
Topics:
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Items
- Properties
- Building your own items
- How to make an item have a conversation.
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Triggers
- Choosing the right one
- Drawing a trigger
- Trigger Properties
- Trigger Events and Scripting Preview
- Examples of Trigger Use
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Waypoints
- Waypoint Properties
- Waypoint Directions
- Uses for Waypoints
- Scripting Preview
- How to Set Up a Patrol Route
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Conversations
- How they're used
- The basic tree.
- Branching
- Links (or "Loop backs")
- Tokens: Built-in and Custom
- Colorizing the Text
- Including Other Speakers
- "Actions Taken" and other events
- Conditional Nodes
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The Journal
- Categories
- Entries
- Updating the Journal through Conversations
- Updating the Journal through Scripting
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Homework:

Week of June 1st, 2009
Topics:
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Areas
- Area Properties
- Module Properties
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Names
- Blueprint / Resref
- Tag
- Display Name
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Doors
- Door Properties
- Transitions between doors
- How to make a door close itself
- How to have a transition without a door
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Placeables
- Placeable properties
- Spawning placeables.
- How to stack placeables
- How to have a placeable hold a conversation
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Homework:

May 27, 2009
Topics
Homework
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GAME CONCEPT AND DESIGN
COSC 320.101_SU09
SUMMER 2009
Introduction to Neverwinter Nights
Explore Some Toolset Possibilities
In the spirit of "teaching through gameplay" here's another mod to be downloaded and played. This module takes gives you a tour of the various tilesets that you have access to when creating your maps. You'll travel from a fairly featureless flat plain through a variety of outdoor landscapes on your way to the big city. Once in town, you'll be able to explore some buildings that are samples of indoor tilesets. Along the way you'll pick up a few more pointers about other things that are possible.
- (LINK) Download the .mod file to a temporary location (or directly to the folder described below). The easiest way to download it is probably to right-click the link, then choose Save As... from the menu.
- Using Windows Explorer, go to where-ever you installed NWN, and drill downward until you find all the folders. Locate the folder called modules and place the file there. (For future reference, this is where all modules reside.)
- Close Explorer and start NWN.
- Choose Play.
- Click through the startup screens and movies.
- Click New.
- Click Other Modules...
- Click NWN_Introduction, then click Load.
- Choose either character option. If you Create New Character, you'll spend time creating a new character. (Duh!) This isn't really necessary, so I'd advise just selecting a premade character.
- Click Play when ready and you'll be in the game.
Take some time learning how to move around in the world. Play with the keys to learn what they do. Then play the adventure!
(LINK)
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