Neverwinter Nights developed by Bioware and Neverwinter Nights 2 developed by Obsidian and distributed by Atari (formerly Infogrammes), has become one of the leaders in end user adaptability. The main engine behind this is the Aurora Toolset, which allows users to create their own modules. No longer are they limited to what was created by the games developer originally.
What we can do with the toolset is mind-boggling. However, with so much that you can do, where on earth do you start? That is where The Builder�s Project comes in. The Builder�s Project is a group of Neverwinter Nights and/or Dungeons and Dragons enthusiasts who have dedicated themselves to a few simple objectives:
i) To reach as many new module builders as possible and get them educated in the use of the NWN and NWN2 Toolset. We want to do this within the framework of the membership, but we see no reason to make any info published by the guild private in any way.
ii) To provide a support system for module builders.
iii) To gather, pool and make available any resources we encounter regarding module building, with the intent of aiding our members and the community at large in the pursuit of module building.
iv) To provide a means of sharing knowledge and experience in module building, foster an atmosphere of collective education, and further the purpose of making our membership competent and capable builders.
To that end, the Builder�s Project has been collecting information on every aspect of module building and keeping track of the questions frequently asked on the forums and the answers provided to these questions. All this information is stored and edited in what we call The Guide To Building.
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The Guide to Building will be released in several instalments, each covering an important aspect of module building. The purpose of this second instalment, titled "The Design Manual", is to provide the builder with a set of suggestions and guidelines to help build better, more complete and enjoyable modules. This manual should, however not be viewed as an attempt to establish an authority over methods for designing and building modules. The suggestions contained herein are just that suggestions. Not every topic has been thoroughly explored here so there will be issues not fully addressed, or not addressed at all, due in large part to this being a huge, complex, subject.
Designing and building NWN or NWN2 modules can be a difficult proposition for any builder; even a veteran builder. Difficulties can develop for anyone. No one system of module creation is superior to another. Each builder is a different person and their individual strengths and weaknesses will be different, therefore each and every idea presented here in this guide should be seen as a tool to use to make your module what you want of it � not a gospel claiming to be �The right way�, or even, �The best way� to make a module.
TBP GUIDE TO BUILDING VOLUME II THE GUIDE TO BUILDING
The Guide to Building will be released in several instalments, each covering an important aspect of module building. The purpose of this second instalment, titled "The Design Manual", is to provide the builder with a set of suggestions and guidelines to help build better, more complete and enjoyable modules. This manual should, however not be viewed as an attempt to establish an authority over methods for designing and building NWN modules. The suggestions contain herein are just that suggestions. Not every topic has been thoroughly explored here so there will be issues not fully addressed, or not addressed at all, due in large part to this being a huge, complex, subject.
Designing and building NWN modules can be a difficult proposition for any builder; even a veteran builder. Difficulties can develop for anyone. No one system of NWN module creation is superior to another. Each builder is a different person and their individual strengths and weaknesses will be different therefore each and every idea presented here in this guide should be seen as a tool to use to make your module what you want of it � not a gospel claiming to be �The right way�, or even, �The best way� to make a NWN module.
Hi LeClaire sorry about the delay in replying. You should check the resources in the back of the book. I think you might find something there. You can also try looking here on the vault I seem to recall there being a couple of blank template type things that might be what you are looking for.
Posted by LeClaire at 2008-11-27 23:18:43 Voted 7.00 on 11/27/08
This is a great general guide on writing and creating modules, but the title is misleading. It sounds like a tutorial on actually creating the DESIGN DOCUMENT. I have been trying to find a good FULL template or two for a professional-quality design doc for years. You should call this "A guide to creating and writing modules" or something like that instaed. _________________________ LeClaire
Teaching kobolds to moonwalk since 1983
Your right MikeLM9215 it is not complete but we decided that we had been sitting on the existing content long enough. We really want to make it more complete but our contributors have been taking their time in getting the content to our editors. These books are a community project and we rely heavily on the contributions of the TBP members as well as other contributors from the community for the material we publish. I will get on ghost about the material you sent him.
Posted by MikeLM9215 at 2007-01-23 16:41:24 Voted 7.75 on 01/23/07
Have to agree with E.C.Patterson's vote: manual incomplete, not enough writing examples, I don't agree with 2 whole sections. Did find out something new regarding random NPC movements. Hope I remember it. Will upgrade my vote when manual complete.
Sent GhostDeamer some text on unfinished romance section and some typos at Bioware. Don't know if he saw it. Wish you had spent time on Plot Manager as it is extremely useful for newbies. _________________________ The road to Ravenloft is paved with good intentions.
Thanks for the vote and the impute E.C.Patterson. If your ever interested in helping with those uneven parts please drop by the TBP forums and join in the project. We can alwasy use more writters and editors.
Posted by E.C.Patterson at 2006-12-22 19:34:58 Voted 7.75 on 12/22/06
Read v0.03 a few weeks ago as a wannabee builder. Found it enlightening, if however uneven. A mix of broad concepts that lay out the options available to builders, and solutions to very specific, and sometimes advanced, issues. Quality of writing a bit uneven.
Obviously lots of work put into it. Thanks for sharing. _________________________ E.C.Patterson Gaming Parents Studios
Posted by Shiek2005 at 2006-11-27 11:02:54 Voted 10.00 on 11/27/06
Read a couple pages back in around late May/June when it was up for testing on the guild and found most of the stuff VERY useful.
Kudos to qworty and the rest of the TBP staff that helped create this guide aswell as any outside sources. _________________________ Don't do to a friend what you wouldn't want him to do to you.
Posted by ffbj at 2006-11-24 06:16:51 Voted 10.00 on 11/24/06
The amount of work that went into this is just awesome. Great work from the TBP. I am part of that guild too, but did not work on the project.
Posted by UncleRedz at 2006-11-15 12:17:44 Voted 10.00 on 11/15/06
Reading this document definitely gets the creativity going and it provides the builder with solid information on how to get that building project off the ground. Thanks!
Posted by Alleyslink at 2006-11-12 07:15:55 Voted 10.00 on 11/12/06
I am in The Builder's Project, but I didn't work on this guide so I guess I can vote.
Man I wish I had this guide two years ago! Very good work. Not biased toward SP or MP. Informed and informative. Thanks guys. _________________________ Lands of Intrigue Castle Spulzeer || Dungeon Crawler DC1
Version 0.04 has been uploaded
Corrected some typographical errors
Edited for better reading
Correctly atributed the Non-Linear Quest information to Skyrmir
Added some references to NWN2
Added advanced tip on dealing with the Devastating Critical feat.
Added content to CHAPTER 4 Designing Areas
Added content to section 7.4 Visual effects, sounds and lighting