dinsdag, januari 31, 2006

Need help at scripting?


Building a module has three large, raw levels. First of all you need a plot, then some skills to create interesting area's and last but not least, you have to learn how to script. Scripts are the foundation of your module. If you build a scriptless module, it would be one heck of a boring ride for any PC who plays it. Therefore it's necessary to learn! I myself, like to help out! Therefore I would suggest the one's who are having hard time scripting, to take a look at the following websites:

NWN Lexicon
This website offers you all script commands you can use in the Aurora Toolset plus explanation and examples on how to use them.

Video instructions by Maximus
The famous scripting tutorials by Maximus helped out a lot of script newbies before you!

To view different tutorials about scripting and other things, go here.

Update: It's 15 feb. 2006 and I found this topic that will surely help you out on the basics of Neverwinter scripting!

maandag, januari 30, 2006

Peasant for president?

I was looking through some modules on Neverwinter Nights Stratics and found a single player module called The Peasant. It was highly ranked and received great votes by many Neverwinter players. Therefore I decided to download and play this wonderful module! One of the interesting notes I found about this module:

Wonderful module. It was an extremely satisfying evening of play. I gave it a 5 -- it *is* perfect for it's intended purpose and audience. At least, it's as perfect as these things get. Well done! I began with a brand-new Female Human Ranger and the final quest exp reward pushed her into level 5 at the end. Which is very, very nice because there are a lot of other modules out there which recommend a start of level 5. I'll be seeing how this little peasant makes out in the wide wide world. :) Thanks for the module. Make another!

I have to say I disagree with this comment. You start off in a quest rich enviroment (which is good) where you'll be killing badgers and birds and even find out your own sister's been cheating with a local married man. Basicly this module is all about that sister being kidnapped by goblins. You need to save her from zillions of goblins. Let me tell you this, after having killed a hundred of goblins, you get tired of them. No variations concerning monsters thus.

When you finally managed to get your sister back, you'll have to return her to your dad. After having done so, he grands you two opportunities. One, stay in your dad's village and work for the local arms, two; leave town and head on for adventure. Well, both options are non executable. I was basicly lost after having played this module, no direction nor clue to the player having finished the module. So if I think this module is satisfying? No, it's entertaining for the time being and I don't think this module desirves the first place in the Top Rated Modules page of Neverwinter Nights Stratics.

zondag, januari 29, 2006

Neverwinter Databases

A common problem with people running Persistent Worlds is how to preserve important data and information during a server reset. Your module won't be poplulair among Neverwinter fans if they have to start over everytime they join your module.

Of course there's always the Neverwinter Database! But how does it work? I suggest you look through this topic carefully; it's the best Neverwinter Database tutorial I ever read.

Although I'm sure the Neverwinter Database would suit just fine for a lot of builders, I personally adore and use the NWNX.

NWNX allows you to add extra functionality such as persistency to Neverwinter Nights. From version 2 upwards, users can write their own custom plugins which are automatically loaded at start up and can be used from any script within your module.

NWNX uses Windows database components to preserve data during a PC's adventure in your own Persistent World, for example; the SetLocalInt function will only preserve data and information as long as the server runs, but SetPersistentInt will add the int to your own database! This way a PC can start off from where ever he or she ended during the last visit.

For more information about how to implant NWNX to your module and how to setup your own database, I suggest you read this, this (if you're planning to use
NWNX with MySQL on Windows using the ODBC plugin
) and this (if you're planning to use NWNX with MySQL on Windows using the MySQL plugin).

Persistant Worlds: How To

I've came across a very interesting post on the Neverwinter Nights 2 Forums. If you're a big fan of creating Persistant Worlds, like me, you'll love it!

One of the tips I came across is a widely known issue throughout the Persistent Worlds.

Having a module that requires new players to make big decisions right off will not only confuse new players and people unfamiliar with your rules, but it will drive them off.

Sure, it's kinda cool to have the PCs to run around having to buy food, restricting them from resting too often, and making them choose a deity and subrace at the beginning of the game, but what kind of fresh, new player really wants to deal with that? Even veteran players will walk away in frustration.

If you are, or planning to, build a Persistent World; read that topic!

Neverwinter Nights 2 Dev Chat

So you're curious about wether or not their making any progress on Neverwinter Nights 2? Join the club! Although we have seen some screenshots, question may still rise about what their implenting and actually doing. Therefore the Neverwinter Nights 2 creators held a Dev Chat to answer several questions!

You might also like this interview with Feargus Urquhart, the mastermind behind the scenes.

zaterdag, januari 28, 2006

Neverwinter Vault

The place to be for any module builder or fanatic Neverwinter fan!

Neverwinter Vault

vrijdag, januari 27, 2006

So you wan't to work at Bioware?

Well, grab your chance!

Are you interested in participating in the game development process? Do you know what makes a good game great? BioWare is interested in hearing from you! We are currently looking for Edmonton and local area residents who are interested in participating in focus testing.

For more details I suggest you go
here.


Or perhaps you are more interested in writing plots? In that case, click here.

A simple sit on chair script

There are basicly two reason why I start off with this script.

1. It's a script 99% of the Persistent World builders need;
2. It's an easy and quick way for me to test my new code box!

//Sit on chair script
void main()
{
object oChair = OBJECT_SELF;
if(!GetIsObjectValid(GetSittingCreature(oChair)))
{
AssignCommand(GetLastUsedBy(), ActionSit(oChair));
}
}

Just put this script in the OnUse of any chair you would like the PC to sit in.

May I present you...

...the new lay-out! I've worked on it for the last couple days and I'm happy with the results. Now I can finally start posting interesting news and facts about Neverwinter Nights 1 and 2!

donderdag, januari 26, 2006

No more HTML and PHP

I've decided to put aside the HTML and PHP code tutorials etc. in my weblog. Instead of that I'll focus only on Neverwinter Nights and Neverwinter Nights 2 (which will be released soon). I'm working on a Neverwinter lay-out at the moment!

dinsdag, januari 24, 2006

A little piece of code...

To show examples of the many code I'll post, I designed some nifty boxes to put it into! Sweet huh?

In here comes the code!

Do hope you love it as well.

The very first post!

Although I am a huge fan to everything regarding the internet, I'd never tried a weblog. I've seen quite some weblogs before I decided to start my own. Not before I made the choice wether to make one myself or just use one from Blogger.com. There are some minor things about Blogger.com I don't like, mostly interface related, but I decided to use one nevertheless. It saves time.

My name is David and I code... Well, there you have it. I code websites using HTML and PHP and I love coding in the Aurora Toolset from the best RPG game out there; Neverwinter Nights. This game offers you next to the incredibly interesting single/multiplayer modules, the ability to create on your own using the original objects from the game itself. The best part has yet to come. Aurora Toolset has it's own script language which allow you to extend your module to an ever higher and more complicated level!

In time you'll see this weblog extending as well. I'll be explaining the HTML code and some basic PHP as well as the code in Neverwinter Nights (NWN) Aurora Toolset.