Getting Started

Here you will find resources and tutorials for getting started.

Official documentation

The official nwn2 documentation can be found in the "Documentation" folder of your Neverwinter Nights 2 folder. So if you installed it in the default location, you would find it at:

C:\Program Files\Atari\Neverwinter Nights 2\Documentation\nwn2toolsethelp.html

NWN2 Toolset: Getting Started

NWNmaster over at nwn2toolset.com has a great set of tutorials for getting to know the toolset. His current list of topics include:

Navigate around the Toolset
Toolset Controls
Create an Area
Interiors
All about Terrain
Texturing
Grass
About Water
How to add a Start Location
Create Door Transitions
Add Placeables
Walkmesh
Baking
How to link up areas

Head on over to nwn2toolset.com to check it out:
http://www.nwn2toolset.dayjo.org/ToolsetTuts/gettingstarted.html

DMFI Base Module

Carlo has created a great tool for creating DM-friendly modules. The DMFI Base Mod for Builders comes complete with several commonly used tools that will keep builders from burning time on the systems needed for a good DM-run module. Here's the excerpt from the page on nwvault:

The base mod includes as custom content (hak files with accompanying scripts) the DMFI Tools for NWN2 and Heed’s PC Tools, which are widely considered within the NWN2 community to be essential DM and player client enhancements. A few individual scripted DM tools are also included as well as some small but useful other community scripted content. The mod includes several easily selectable and extensible death, bleeding, respawn, and rest systems. All content is documented and appropriately credited in the included Builder's Guide.

The mod is designed to be a foundation that can be adapted and modified as desired by builders. It is also designed to be accessible for novice builders, being extensively commented and with only one script necessary to edit to select the desired rulesets from the toolset. Furthermore, DMs (and players if you wish) can select among the rulesets in-game by using the included module control book item.

The mod is structured so that builders who wish to take advantage of existing features may do so, while those who wish to make extensive additions and modifications should find it easy to change or remove included elements.

Most builders will want to use the full version with Heed’s PC Tools included, but for flexibility’s sake a lite version without them is also included in the download package.

I'm proud to say that a few of the things I created for A Stop Along the Way made it in there!

 

The Don't Panic guide

Another great resource you should check out is Gilthonym's Don't Panic: The Hitchhiker's Guide to First Opening the NWN2 Toolset.

Here's his intro:

Overwhelmed by the toolset?

Don't Panic: read this guide and get to grips with the basics of the toolset.

The guide assumes no knowledge, and is written for anyone, whether they have experience with the Neverwinter Nights 1 Toolset or not.

The guide currently covers:
The general interface
Creating external and internal areas
Placing trees, buildings and doors
Camera controls
Day/Night lighting
Editing properties
Selecting music for an area
Tinting objects
Rotating objects
Laying down interior tiles
Creating transitions between areas
Installing plugins
The external terrain tools
Baking and walkmeshes
Chests and inventories
Creating custom characters
And more...

There are plenty of screenshots so you can easily follow the tutorial.

I hope this guide helps people to create the adventures they want to share. I encourage you to leave feedback for me so I can keep improving it.

Head over to the vault to grab the Don't Panic guide:
http://nwvault.ign.com/View.php?view=NWN2Tutorials.Detail&id=14

The Tome of Building

Another great tutorial is Stebby Surehand's Tome of Building.

The NWN2 Tome of Building (ToB) is an on-line help compilation of existing NWN2 documentation. It contains the Obsidian documentation for the Pre-Release Toolset as well as tutorials and tips developed by the Community. I converted their documents into on-line help. Please read the 'Welcome' topic in the Tome for information about how the documents in the Tome differ from the originals. I did not write any of the toolset-related content and I provided full credit to the original authors. Where possible, I also included links to the original document files so you can easily vote for them and leave comments for the authors.

While the Tome of Building is an on-line help file, I did not have time to add hyperlinks to every cross referenece. This first edition of the ToB does contain some hyperlinks within the text, but mostly it is a convenient compilation of existing documentation. It is also easily navigable, thanks to the hyperlinked table of contents and powerful search feature.

The Tome is divided into two main sections, Obsidian Documentation and Community Documentation. There is also a Welcome section that introduces you to the Tome and explains how the Tome differs from the individual documents and how to navigate through the help file.

Recently, several new tutorials have appeared on the Vault. I decided to release this version of the Tome so people would have what it contains now, if they wanted it, and I will update the Tome with the new tutorials for the "Second Edition".

Head over to the Vault and get it:
http://nwvault.ign.com/View.php?view=NWN2Other.Detail&id=10

Folders and formats

The number of file formats, and where those files go, can be a bit confusing. Here is some basic information.

Files

A great place to start on what each type of file format is for is the File Formats page at nwn2wiki.

Some additional information about a few types can be found under this page.

Folders: The Basics

My Documents

All user data is meant to go in your My Documents folder. The default place for this is "C:\Documents and Settings\Sean\My Documents\Neverwinter Nights 2". This is where you put all files for modules and custom content that you download from the Vault. This is a big change from NWN1 and it has confused some people. Generally all this content come with instructions for how to install, but here is some additional information:

  • ambient - Custom ambient .wav files.
  • ambient_X1 - Custom ambient .wav files for the first Expansion (Mask of the Betrayer). I have no idea why this folder exists.
  • Campaigns - This folder contains a folder for each custom campaign that you are creating or have downloaded to play. This folder contains content that the modules of that campaign will use throughout the game, most notably world maps, NPCs and items.
  • Data - unkown
  • database - In NWN1 they introduced what is known as a "Campaign Database." These are three files (.cdx, .dbf and .fpt) that allow you to store data between modules or outside of the context of a saved game. This was mostly used for Persistent Worlds. This has nothing to do the Campaign folders that were introduced in NWN2. Examples: The FRW Persistent Companion System uses these so you can save your companion information from one module to another.
  • dmvault - I think these where DM characters are saved.
  • erf - Erf files can be placed here. Erf files are used to export things (areas, characters, conversations) from one modlue and import them into another.
  • hak - There is where hak files should be located for modules that use them to be able to find them. Hak Files are libraries of content used to override or extent the game and include custom content. Examples are the BCKII construction kit and the DMFI tools.
  • localvault - Local characters are saved here. Character information is saved as a .bic file.
  • modules - This folder holds .mod files, which are the actual modules.
  • movies - A folder to place custom movies.
  • music - A folder to place custom music, usually .bmu files
  • music_X1 - Like the ambient music folder, I don't know why there is a custom folder marked for the first expansion.
  • nwm - unknown
  • Override - The override directory can "override" content in a module. It's a powerful way to add custom content, but developers are generally encouraged to use .hak files and campaign folders instead as the Override directory will affect all modules. In the wrong hands, this can have unforseen results. On the plus side, however, you don't need to compile the module to use the contents of the override directory.
  • patch - I believe this folder is used when patching the game.
  • portraits - Custom portraits can be placed here.
  • prefabs - Prefabs are a collection of placeables and effects that have been packaged together, usually to make placing them easier. Lit candles and Dining tables are good examples.
  • pwc - PWC files contain a module's walkmesh and pathing information for players. When you choose the "Create PWC" option from the Files menu in the Toolset, these files will end up here. They allow you to distribute this information to the players without requiring them to download the whole module. This is especially important for Persistent Worlds and DM run modules where you don't want the players to be able to open the module in the Toolset and cheat.
  • Saves - This folder contains save game information.
  • servervault - Players that have created characters in multi-player games that you host will have their players created here. Note that this only happens if you have the "Allow localvault characters" turned off when you set up the game.
  • texturepacks - unknown
  • tlk - All tlk files go here. They control the strings used in a module and are often used to translate a module into multiple languages. As I understand it, a module can only use one master tlk file. Most modules use the default. Most custom tlk files are edits to the default. Example: All spell names and descriptions are pulled from the tlk file, so custom spell packs need to get in there to add and edit the descriptions and names.
  • ui - A folder for custom user interface files.

Program Files

All game data is meant to go in your Program Files folder. The default place for this is "C:\Documents and Settings\Sean\My Documents\Neverwinter Nights 2." All the files for the Official Campaign (OC) are also in your Program Files folder. Generally, you don't have to get into this directory, but the BIG exception is the plugins folder in the NWN2Toolset folder.  Here's the rundown:

  • The Ambient folder - This folder holds the wav files for background noises. These elements are available across all modules. Note that when trying to decide what background sounds you want, you can play these directly from your preferred multimedia device, although I cannot say if there are any permissions issues when doing so with the Toolset open.
  • The Campaigns folder - The supporting campaign files (scripts, images, etc.) are in the campaigns folder. These are files that are available across all the modules in the OC. These resources are only available to the OC.
  • The Data folder - This folder consists of .zip files that hold data that can be used by the OC, and any other module, including those created by you. The 2da files, voice over wave, and many other resources are held here. These elements are available across all modules.
  • The dmvault folder - Unknown.
  • The Documentation folder - You should read this.
  • The Effects folder - Unknown, but at a guess these seem to be basic effects that the Toolset uses.
  • The hak folder - This contains your hak files. At this time, I am unclear if hak files go here or in the My Documents area.
  • The Localvault folder - This contains the basic characters that come with the game.
  • The Miles folder - Unknown.
  • The Miles folder - Unknown.
  • The Modules folder - The actual modules for the OC are in the modules folder. They are numbered and also have a descriptive name. These resources are only available to the OC.
  • The Movies folder - Contains the .bik files that use present the movies (The logos and the into, etc.)
  • The Music folder - This hold the bmu files for background music and combat music. These elements are available across all modules.
  • The NWN2Toolset folder - Contains the source for the Toolset. Note that this also contains the "Plugins" folder. This is where you put community created plugins so that they are available in the Toolset.
  • The Override folder - Will allow you to override some files, most probably in the OC. At this time, I am unsure what resources can be overridden.
  • The patch folder - I'm assuming this is used during the patching process.
  • The Servervault folder - Unknown.
  • The temp folder - Definitely used during the patching process. Unknown if it is also used during gameplay.
  • The UI folder - I think this is where you place your custom UI files, but I am not sure, as there is also one in the My Documents folder.
  • The Utils folder - Unknown what these are for.

Discussion

There is currently a thread going on over at the Citadel about custom content and files.

BMU

BMU stands for BioWare Music Unit. This is the file format for background music files. AFAIK, essentially, it's an .mp3 file with some tinkering done on the first few bits of the file and the extension changed.

Here are some tools to convert bmu files:

MP3toBMU 0.35
http://nwvault.ign.com/View.php?view=Other.Detail&id=225

Prince Rouse's Mp3toBMU and WinMP3Converter
http://nwvault.ign.com/View.php?view=Other.Detail&id=821

Using the tools above, you can convert all the music in the Music folder under Program Files to an mp3 and listen to them.

You can find information on the BMU format in this NWN1 tutorial on custom music. (Note that a good deal of this has changed for NWN2).
http://nwn.bioware.com/builders/sounds_bmu.html

At the time of this writing, there are still some complications with bringing your custom music into your module, and I remember seeing a post talking about improvements that will be coming soon. If anyone has any resources along these lines, please let me know.

ERF

ERF stands for Encapsulate Resource File. It is used when importing and exporting resources from one module to another.

Most people keep .erf files in a folder in their My Documents folder called erf. Note that you don't get an erf folder by default, so feel free to created one when you need it.

PFX

The .pfx file extension is for particle-based effects. As I understand it, these are used as resouces when creating .sef files. You can find some of them in C:\Program Files\Atari\Neverwinter Nights 2\Data\NWN2_VFX.zip.

SEF

The .sef files are special effects files for NWN2. Most of the ones that come with the game are located in C:\Program Files\Atari\Neverwinter Nights 2\Data\NWN2_VFX.zip

From the official documentation:

"Visual effects are composed of effect files, which are individual components of an effect (a particle system, a trail, a billboard, etc.), and SEF files, which point to the effect files and organize them into a more complex visual effect."

As I understand it, .sef files are what you create when you save a visual effect from the visual effects editor.

WMP

A .wmp file is created by the world map editor plugin.

The power of 32 characters

Before you do anything, save yourself a lot of time and make sure all your modules, areas, object tags, variable names etc. are less than 32 characters. Failure to do so will result in missing data, crashes and other unexpected behavior.

For example:

While I was working on the PRR scripts, some data was not being saved because my global variable names were more than 32 characters. Anything beyond character 32 was getting dropped. I ended up using a hash to store my variables, something that I'm still not quite sure is the right answer. (Hopefully, I'll work this out soon.)

Another example, is that recently Markus "Wayne" Schlegel, the builder behind the Pool of Radiance Remastered series, was having problems loading the next module in the series. After some testing, it came out that his modules were named with 39 characters, and would sometimes (usually when loading the third module) crash to the desktop.

So there you go. Keep the all-powerful 32-character limit in mind. When it doubt, it's better to stay below 32 characters then go over. You'll potentially save yourself hours of troubleshooting.

FRW Base Module

Lord Niah of the Forgotten Realms Weave has a great base module to help get people started. Not only is it a great way to get a head start on your module, it also serves as a clean example of the proper way to perform a lot of common tasks.

This module includes base scripts and items for the Forgotten Realms Weave (FRW) project, including a player starting area with a trainer and basic merchant.

Other features Include:

-- Wandering Monster and Rest tag system
-- Hardcore bleeding or OC death system
-- Chest-based Random Loot system w/ breakable items
-- Flavor text, ability, and skill check triggers
-- Demonstration companion and "Sunken Flagon" style Inn
-- Demonstration OOC (Out of Character) Start Area
-- Patcha's Sitable chairs

Note: This is currently tested for singleplayer only, but should work for non-persistent multiplayer.

Be sure to read through the documentation file, as well. It has a lot of useful information.

Go grab it here:
http://nwvault.ign.com/View.php?view=NWN2Scripts.Detail&id=55