Kulharin posted a good question in the official forums: On average, how long does it take to create an average module.
SCARLETTHORN posted this article about villains over at the Citadel. This first appeared in issue #23 of The Orc.
A common task that can be more confusing that it should be is adjusting the level, equipment or gold of a character when entering a module. A solid understanding of what scripts are called when the PC enters is a good place to start. Much of this information is taken from this post: http://nwn2forums.bioware.com/forums/viewtopic.html?topic=528278&forum=1...
Thanks to the Halloween 2008 discussion over at bouncyRock Entertainment, I came across four links for creating load screens:
A great way to control ambient movement of NPCs is using scripted waypoints. See the sticky thread here:
Include ginc_groups to see a number script used for working with group of creatures.
Recently DaveyHavock asked a question about how to use groups to create an onDeath event.
qwertyuiop666 asked a question about how one would go about changing the background music in an area when a player walks over a trigger. Here's his question:
Thanks to cdaulepp and loudent2 for pointing this one out:
When you are using GetGoldPieceValue() on an item to get the value, if the item is not identified the function will return 1.
See the full post here:
Another good name generator I've found is Samuel Stoddar's Fantasy Name Generator. From his introduction:
A good place to start with general animations is the switches page here:
The short answer is that you can set the following variables on a creature:
X2_L_SPAWN_USE_AMBIENT = 1