Getting the debug messages to print to the log or the screen can really help when trying to track down a problem in your module. Following up on some leads from jackyo123 and a few frustrating google searches, here's how I got it to work:
One of my favorite builders when it comes to textures is Anduraga. He's given some great tips for the Waterdeep project and other projects over at the Weave. He recently posted a great list of tips for people looking to build good exterior areas. Here's his intro:
In this thread, puiwaihin was trying to figure out why his invisible creature couldn't cast spells at the PCs. In the end they figured out that anything that is invisible or hidden can't do it.
Patch 1.04 is apparently responsible for making all the NPCs standing around the module injured. It has something to do with current hit points versus max hit points. Here's a thread talking about it:
You can dynamically adjust how one faction feels about another using the following functions.
Create new a new faction by first going to View > Factions and openin the factions page.
One of the things that trip new builders up when dealing with factions is the "global" setting. If a faction is global, any faction adjustments for a creature will affect the entire faction.
A good place to start learning about factions is the faction section of the lexicon:
Factions are controlled in the Factions window. To view this page in NWN2 go to View > Factions. Here you will see a table showing how factions feel about each other.
The debug server is a way to walk through your scipts step by step. It creates a debug window that let's you see the path your script is taking, and is useful for figuring out why something is happening, or how something works. In programming, this is similar to breakpoints. Here's how I got it set up:
NWN2 Toolset has this tutorial, which might help those trying to figure out cutscenes: How to make cut scenes by Montgomery Markland of Rogue Dao Studios.