Unique tags and resrefsALWAYS make your tags and resrefs unique. If you don't you'll risk your things will override already made things, or others who too forgets to make it will later override your things, when they are imported into the module. This goes for areas as well as any other thing.
Should the unfortunated happen you've forgotten after you've spent hours maybe creating this awesome area, don't despair. Simply create a copy of the area and change it during this process.
Use a builder tag to make sure your tags/resrefs stay unique, I use for example HUN_
A bad tag/resref would be
PrettyDressForKalbaernA good one could be
HUN_PrettyDressForKalbaernCreating new areaUse either the
Wizards drop down menu to find
Area Wizard or right click on the category
Areas and chose
New (only option given)
1) Name your area with the unique tag/resref it will have later, and chose tileset
2) Height and size can be adjusted later, so unless you know specifically the size you want, just leave it as it is.
3) Click
FinishIn most cases it's adviseable to not use area lighting when you build your area, same goes for fog and shadows.
Creating other new "stuff"You can create new "stuff" by either copying an exsisting "stuff" or by creating a new.
Copying1) Find the "stuff" you want to create your new "stuff" from.
2) Right click the name and chose
Edit Copy3) Change the
[/i] for the "stuff" to appear in, in the
Custom section of the palette.
[/ul]
4) Click the fans for the things you otherwise wish to change
5) When all is as you want it, hit
OkCreating all new1) Pick the
"stuff" wizard you wish from the drop down menu
Wizards.
2) Make the name of your "stuff" the unique tag/resref it will have later.
Next.
3) Chose where in the Custom palette your "stuff" should appear.
Next.
4) Make
Launch Item Proporties tagged.
Finish.
5) Make your "stuff" into how you want it to be and hit
OkBasic placeables(I have not done any serious NWN building for near two years, so till I get back into it this will be very basic)Different servers will have different rules for placeables, but a general rule is ... the fewer the better, and avoid visual effects when you can.
SFS rules are as follow: 8) Placeables should be limited to no more than 12 per "square" and any placeables that block movement should not cross over the red boundry lines from one square to another unless absolutely required. Fewer placeables in each area of our module simply allows for more areas in our module in the end.
9) Use visual effects sparingly if at all. Most visual effects become a strain on the server after awhile. When glowing, sparkling or foggy effects are required ... take your time and see what the "least" you can do is and still retain the desired effect. In many cases here I'll be scripting some effects to spawn/despawn based on whether or not anyone is in the area.
Red linesA placeable which crosses a red line counts as two placeables, and one which crosses a cross of red lines will count as 4. The trick to figure out if a placeables crosses a line isn't wether the placeable itself touches a line or not, but if the blue lines around the placeable do.
If you must place something close to a line use F11 to go into fullscreen and zoom in close. Then either manually move the placeables blue line as close to the red one as possible, or use adjust location (right click the placeable) and move it that way.
Aligning and positioning placeablesThe questionmark rotation is a great tool if you just need to get something random placed. It could be in a wood where there are branches, flowers, trees, etc., and you don't wish it all too look too fake with everything facing the same direction.
How ever if you do need to have your placeables turned specifically either to align with another placeable, or simply because you have a desire to, the buttons to move and rotate are simply useless. You'll need to right click your placeable and "adjust location". This way you can too decide the exact height for it. And it's also, as mentioned in Kalbaern's post below a great tool for placing doors where they weren't originally meant to be.
Basic lightI've not done any serious building for about 2 years, but I'll try and get around to write something very basic, soon.
Exporting your "stuff"If you only have one thing to export, right click the thing and chose
Export and jump to point 6.
If you have multiple things:
1) File ->
Export...2)
Add Resources.
3) Chose what kind of things you'll be exporting -
Resources of Type.
4) Find all the things of this type that you wish to export (You can chose multiple of one type by holding Ctrl down while clicking).
5) Repeat 2-4 until you have all your things listed.
6)
Ok, and name it. You should name it in a way which makes it easy for you to remember what it is when you have to later find it.
7) You can now write any comments for yourself when you later import it all again, or who else will recieve this. ALWAYS remember to UNmark
Reset Factions to Parent Factions.
If you are re-exporting things to go into the module it's a good idea to along with the erf file to include a list of the resrefs of them so they can be easier found by those importing it. This only goes for things which are meant to override old things