[New Module Project] Winter's Night - Development Thread

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Just consolidating in oce place for my future reference :slight_smile:

I can relate even though my custom content is meagre compared to yours but I’ll get this great idea for my module, start implementing it and realise i need custom content, start rummaging in the cep etc. for said custom content which leads to integrating into special haks, making ‘.2das’ compatible etc. and then real life will keep me busy for months and months and then when I’ve got time again, I rinse and repeat the cycle.

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Speaking of Custom Content…

White Crag

The ruin is modified from _Six’s ruined tower in his Wild Woods set, extended in height and made into a placeable. The tileset is Early Winter 2 - part of the base game now. Not sure who made it, but it looks like @Zwerkules work

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Concerning the Forest path: I would do it without any DM-Spech. The inscription on the entry could read “A small and overgrown path leads deeper into the woods.” And at the end: “It took me two hours to make my way through the dense thicket.” as floating text above the PC. Consider Floating text as alternative to a dialogue box for less important things.

Btw. The inscription on the area transition is hard to read: Dark blue on Cyan … (Edit: I’ve the bubbles turned of, which makes the things worse in this case …)

If you offer an optional behaviour, such as everlasting torches, then the dialog should have a matching option (instead of typing a phrase), such as:

  1. Leave it as it is, torches and lamps shall have a limited lifetime.
  2. Oh no! Turn that off at once! I don’t want to take care about stupid torches.
  3. Damn, just give me a light gem.
  4. I don’t care, I’ll adjust the Gamma-Setting.

The insignia: of course it can only removed by dyeing or cutting a big hole into the cloak. It’s the cloak of a simple soldier so it’s just directly painted on the fabric. It is not an embroidery or patch, which can easiely removed.

I hope it helps

@Mmat thanks for the feedback.

After some additional thought, I’ve decided to implement the “DM Speak” in a less invasive manner. Rather than using conversations, I’ve decided to go with a trigger / examine-inaccessible-placeable setup that looks like this when the window pops…

This implementation will force me to use DM Speak in a less immersion-breaking manner, and ONLY when absolutely required to convey some important information that isn’t easily discerned otherwise. Its also easier to code - no conversation.

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Here’s the first look at my “Module Rules Configuration” pop-up NUI using the core code developed by @Daz . Many thanks to Daz, @Jasperre , and @ShadowM for all the help.

I’m still pondering how to implement recalling the NUI later - right now it pops up when you enter the first area. I have three options:

  1. Use a player widget
  2. Use the Craft conversation
  3. Use a Player Tool feat

Actually that sounds like time for another poll…

  • Use a player widget item to popup the NUI
  • Add an option to popup the NUI to the Craft Conversation
  • Enable one of the Player Tool feats to popup the NUI

0 voters

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Player tool feats are massively underused and widgets clutter the inventory.

However… spellcasters quickly run of out quickslots, so they might prefer a widget…

I usually play fighters, so that’s why I voted for the player tool feat.

Of those, the crafting dialogue is the closest thing to an options menu available, I think. Inventory items and feats should in my opinion be reserved for character abilities and actual items. System-wide toggles are an entirely separate concern.

If my character can do something, it should probably be a feat. Likewise, if my character has something in his possession that he can use, it should probably be an item. But it’s the player and not the player character that can toggle system options, so I reason it should have a different presentation.

It’s hardly important though. For example, I’ve played on RP servers were people switched PvP modes by using an item (with animation). And while immersion-breaking, it wasn’t all that bad. In a single-player module, it’s more about clearly and purposefully separating systems from diegetic content anyway (e.g. no NPCs giving tutorials on mechanics while commenting on the plot please), which might be an argument against using the crafting menu, if there is crafting.

You have a lot of good points about reserving inventory for ingame usable items and feats for charatcer abilities. I’m doing a test run on a “Player’s Handbook” item and, tbh, I’m not happy with it.

  1. It takes up a 2x2 inventory slot
  2. It invasively breaks immersion if used during the module
  3. It uses a “menu conversation” with options detailing each rule and an option to popup the Module Rules NUI

Your reasoning that “…it should have a different presentation” got me thinking. I’m already using a GUI panel to toggle the rules on/off. Why not use an anchored button to access that panel or a panel that describes each rule? The button(s) would be small and anchored to the bottom right of the screen so they do not interfere with inventory panels and other windows. This way, breaking immersion is never forced upon the player, its a conscious choice on their part.

The best thing would probably be something like a custom “Module Settings” tab in the actual game options. Sadly, that’s not possible. I’m not sure if I’d clutter the HUD with a custom, permanent button though. I think I’d rather have an item or feat in that case, since those aren’t permanently visible. I usually put such OOC tools (emote wands and what-have-you) in the last inventory tab and rarely bother using them, and I doubt I’m the only one doing that.

Do you plan to use the crafting conversation for anything else at all? If not, I think it has some advantages over other approaches. The problem with a custom player feat is that newer players may not have previous knowledge about its icon or placement on the radial menu (the player tools are not used in the OCs). And it’s not AFAIK possible to automatically place an activated feat on the hotbar without NWNX either. But most players should know how to access the crafting conversation, so they can more easily be referred there. If your target audience is mostly veteran players, that’s less of an issue of course.

Looking at the new GUI events though, another possibility could be to hijack the behavior of the player list button. It’s a useless button in single player, and it’s already right there in the HUD.

Well this is what the button looks like - not really cluttery imo, less so when collapsed

The NUI interface is still being developed and I’m hoping my request for a “windowless” button makes it in. Then it will just be the button down there.

Right now I’m playing with the button calling up another window with a button for each “rule”. When you click on that, it calls up another window that describes the rule and allows you to toggle it on/off if you wish.

Not invasive at all and puts all the onus of its invasiveness on the player - they decided to click it.

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How does it look when minimized?

I still think it’s somewhat misplaced in the HUD from a UX perspective (it should ideally be in the options menu), but it’s hardly a dealbreaker or anything. Just make sure to test it out with different resolutions and GUI scaling options though. It looks like it could maybe interfere with the hotbar on certain settings.

When minimized just the top cell appears (just the title, open arrow, and close button).
Still lots of testing to do, but thanks for the input.

Here’s a demo of what I’ve been testing. I’m still trying to figure out how to get ALL of the rule description to display, but other than that, it works as intended.

PstemarieNUI.zip (10.3 KB)

You’ll need to have the Steam version with PREVIEW beta enabled to check it out.

Fully working demo of the NUI shown in the screenshot above. The only remaining issue is to get rid of the scrollbar on the description text, but for that the NUI interface needs to be adjusted by DEV.

PstemarieNUI.zip (10.3 KB)

You’ll need to have the Steam version with PREVIEW beta enabled to check it out.

I’ve decided to bind the “rules button” recall if it gets closed to the compass, since that doesn’t do anything if you click on it. So now that I’ve got all these buttons and windows sorted, its back to module making.

I’ve been experimenting with a “Lamp of DM Summoning.” Basically, an item that summons a DM. The purpose of the DM is to answer questions and to set module options (if I ever implement those). The idea is to replicate the experience of the players halting game play to talk to the DM. I’ve also experimented with having the item teleport the PC & associates to the GM’s realm rather than the DM to the PC. While that has the desired effect of “taking the PC out of the game” I suspect that it could be abused somehow even if resting was prohibited.

“DM summoning” may be an alternative to an in-game PHB. I haven’t experiemented enough to say more about it, so I am eager to see what you do here.

I’m moving away from my original vision of an interactive DM. I’ve still got some “DM Speak” - as I call it - but its implemented in a different manner than I originally intended - see [New Module Project] Winter’s Night - Development Thread - Neverwinter Nights 1 / General - Neverwinter Vault.

Anyway here is a sequenced series of screenshots showing the rules NUI interface. Unfortunately, NWN doesn’t seem to like to take screenshots if you have the cursor on the NUI windows, so no “in action” shots.

If you close the button (in the first screenshot) you can pop it up by clicking the compass. There is a tooltip that displays when you hover the cursor over it.


First multi-area encounter is completed, marking time to hook into the village area as a quest. I decided I needed some proper dalesmen and the Q ranger seemed like a good place to start.


The first multi-area encounter location is hooked into the main village as a quest. There’s a small battle setup to serve as the hook and lead-in to the PC undertaking the quest. Alpha playtesting is going quite nicely and I’ve been able to hammer all the minor issues I’ve encountered thus far.

When you first enter the module, you are leveled up to level 2 and your gear is stripped. You are given a suit of armor or clothes (depending on class), a fur cloak, and fur-lined boots. The first area affords you a chance to make a quarterstaff or club, pickup a torch, and there is a hidden chest with some gold and a healer’s kit. The rest of your gear, except the gold, becomes available after the fight I mentioned above.

I was planning on advancing the game clock for travel and resting, but I’ve found that doing so seems to mess up day/night lighting transitions. I’ve tried calling RecomputeStaticLighting() but the game engine generally ignores the command. So, I’ve had to remove the game clock advancement.

About my 1/day limit on feat/spell regain when using Hardcore or Difficult game modes. While some will complain this is a harsh nerfing of spellcasters, my testing has proven it really isn’t. Yes, you have to be more careful with spells, but wizards and sorcerers have a familiar they can rely upon, and clerics and druids have good combat skills without relying upon spells. The player also can turn this “rule” off if they don’t like it.

Speaking of turning stuff off. The latest Preview patch made some improvements to the NUI. My “Module Configuration” button now starts minimized and I have more finite control over the sizes of the popup windows."

EDIT - I was able to solve the lighting re-computation issue with advancing the game clock. It seems to only occur if you do partial hour increments - e.g. 45 minutes, 1 hour and 30 minutes, etc. As long as you do whole hour increments, the lighting re-computes fine.

Alpha Up For Testing - https://1drv.ms/u/s!Aq1jXP1svO0Bjd9onQ6XSy84M2Ej1Q?e=IFfWL9

EDIT - Alpha no longer available. Thanks to those who tried it out.

More of a demo. Includes the intro area, Greywold Village, The Boneyard, and the Ancient Crypt as well as one quest. There is a doc file including a walkthrough and notes on the type of feedback I’m looking for.

Requires PREVIEW from Steam.



This document details the quests that have been made so far. Quest 3 – Sage Advice is unfinished and does not need to be tested.

Please, report ANY issues you find. I’m most interested in feedback about the “Orb Chamber” in the Ancient Crypts area – where Quest 2 is completed. Is it too hard? Too easy?

Quest 1: On the Run (Background Quest)

Has three stages:

  1. Added when PC enters module – journal should be popped up when first area is entered.
  2. Added when PC examines the ruined farmhouse.
  3. Added when PC accepts Quest 2 – ends this quest. No XP award.

Quest 2: The Restless Dead

When PC enters Greywold, battle sounds can be heard and a Dalesman can be seen running to the south. Following the Dalesman, the PC comes upon a battle with skeletons. When the skeletons are all killed, the PC will be able to speak to Oren who will give him the quest.

This quest cannot be refused.

Has six stages:

  1. Added from conversing with Oren after the battle with the undead. Dovin spawns at the exit to The Boneyard and adds himself as a henchman when the PC gets close enough.
  2. Added when the PC enters the Ancient Crypt in The Boneyard.
  3. Added after encountering the glowing door leading to the center of the crypt.
  4. Added after examining the glowing orb on the pedestal in the center of the chamber.
  5. Added after destroying the glowing orb.
  6. Added after returning to Oren – ends this quest. XP award TBD (suggestions for amount?)

If alive, Dovin quits because Oren assigns him a new mission.

Quest 3: Sage Advice

After completing Quest 2, Oren will give this quest to the PC

This quest cannot be refused.

Has one stage (so far):

  1. Added from conversation with Oren after returning from completing Quest 2.
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