Our module has a cave (on the far west edge of the map), but let's remove that so we can place a crypt and utilize the Crypt tileset later. On the Creature palette, click on his name (under the tutorial category) and then click on the ground near the pier. Now we can place a copy of the captain on the map. Click and drag the Sailor's Uniform from the Custom Items palette onto the Armor slot in the Standard Equipment tab (left of the item palette). We are back at the Inventory Contents screen where we were going to give our NPC his uniform. We'll chose selection 007, which gives the uniform an Armor Class of 0 (this is shown on the General tab of the Item Properties screen). As the selection numbers get higher for the Torso, so does the Armor Class for the entire outfit. Since a sailor's uniform is not armor, we should limit our choices for the Torso section from among the first eight selections (000 - 007). A color button is available to change the colors for leather, cloth and metal (two each). On the Item Properties screen, we go to the Appearance tab to pick out the parts that will make a uniform, from boots to sleeves. For the Finish, we click on the box labeled "Launch Item Properties" and check it, since we want to design the sailor's uniform's appearance. On the Select Palette Category screen, we'll put our uniform in the tutorial category.
Next, on the Name screen, we'll type in "Sailor's Uniform".
For the Item Type screen we select Armor - yes, ordinary clothing and armor are considered the same type of item. It is similar to the Creature Wizard, and takes us through the paces. This starts the Item Creation Wizard (which is usually accessed via the main menu under Wizards). On the right-hand side of the Inventory Contents screen it a list of categorized items. All the captain needs is a uniform, which we will have to create. We can go to the Statistics tab to alter attributes - Popeye should have a better Strength than your ordinary Gnome.Ĭlick the Inventory button to give the NPC clothing/armor, weapons, and other items. A color button is available to change the skin, hair and tattoo colors. We'll pick a head with something that resembles a sailor's hat. The Creature Propertiesscreen pops up next, and we can go to the Appearance tab to change heads and add tattoos. When we click Finish, the Creature Wizard is done and the NPC's blueprint is created, ready for us to place a copy of anywhere in the module. Since we want to flesh out this NPC a bit more (and give him a uniform), we click on the box labeled "Launch Creature Properties" and check it. A chance to look things over before clicking Next.įinish.The basic blueprint is about to be added to the palette. We'll put him in the convenient Tutorial palette for easy access. Here we choose a category for the NPC to be listed in the right-hand "blueprint" palette. Since the captain is friendly, he shouldn't be in the default Hostile faction. There is no sailor class, so we'll make him a 3rd level Commoner (deleting the default Fighter level by clicking on the red "X" button). The wizard steps us through each of the following screens: For now, we need an NPC - the captain of the ship!įrom the Wizard menu, choose the Creature Wizard. We'll make up the rest of the story later.
So let's move the start point onto solid ground for now.Īccording to our developing story, the PC was brought to this village via the ship docked here. Due to a minor bug (in the beta only), the Start Location will sink to the bottom of the sea if moved, or if F5 is pressed (the refresh function), or when the file is opened.
Opening the Wydraz Tutorial 1 module, you may find that the Start Location on the pier is gone. In this tutorial we will add NPCs to the previous module, set the lighting and create a crypt area complete with Area Transition doors. In Module Mapping 102, we covered terrain placement and finished the Tutorial module. This article is based on the Aurora NWN Toolset Beta version of the toolset released by BioWare in May of 2002.