This page is dedicated to Neverwinter nights Modules which I have created. It contains details of the modules, some hints, tips and other information. You can also download the modules, readme files and walkthroughs via the links on this page.
Almost as soon as Brightwood was completed I started writing a new one. This time I had a lot more experience and had the benefit of feedback from those that had played my first module. Had I realised that the next module would take the best part of 18 months to write I probably would never have started. I did however sit down with paper and pencil and outlined the main story, several side quests, the main areas and some NPC's before I even began to code
I can't say that I worked on the module exclusively during this period as the diary shows. I played a lot of other games as they came out, but the module was never that far away from my mind. In fact had the Shadows of Undrentide expansion not come out it would have been finished a lot earlier. This latter added some great content and I just had to include some of it. This meant extensively rewriting henchmen in particular along with some other scripts. New scripting functionality also meant that I could do things which I'd had ideas about but couldn't do.
The module has now been published and you can download it here There is an accompanying ReadMe which will give you details of the module, and I have also written a walkthrough in either Word format or as text only. You can download these by right-clicking on the links and selecting Save Target As.. from the context menu.
For Mac users and for those people who do not like the self installer I have uploaded a non zipped, non executable version of the module. You will also need the alleys and the doors hak paks. Note that since these files aren't zipped they'll take a while to download if you don't have broadband. Total size is over 40Mb.
When Neverwinter Nights first came out I set about writing a module. I have always had an interest in creating D&D stories and scenarios as a Dungeon Master and have played every major Roleplaying game which has appeared on the PC (at least those that got a decent score in PCGamer). A long time ago when I owned a BBC model B computer there was an editor which allowed you to create text only adventures, and I loved it. Ever since then I had been waiting for something better to appear, and before NWN, nothing had.
To create a module which others can play requires a fair amount of work. At least to do it well, it does. It is easy enough to throw a few areas down, populate them with monsters and publish it. If, however you want to include detailed conversations, interesting quests and atmospheric locations then you need to spend a fair bit of time over it.
The first module which I created was called Brightwood and it can still be downloaded here or from the NWN vault. I did a walkthrough for it and you can download a Word version here or a text only version here. (Right click and choose "Save Target As.." to download). In all honesty I had some great ideas but the execution wasn't all that great. I fell into a lot of traps, the worst being inadequate planning. The module was created a bit on the hoof, and you just can't do that. It also suffered a bit from my lack of scripting experience, since I was learning in effect a new programming language as I went along. I had never done any C++ before, having been limited to BBC Basic and Visual Basic in the past. Still, a lot of people enjoyed it and I still get the odd e-mail about it, nearly 18 months after it was finished.