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Module Design There are a lot of issues to deal with when putting together a module. I would ask for you not to distribute it, or post it anywhere else, as it is supposed to be a companion to this guide. Play it, analyze it, do whatever you want with it. The link to a zipped module is available here. I am sure that with a clear mind and enough time I will be able to fix it, but I chose to go the easier route. I am not really happy with it, as some of the effects that wished to create I couldn¿t get to work, mostly because of constraints right in the system. I have included a test module with the guide entitled "Island of the Mists". The new wizards make creating some things like waypoints and merchants really easy. The only differences between it and 1.23 is the new available wizards, as well as a few bug fixes. This guide is totally compatible with the 1.1x version, as that was the version that I stuck with while writing this guide. Needless to say, these two updates have changed quite a bit in the toolset. Since I started writing it the toolset has had two major updates.
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I will go more in depth on these things throughout the rest of the guide. This last point is very important! You never want to forget how you fixed a bug! Other things to note here are journal flowcharts, quest completion schedules and local variable descriptions. Keep a page for an NPC list (along with vitals), an Item list (new items and what they are used for), and a list of bugs that were found, along with HOW you fixed them. The main purpose of the notebook is to primarily take notes. You should use it to plan out quests, areas, and special events, basically anything that is special about your module. Why use a book to write notes and stuff? The book is nice to have on the side so that you can keep two surfaces to write on (the book and the monitor - those with dual monitors can type everything, if they want). The book will be used as you progress in the game development as a resource to make your life easier. The planning stage is perhaps the most important stage when developing any kind of program, so make sure that you spend some time to plan out things before you even begin.An easy method to keep notes is to keep a copybook on the side and to use it to record all manner of things. Not only do you have to create the areas and all the objects within them, but it also requires a large amount of time to both implement and to plan it. Module Creation There are many things that have to be done in order to make a successful Neverwinter Nights module.