Before I begin, just a quick reminder. Where in the tutorials they say "object's script tag" they mean the Tag of the object and that where they say to close the toolset in order to test your module this is unnecessary. Just press the F9 key instead.

(Tutorial 4: Create the Cast)

There are no glaring issues with this particular tutorial but I still have a few comments. So, let's make a start. I would suggest that you save the module after each creature that you create for the reasons given earlier in this series. Follow the instructions all the way to number 4 for Gnashgab. Before you get onto number 5 there is something to be aware of.

Should you have given Gnashgab any equipment (weapons/armour/whatever) before you came to this particular tutorial, you will get a surprise. Instead of what you are told in the tutorial, you will be presented with a small dialogue box. This dialogue will tell you that because Gnashgab has custom items you will need to create custom blueprints for them as well - [Yes][No][Cancel]. This in spite of the fact that you only gave Gnashgab standard items. I suspect that this occurs because it is no longer just a standard creature. While I regard this as a bug, it appears that BeamDog disagree. Anyway, if you press [Yes] you will get an additional property box for each of the items before Gnashgab is added to the palette in the way described in the tutorial. So, the moral of the story here is if you are going to use this method of adding a custom creature/NPC to the palette don't give them any equipment until after you've actually added them.

Anyway, continue on with the tutorial all the way up to and including to step 4 under Veran. The statement "WARNING: All creatures, doors and place-able objects require a portrait." requires some clarification. For the purposes of this tutorial I will agree with that but when you come to your own module(s) I would modify it slightly with regards to doors and placeables. In their cases I would only make sure they have portraits if they are to have conversations with the PC. As otherwise you are wasting your time because you will never be shown portraits for them.

Other than that, I nothing to add for this particular tutorial so go ahead and complete it including the Extra Credit section.

(Tutorial 5: General Attitudes: Factions)

This is actually quite a good tutorial on factions and the faction editor. Just be careful when you are following the instructions as at first glance it may appear that in a couple of places, the same instruction is repeated twice. It isn't. If you should come across this just re-read the pair of instructions until you understand what you are actually being told to do. Anyway, do everything up to the Miner Group Encounter section.

Before you proceed any further with the Miner Group Encounter section, it is a good idea to check the location of any spawn points for goblin encounters in the cavern with the mine shaft. Otherwise there is the danger that when you follow the instructions in this section of the tutorial, that you will place the miners encounter spawn point too close to the goblins one. You will notice that the spawn points appear to be invisible in the toolset. To remedy this all you have to do is to select the trigger for that encounter which will reveal the spawn point. You can, if necessary, now move the spawn point. Now that you are aware of this follow the instructions up to the Extra Credit section.

The Extra Credit section is split into two parts, the first of which deals with map notes. This is a pet peeve amongst some players. A lot of the early user made modules suffered from a general lack of them. These are quite important for making getting around in an area more pleasant ("Which of these 40 buildings is the $!#!!$ inn!!!"). Having said that the instructions in the tutorial, for using them are slightly misleading, so here is how.

We're going to add a map note to the interior of the mine at the entrance/exit, so obviously you need that area open in the toolset. In the blueprint section of the toolset, the waypoints are indicated by an icon that looks like a small flag on a short pole. Click that and make sure you open the standard (not custom) blueprints. Select a Map Note from the (middle of) list and paint it down next to the entrance/exit of the mine. Now open its properties. While not essential it is a good idea to change the name and the tag. So, change the name to Mine Exit and the tag to NW_MAPNOTEMineExit (this will make it easier to find in the left pane of the toolset) but do not click OK just yet. Select the Advanced tab. At the bottom you will see a pair of pre-checked checkboxes. Leave those well alone. Between them you will see a text box that has the words "Map Note Text" to the left of it. Currently in the text box you will see "<Place text here>". We are going to change that. So, delete "<Place text here>" and replace it with the words Mine Exit. Now press OK. That's it. Save your module and test it in game. Remember to have your mini-map open otherwise you won't see it.

So now that you know how it's done open the Fern area and add map notes for the mine entrance/exit and the inn. If you wish you can add other map notes for this area but as it is only one room, I wouldn't bother doing so for the interior of the inn. When you've finished and tested those, you'll need to re-open the mine area in order to proceed with Extra Credit section.

The second part of the Extra Credit section deals with using waypoints to set up a repeating patrol by the miners when they spawn in. My only comment here is that you may wish to rotate some of the waypoints so that you have an impression of the route that will be travelled by the miners. Anyway, when you have followed the instructions, save and test your module again.

End of Part 4.