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        <dc:date>2025-11-13T19:45:49+00:00</dc:date>
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        <title>Automatically Closing/Locking Doors</title>
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        <description>Automatically Closing/Locking Doors

By default, doors stays open until last player leaves an area. This suffices in most of the situations.

But sometimes you might want to make sure that specific doors closes and locks automatically. For example if you have rogue-only doors that acts as a shortcut or the door requires a key that needs to be obtained from named monster first.</description>
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        <dc:date>2025-11-17T00:16:05+00:00</dc:date>
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        <title>Encounter Trigger Painting and Spawn Points Placement</title>
        <link>https://arkhalia.pw/wiki/doku.php/en:modulebuilding:encounters?rev=1763338565&amp;do=diff</link>
        <description>Encounter Trigger Painting and Spawn Points Placement

Never pinpoint paint the rectangles on the floor to copy the walkable terrain.

[{{:en:modulebuilding:spawnbad1.png?400|NOT THIS WAY!!!]

Not only this won&#039;t be 100% and smart players moving via mouse might be able to move through and not spawn your encounter, it is needless. The encounters and triggers do work regardless of their Z positions, so pain it from top down to include non-walkable parts.</description>
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        <title>General Building Advices</title>
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        <description>General Building Advices

Resrefs and tags

Resrefs should start with two letters as a shortcut of its creator (so I am using “sh”), underscore character and whatever. This is important so we know who to blame later :) .

Tag and resref should match unless it is specifically needed for scripting.</description>
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        <title>Pathfinding - Common issues</title>
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        <description>Pathfinding - Common issues

How to have good pathfinding in the map.

Choose proper tileset

Not all tilesets supports good pathfinding. Notoriously known tileset called “DOA” has amazing looking locations on the one hand, but on the other hand it has big problems with pathfinding. Character can get stucked easily when moving thru</description>
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        <title>Pathfinding - Introduction to the problem</title>
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        <description>Pathfinding - Introduction to the problem

This article has been written as a part of fixing Loftenwood Cementery due to serious pathfinding issues. As part of this, we have decided to summarize problems with pathfinding during the creation of the new NWN locations.</description>
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        <dc:date>2025-11-12T19:55:28+00:00</dc:date>
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        <title>Progress System Tutorial</title>
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        <description>Progress System Tutorial

1. Start with adding script sh_trackprogress to every encounter that you want to be counted towards progress. Not all encounters should grant progress. I typically only do this for those in the direct route from beginning to the end, so if there are any blind routes the encounters inside them don&#039;t grant progress. If they would it would allow player to skip more possibly harder encounters later in the dungeon.</description>
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        <dc:date>2025-11-13T23:39:25+00:00</dc:date>
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        <title>Random and Respawning Traps</title>
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        <description>Random and Respawning Traps

First, find a Craft - Area Settings placeable in custom placeable palette, and place it into area. Then open its inventory and put inside trap kits of traps you want to be spawned in the area. You will find them in custom item palette - Miscellaniouis - Kit. Adding same trap multiple times will increase chances of that trap to be spawned.</description>
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        <title>Building Tips and Tricks</title>
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        <description>Building Tips and Tricks

Importing ERF from higher NWN version than you have

Sometimes you might be stuck on older NWN version for a reasons. Perhaps the server did not update to latest EE version yet. But then someone sends you an erf import that was created in newer version and toolset will refuse to work with it.</description>
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