Campaigns

The OC uses a campaign system where there is a central umbrella that connects all the different parts (modules). It would seem that this is a great tool for builders who want to publish a series of modules. So far that has not been a lot of talk about this (I think a lot of people are still getting used to the Toolset), but I think it will become more important as time passes. Here's a thread on the official forum talking about campaigns: http://nwn2forums.bioware.com/forums/viewtopic.html?topic=527622&forum=113

A success story with some suggestions from Quoll.

My campaign is working smoothly. I also had a hitch getting it to load at first, and it was all simply a naming issue. Make sure your campaign start module is named the same as a real module in your campaign... then I think it was either adding the ".mod" or removing it. I'd check for sure but I'm not near my editor, but if what you have doesn't work, try the other way.

On the campaign vs module resources, so far it seems to me to simply be a cool way to manage resources. If you know you only use scripts, characters, etc for a short time, only load them for that period, then never again. Those would be the module resources. If you have a companion or scripts you use all the time, make them campaign based. It's sort of a global vs local concept (but only sort of).

I've set a personal rule of thumb to never make one of my areas bigger than any of the official campaign modules. That seems the smartest route unless you want to do a lot of testing.

Another benefit of campaigns that nobody seems to realize yet is how well it fits into group workflow! Several people can all be working on different "modules" at the same time, then just import the updates to a master campaign. Pretty cool.

Good luck all!

And more from flem1

Actually, here's a cool thing: campaign resources, AFAIK, aren't stored in savegames. So for a SP mod you could upload anything that might be changed in an "expansion" (i.e. adding another mod to the campaign) as a campaign dialog/script/whatnot, and then allow players to pick off right where their final save from the last mod left off, including revisiting old areas for new content as well as remembering what happened...

And from Max Gamer

There's only one way I managed to solve the unpacking module hang when starting a new campaign:

1) Close down your starting module in the toolset. For some odd reason the toolset is fussy about having it open when making it the starting module.

2) Make a new campaign in the campaign editor and type in the starter module name to be exactly the same as the filename without the .mod extension.

3) Hit the save campaign button.

4) Lastly add your starter module to the list of modules the campaign will use. This last step may not be essential to get the starter mod loading but will definitely be needed later on.