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Useful Resources for Builders


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#1
The Fred

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It was suggested in the Essential Add-Ons and Haks thread that we have something similar for builders. Well, here it is (nobody else made one, so I figured I may as well).

Really, we could split this up into scripting, toolset and custom content, but unless it becomes too bloated, I think it may as well stay in one place. Just to get the ball rolling, I'll put down some of what I can think of off the top of my head, but I'll add anything else anyone suggests to this top post so it's easier to find. Obviously there are a LOT of resources for builders, so there might have to be some discretion as to what gets put up here.

General Links
The Neverwinter Vault - A massive depositry of all things NWN1 and NWN2. If you want something not mentioned here, your chances aren't bad to find it there.
The NWN2 Wiki - More useful for players than builders, the NWN2 Wiki still has a lot of info on 2das and GUIs etc. and is a good reference for lots of other stuff.
NW Citadel, a place where NWN stuff happens.
The Grand Builder Talent Trade Thread - a new thread where you can post requests for things in exchange for help you can offer others.

Toolset General
More plugins can be found at the Vault.
Toolset Notes
Don't Panic! - the Hitchhiker's Guide to the Toolset.
Smorpheus' Toolset Visual Index DELUXE for previewing all sorts of stuff.
Spellplug - A spell-checker plugin.
Power Bar - Gives you more buttons, always a good thing.
The Grinning Fool's Usability Tools are a large collection of useful, well, tools.

Area-building
Yet Another Terrain Tool (YATT) - A highly acclaimed plugin for importing heightmaps and things into the toolset.
TerraCoppa allows you to copy, crop and rotate all or part of an area.
WaterMill lets you do cool things with water.

Scripting
Your first stop should probably be the Resources for Scripting thread.
Scripting for Noobs, a tutorial by Knightmare on - believe it or not - scripting.
Tony K's Companion and Monster AI can be used by builders as well as players.

Beyond the toolset:
The NSS Command Line-Compiler (NSSCLC) can be used to compile scripts outside the toolset.
Batch Compiler for NSSCLC
Fancy Colours adds the NWN(2) colours to code editors. Works great with the NSSCLC.

Custom Content
More hakpaks can be found on the Vault page.
There are a LOT of cool models also on the Vault.
Robinson Workshops, from whence a lot of awesome tilesets, creatures, and other things came. There are too many to list them individually, but go here or look for RWS on the Vault.
Kaedrin's PrC Pack - a huge custom content pack popular amongst a lot of players. You can integrate it into your module, or just set your module up to allow it, but either will go down well with a good chunk of your audience.
Avlis 2 Dynamic Lizardfolk, Ogre and Pixie.
Race Editor - lets you make your own races without needing to be a CC adept.
MDB Cloner is an easy-to-use tool which can copy and re-name models, and re-texture them too. Allows even the least experienced of us to create models with new "skins".

More Tutorials
Conversation Tutorial
Cutscene Tutorial

GUI Modding

The messy but useful NWN2 Wiki page.
NWN2 XML & GUI Coding for Beginners - a tutorial by Lance Botelle.
Rich Taylor's Blog, which contains useful information on some of the elements of GUIs, including some of the more advanced features.

Other Tools
NWN2Packer - allows handling of hakpaks and similar files. This means you can make your own hakpaks, extract files from hakpaks and modules etc.
Axe Murderer's Killer TLK Editor lets you edit TLK files, which a lot of custom content making needs you to do. Note it's an NWN1 tool, but works great for NWN2 as well.
TlkEdit2 - Another TLK editor, also handles 2das and GFFs and things.
SSFEditor - An editor for SSFs (Sound Set files).

Name Generators
Because unless you're a tattooed immortal Planeswalker, you need a name. If you're a builder, you need lots.
Squid.org - many fantasy options.
Serendipity - various generators.
Fakenamegenerator.com - mostly real-world, but includes Hobbit and Ninja.
Everchanging Book of Names - fantasy name-generating shareware.

Editado por The Fred, 09 enero 2012 - 04:01 .


#2
casadechrisso

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 Essential for me were various toolset tutorials, I think everyone should start with one (and yes, I know, I'm one of those people who hate manuals too...)

Don't Panic!

Toolset Notes

Conversation Tutorial

Cutscene Tutorial

... to name just a few from my "guides" folder.

What I'd consider very necessary is some place where you can find a FAQ to all those small things most more advanced builders seem to consider too unimportant to mention anymore. Like... "how do I enable that little sun/moon clock in my module", "why are are all my creatures injured" etc etc. Every PW or module I check out seems to have fixed these small things, but for a new builder it still takes days or weeks to find out. A real builder wiki might be a nice idea, or is that another thing that long exists and just wasn't mentioned because it's assumed people know about it anyway?  ^_^

Editado por casadechrisso, 22 enero 2011 - 01:18 .


#3
Shaughn78

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With this list it may make sense to split it into player resources and builidng resources, to make it easier to search and allow newer players to easily find things they can use.

Here are few additional things I like.

Other tools:
SSF Editor

Toolset general:
SpellPlug An absolute must!
Sunjammer's Tintinator
[Lip Flappers

Editado por Shaughn78, 22 enero 2011 - 04:27 .


#4
The Fred

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Yes, the Essential Add-Ons and Haks thread is for things for players, these are for builders. Obviously though there is some overlap (e.g. Kaedrin's and Tony K's) and they might need to be reorganised as the list grows, but I guess we'll soon see.

#5
The Fred

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I've added a couple more things, but it's still by no means an exhaustive list.

#6
rjshae

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casadechrisso wrote...
What I'd consider very necessary is some place where you can find a FAQ to all those small things most more advanced builders seem to consider too unimportant to mention anymore. Like... "how do I enable that little sun/moon clock in my module", "why are are all my creatures injured" etc etc. Every PW or module I check out seems to have fixed these small things, but for a new builder it still takes days or weeks to find out. A real builder wiki might be a nice idea, or is that another thing that long exists and just wasn't mentioned because it's assumed people know about it anyway?  ^_^


Why not use the Toolset FAQ in this forum?

#7
Happycrow

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I think he's legit in asking. I'm not the only one whose questions occasionally get answered with either deafening silence or else "just play around with it." There's a ton of stuff for newbies, but breaking into the next level sometimes feels a lot like trying to deal with the mafia's omerta code.

#8
casadechrisso

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rjshae wrote...

Why not use the Toolset FAQ in this forum?


1. my examples are not covered in there

2. It might be a little more special than, say, where do I enable or disable fog. 

No, the wiki example was because I often needed a searchable resource in my earlier module building process, the sun/moon clock being one of those examples, a tiny little thing I just couldn't figure out myself, and googling or searching various toolset docs didn't show anything. I was asking myself "why is this tiny little thing enabled in all the mods I play, but nobody has ever written down how it's done?". A FAQ here at the forums with all those little tricks I needed badly in the past would probably be too long to be of any use, but a searchable database, like say the NWN2 wiki, would've been most helpful. The same goes for a lot of custom content things, too much I would guess for a general toolset newbie FAQ. 

#9
dunniteowl

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So, did you figure out how to set the clock? IF so, then stick it in the wiki! 'Cause I don't know how to do that.

dno

#10
The Fred

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What clock? Posted Image

Incidentally, if this might actually be a useful resource for people, might it be possible to get it stickied?

#11
Kaldor Silverwand

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dunniteowl wrote...

So, did you figure out how to set the clock? IF so, then stick it in the wiki! 'Cause I don't know how to do that.
dno


See this thread.

Regards

#12
Morbane

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OC Modules:

0100 Uninvited Guests – Sample Module includes:

0100 – Lannon Farm
0101 – Lannon’s Farm Interrior


1000_Neverwinter_A1.mod includes:

AR1000 Docks in Chapter 1
AR1001 Sunken Flagons Inn
AR1002 Hagen’s Shop
AR1004 Par’s House
AR1005 City Watch Headquarters
AR1006 Moire's Office
AR1007 Sand’s Shop
AR1008 Lord Dalren's House
AR1018 Church of Tyr
AR1025 {2092}Sydney Natale's Sanctum
Stage – a daytime sky?

1100_West_Harbor.mod includes:

AR1100 West Harbor, Before being destroyed
AR1101 Pierson's Home
AR1102 Tarmas House
AR1105 Starling House
AR1110 Farlong House, Level 2, start of the game
AR1111 Farlong House, Level 1
AR1120 Swamp Ruins, exterior
AR1121 Swamp Ruins Interior

1200_Highcliff.mod includes:

AR1202 The Weeping Willow Inn, exterior
AR1203 The Weeping Willow Inn, interior, lower floor
AR1204 The Weeping Willow Inn, interior, upper floor
AR1206 The Mere of Dead Men - Path to Lizard Lair
AR1207 Swamp Cave, Lizard Lair
AR1208 Shandra's Farm
AR1209 Fort Locke
AR1210 A smaller crypt in the Graveyard
AR1211 An exterior of the Graveyard
AR1212 A larger crypt in the Graveyard
AR1213 Road to Highcliff
AR1214 Bandit Camp, exterior
AR1214 Bandit Den, interior
AR1216 Cutscene with Elanee joining in
AR1217 Highcliff
AR1218 Highcliff Castle Exterior
AR1219 Highcliff Castle Ruins
AR1220 Highcliff, North Coast, Lizardfolk Boss Approach
AR1221 Highcliff, Lizardfolk Lair
AR1222 Zeeaire’s Chambers Int
AR1223 Maiden's Glade
AR1224 Par's House
AR1225 A camp (widow)

1300_Old_Owl_Well. mod includes:

AR1301 Ironfist Approach (tagged as 1308)
AR1302 Old Owl Well
AR1303 Bonegnasher Approach
AR1304 Bonegnasher Clan Lair, Interior
AR1306 Troll Cave
AR1308 Ironfist Approach/Bugbear Approach
AR1311 Ironfist Clanhold
AR1312 Mountain Pass, Meeting Casavir
AR1314 Eyegouger Approach
AR1318 Eyegouger Lair, Level 1
AR1319 Eyegouger Lair, Level 2
AR1320 Eyegouger Lair, Level 3
AR1321 A Canyon, Luskan Ambush

1600_Githyanki_Caves. mod includes:

AR0000 empty sky
AR1600 Black Lake District
AR1601 Aldanon’s House
AR1602 Neverwinter Archives
AR1610 Shandra’s Farm Exterior
AR1611 Shandra’s House Interior
AR1616 Ember, Before being destroyed
AR1620 Githyanki Approach
AR1621 Githyanki Cave
AR1623 Githyanki Inner Complex, Combat
AR1630 The Sunken Flagon, under attack

1700_Merchant_Quarter.mod includes:

AR1011 Fihelis' Estate, Level 1
AR1012 Fihelis' Estate, Level 2
AR1013 Merchant’s Quarter
AR1016 Brelaina's Office
AR1017 Axle Devrie's Office
AR1018 Church of Tyr
AR1019 Tomb of the Betrayers
AR1020 Leldon’s Hideout
AR1021 Githyanki Hideout
AR1023 Castle Never
AR1701 Crossroad Keep Basement, Garius Battle
AR1015 Moonstone Mask, Level 1
AR2025 Moonstone Mask, Level 2, demons attack

1800_Skymirror.mod includes:

AR1003 Neverwinter Wood, Meeting Grobnar
AR1040 Skymirror Lake

1900_Slums.mod includes:

AR1010 The Back Alley
AR1011 Smuggler's Warehouse

2000_Neverwinter.mod includes:

AR2023 Castle Never
AR2023 Fake Trial in Castle Never
AR2024 Blacklake District
AR2026 Arena for lorne’s Battle
AR2027 Temple of Lathander
AR2038 Collector’s Mansion, Lower floor
AR2040 Collector’s mansion, Upper floor
AR2044 Gannish Estate
AR2050 Lord Temar's Mansion
AR2060 Bryce’s Tomb
AR2070 Aldanon's Manse
AR2071 Aldanon's Basement
AR2080 Tavorick Estate
AR2081 Tavorick Estate, upstairs
AR2082 Tavorick Estate, crypt
AR2091 Solace Glade
AR2092 Sydney Natale's Sanctum
AR2320 Crossroad Keep interior (Incomplete?)
AR2330 Crossroad Keep basement
Ol map – green square map
Qara’s encounters – second encounter with Qara’s special friend

2100_Corssroad_Keep_A2.mod includes:

AR3055 Crossroad Keep: Roadside Battle
AR3070 Shandra’s Farm with Ammon Jerro’s sidetrip
AR2100 Crossroad Keep Courtyard
AR2101 Crossroad Keep Inn
AR2102 Crossroad Keep Merchant Shop
AR2110 Crossroad Keep Interior
AR2111 Crossroad Keep Basement
AR2112 Crossroad Keep Approach (Farms)
AR3090 Ancient Valley (Undead Dragon)
AR3101 Crossroad Keep Mage Tower
AR3102 Crossroad Keep Guard Tower
AR3104 Crossroad Keep: Church
AR3105 Crossroad Keep: Monastery
AR3106 Crossroad Keep: Monastery (Khelgar’s Trial?)
AR3190 Forest. Sydney's Meeting and the Wendersnaven.
Greycloaks: Help your Greycloaks encounter

2200_Port_Llast.mod includes:

0000_Starthere Looks like a steup for CK Gates battle?
AR2200 Port Llast
AR2202 Alliance Arms Inn
AR2205 Garrison
AR2210 Destroyed Ember
AR2211 Duskwood
AR2212 (Were)Wolf Lair
AR2220 Well Interior
AR2222 Ember Caverns
Generic forest Rival Party Encounter (? Someone called zinn?)

2300_Crossroad_Keep_Adv

AR2300 Crossroad Keep farm, used for a cutscene when we first come to the Keep?
AR2310 Crossroad Keep Courtyard, used for a cutscene when we first come to the Keep?
AR2311 Tunnel
AR2320 Crossroad Keep Interior, fighting KoS forces
AR2330 Crossroad Keep, Basement, fighting KoS forces
AR2340 Tunnel Exit – ‘secret entrance’ to the tunnel?
Temp_overland green square with an albino elf

2400_Illefarn_Ruins.mod includes:

AR2410 The Ruins exterior
AR2411 Gem-mine
AR2421 Riverguard Keep Level 1
AR2422 Riverguard Keep Level 2
AR2423 Riverguard Keep Level 3
AR2430 Temple of Seasons
AR2443 Guardian Ruins
AR2450 West Harbor Ruins, when they are occupied by KoS forces
AR2451 The Mere of Dead Men
AR2452 West Harbour Ruins Destroyed
Great_hunt – the Great Hunt Encounter (?)
Party_central – world map functionality thing
Pixies – Pixies Attack!

2600_AJ_Haven.mod includes:

AR2600 Haven, Exterior
AR2640 Haven, Interior
AR2650 Garius Headquarters Cutscene
Party_central_3 – world map functionality thing

3000_Neverwinter_A3.mod includes:

AR3000 Castle Never (under attack)
AR3001 Neverneath
AR3010 Highcliff taken over by the Lizards
AR3014 Road to Highcliff, lizardfolk ambush {Elanee #3? Her quest, I presume?)
AR3030 Ironfist Stronghold
AR3031 Mount Galardrym
AR3032 Fiery Canyon, Red Dragon
AR3033 Canyon, Fire Giant King
AR3041 Circle of the Mere
AR3050 Shadow Reaver Encounter (Camp)
AR3051 Arrival to the guardian Ruins
AR3052 West Harbor, Reforging of the Blade
AR3061 Axle Devrie's Office, Axle’s encounter
AR3063 Merchant Quarter, exterior
AR3064 Leldon's Hideout, Moire

3400_Merdelain.mod includes:

AR3400 Vale of Merdelain (Temple)
AR3420 King of Shadow’s Sanctum

3500_Crossroad_Keep_Seige.mod

AR3500 Crossroad Keep Interior with the War Council Chambers
AR3501 Crossroad Keep exterior, curscenes set up?
AR3510 Crossroad Keep Outskirts
AR3530 Battle on the Walls
AR3541 Battle at the Gate

#13
Morbane

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MotB + SoZ
MotB Modules:

A_X1.mod

a00_lobby
a01_lower_barrow
a02_middle_barrow
a03_upper_barrow
a04_forges
a05_library

B_X1.mod

b01_mulsantir_gate
b02_mulsantir_town
b03_shadow_mulsantir
b04_the_veil_theater
b05_the_veil_theater_s
b06_temple_of_kelemvor
b07_upper_vault
b08_lower_vault
b09_prison
b10_wells_of_lurue
b11_sloop_inn
b12_ice_troll_lodge
b13_janiiks_farmhouse
b14_anyas_dreamscape
b15_avolov_house
b16_lurue_dreamscape
b17_necromancer
b18_madatov_home
b19_vremyonni

C_X1.mod

c01_outskirts
c02_ashenwood
c03_burning_grove
c04_immil_vale
c05_dalenkas_dwelling
c06_caved_in_mine
c07_wolverine_cave
c08_dreamscape
temp

D_X1.mod

d01_lakeshore
d02_nightshore
d03_coveya_kurgannis
d04_the_skein
d05_dreamscape
d06_sleepers_prison
d07_dreamscape_theatre
d08_dreamscape_gate
d09_dreamscape_wall
d10_dreamscape_durler
d11_dreamscape_gudbughach
d13_dreamscape_faras

E_X1.mod

area1
e01_thaymount
e02_academy_classrooms
e03_academy_instructor_quarters
e04_headmistress_tower
e05_astral_boneyard
e06_founders_sanctum

Z_X1.mod

z01_city_gates
z02_basilica
z03_eternitys_end
z04_temple
z05_wall
z06_vault_1
z07_dreamscape_ck
z08_evil
z08_good
z08_neutral
z09_dreamscape_wh
z10_vault_2
z11_vault_3


SoZ Modules:

F_X2.mod

f00_overland - Sword Coast
f01_pirate_grotto
f02_worg_mothers_den
f03_malarite_hermits_cave
f04_banite_enclave
f05_cold_iron_mind
f06_ab_outpost1
f07_ab_outpost2
f08_parrums_rock
f09_bard_hideout
f10_sharran_temple
f100_generic_tavern
f101_meeting_tavern
f11_eldreth_camp
f110_generic_temple
f12_crypt
f13_undead_barrow
f14_cabin
f15_abandoned_mine
f16_illefarn_ruin
f17_humanoid_cave
f18_ruined_keep
f19_imaskari_ruins
f20_trading_post
f21_forgotten_crypt
f22_mere
f23_umber_cave
f24_dragon_lair
f25_golem_keep
f26_illefarn_outpost
f27_halfling_house
f28_mountain_camp
f30_graveyard
f31_nights_rest_inn
f32_hag_cave
f34_fgiant_cave
f35_blade_golems
f36_skullcrusher_cabin
f51_random_forest_01
f53_random_plains_01
f57_random_road_01
f59_random_swamp_01
f61_random_hills_01
f63_random_beach_01


G_X2.mod

g00_overland - Samarach
g01_black_market
g02_sauringar_temple
g03_shattered_spear_tribe
g04_mines
g05_tempests_fury
g07_stone_knives_tribe
g08_singing_caverns
g09_chokemist_cave
g10_torich
g100_samarach_tavern
g11_shrine
g12_crypt
g13_lizardfolk_ruins
g14_kobold_cave
g15_crypt
g16_tower
g17_waterfall_cave
g18_mine
g19_yuanti_temple
g20_nimbre
g21_loremaster_house
g22_ogre_cave
g23_firenewt_cave
g24_cabin
g25_flayer_tower_1
g26_flayer_tower_2
g27_flayer_tower_3
g28_barrow
g29_chult_mines
g30_ruined_shrine
g31_shade_chambers
g50_random_jungle_01
g52_random_plains_01
g54_random_swamp_01
g56_random_road_01
g58_random_hills_01
g60_random_beach_01
u00_lobby
u01_shipwreck_cove
u02_openpalm_bazaar
u03_lumber_camp
u04_leiras_trick
u05_shipwreck_cove
u06_batiri_cave
u07_shrine
u08_crafters_guild


M_X2.mod

m01_merchant_hq
m02_phoenix_tail
m03_courtyard
m04_crystal_cave
m05_shadow_cult
m06_shrine
m07_keep_interior
m08_alchemist_house
m10_orphanage
m11_guild


N_X2.mod

n01_blacklake
n02_waukeen
n03_thayan_enclave
n04_inn
n05_trading_post_basic
n06_forktongue_den


O_X2.mod

o01_viper_temple
o04_armory
o05_entry_hall
o06_library
o07_sanctum
o08_throne
o09_main


S_X2.mod

s01_portllast
s02_garrison
s03_priory
s04_gothaladreum
s05_alliancearms
s06_trading_post


T_X2.mod

t01_west_harbor
t02_swamp
t03_dragon_cave
t04_trading_post


X_X2.mod

x00_ending

may contain errors, but its better an' nothin

Editado por Morbane, 07 mayo 2011 - 06:53 .


#14
Clyordes

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I've just recommended Smorpheus' Toolset Visual Index in another thread & am really surprised that its not listed here - its absolutely invaluable in helping to find exactly the right placeables, and what all the variants to weapons, armour, etc. look like:
nwvault.ign.com/View.php

Hope its useful (doesn't include SoZ items)

Cly.

#15
The Fred

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Added it to the list. I'm thinking it might be worth re-organising but tbh there are loads of things which could be considered resources for builders (prefabs, models etc) which are probably just better linked to as categories on the Vault.

#16
Promethean 47

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Does anyone know of any other UI resourches/tutorial besides this:
http://nwvault.ign.c...ls.Detail&id=92

I've found the bioware UI blog and spelljammer's Listbox tutorial pdf on the vault, any other resources for a noob trying to learn custom GUI/XML coding for nwn2 would be appreciate. Thanks.

#17
The Fred

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The NWN2 wiki has some stuff, and some links, though it's incomplete and kinda badly laid out. Unfortunately the UI stuff is fairly badly documented and a lot of the time you just have to get through via trial and terror. Any specific problems and people in the Custom Content forums (I think that's the best one, maybe Scripting) should be able to help you.

#18
kamal_

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Lists of medieval occupations to help fill out your world.
www.svincent.com/MagicJar/Economics/MedievalOccupations.htm

Fantasy name generator, works in numerous styles.
www.squid.org/rpg-random-generator

#19
The Fred

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Unfortunately the top link does not appear to work.

I did add the name generator and all the others ones from the recent name generator thread, though.

#20
kamal_

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Lists of medieval occupations to help fill out your world.
www.svincent.com/MagicJar/Economics/MedievalOccupations.html

fixed the link

#21
MokahTGS

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Tchos wrote...

This could have gone into the scripting subforum, but I thought it would be more appropriate here, since the user does not need to actually touch any scripts to use this system, and it's more of a tutorial for general toolset users.

Yet more investigations into the workings of the default scripts has led me to understand the SoZ loot generation system. One reason for wanting to use this system rather than the default loot generators is that SoZ had more variety of items, and it's geared for levels around 3-18, which covers any module I'm likely to make, and since it was the last official expansion, I think its items are more likely to have fixed any bugs from the original versions and/or tuned them for best compatibility with the last patch of the game engine.

In case no one else has written an explanation of this system, or a guide for using it, I've written this guide. My search revealed none, but even if there is such a guide, I'll bet it's not this detailed.

To get it working without having to write/edit any scripts, you need the following files from the Storm of Zehir campaign to be in your campaign:

  • k_mod_load: A module script. Select View Module Properties, and put it in the On Module Load field.
  • kb_default_sp: Just put this in your folder somewhere. The creature's default spawn script will fire it.
  • kinc_treasure: Just put this in your folder somewhere, though you only need it if you plan to edit and recompile either kb_default_sp or the treasure generation functions themselves, and can leave it out otherwise.
  • nx2_loot_*.2da: The loot tables. Again, just copy them into your folder or hak.
I think that's it. It begins with k_mod_load, which goes in the module's On Module Load field. It contains these lines:

// standard script for spawn modifications for this campaign
SetGlobalString("N2_SCRIPT_SPAWN_CREATURE", "kb_default_sp" );

The default creature On Spawn In script looks for this global string, and executes the specified script before anything else. That's where the loot gets generated on the creature. When it executes kb_default_sp, it checks the creature for certain variables, and uses those to determine what kind of loot the creature carries, how much, what percentage chance there is, if there's any specific loot it should add to the table, and if you want any extra loot to spawn.

If you have those two files loaded in your module, and do nothing else, then no creatures will generate any loot, because the first thing kb_default_sp does is to disable the OC's treasure generation system by setting the creature's variable X2_L_NOTREASURE to TRUE. You need to set variables on the creature for the new system to function. Saved sets of these variables are already in the toolset ready to be used, and can be loaded on the creature using Import Properties>Variables, but I'm creating extra saved variable sets with some kinds of loot specified, since the ones that come with the toolset are blank.

kb_default_sp uses functions from kinc_treasure, which reads loot tables from the nx2_loot_*.2da files, depending on what kind of loot you tell it to generate (alchemy, ammo, gems, potions, gold, random).

Note: Some of the items in the 2da loot tables are not in the default toolset. You should read the 2das and copy the items with those resrefs from the SoZ campaign folder to your own. Or, use the brute force method and just copy everything with a .uti extension from the SoZ campaign folder. It's 1141 blueprints, amounting to 4.41 MB, and you might like to have some of those in your game anyway, to place manually or put in shops, even if they're not part of the loot table. The ones you don't need won't do any harm except to take up a little extra space.

What to set
There are three functions that the spawn script executes: GiveNX2SpecificLoot(), GiveNX2ExtraLoot(), andGiveNX2RandomLoot(). Each of these looks for 4-5 variables on the creature, listed below. They all perform independently from each other, so you don't have to include any of them that you're not using.

Random loot:
  • NX2LootType: String. Valid entries are alchemy, ammo, gems, potions, gold, or random. Note: "random" will not mix types. It only picks one of the types, even if you use a quantity greater than one. So you may get two different kinds of ammo, but never one kind of ammo and one potion. The stack size of the ammo is randomised, but never less than 50. If no loot type is specified, nothing will be generated. The "alchemy" choice does not generate alchemical supplies or apparatus, but only grenade-like items such as tanglefoot bags, alchemist's fire, or holy water.
  • NX2LootGrade: String. Valid entries are low, medium, high, and maximum. This determines which column will be used from the 2da. As far as I can tell, if no grade is specified, no loot will be generated, except if the loot type is gold and you specify an exact quantity of gold.
  • NX2LootChance: Int, but will convert a string to an int just in case. Enter a value from 0-100, for the percentage chance a piece of loot will be generated. 0 counts as 100%, so you could leave this variable off if you want some loot no matter what. If you want no loot, you should add the variable NX2_NOLOOT = 1, or just don't put anything in the resref variables.
  • NX2LootQuantity: Int, but will convert a string to an int just in case. This is how many pieces of random loot will be selected from the table, or how much gold will be given, if the loot type is gold. If it's left blank, but the other variables are set, it'll give 1 item, unless it's gold, which will make it use the loot grade instead to generate a random amount of gold within the chosen grade's range.
Specific loot:
  • NX2SpecificLootResRef: The resref(s) of any specific item(s) that you want the creature to have a chance of dropping, using a separate chance roll than the random loot. I've tested and confirmed that you can put any number of items in this variable, separated by commas with no spaces. Each item gets its own chance roll, but they all use the percent chance specified in NX2SpecificLootChance. This creates an extra mini loot table.  Use this for any creature-specific, quest-specific, or area-specific items, etc.  For instance, my sahuagin have a chance of dropping a sahuagin trident.
  • NX2SpecificLootQuantity: How many copies of this item or items will drop at once, if the loot chance roll succeeds. Unlike the one in the Random Loot function above, this version doesn't perform differently for gold, since it doesn't deal with loot types or grades. Strangely enough, this section of the code has an additional condition for "creature items" (special items, like claws and hides that give the creatures certain properties and abilities), which aren't meant to drop or be used by the player. If you specify one of these as your specific loot anyway, there's a 75% chance the function will destroy it. I don't know why you'd want to make such a thing drop, but if you do, I don't see the point of this random destruction.
  • NX2SpecificLootVariable: This activates a counter. Set it to 1 if you want this specific loot to drop a certain number of times, and then stop dropping. This uses global variables.
  • NX2SpecificLootCount: This is the count tracker itself. Set it to the number of times you want the specific loot to drop (to ever drop, on any creature of that same resref that drops this specific loot). When it has dropped that number of times, the counter will be set to 0, and it will no longer drop. If NX2SpecificLootVariable doesn't exist, it has no effect. You could use this, for example, for a collection quest where you need to retrieve a certain number of stolen quest items from a large group of enemies, and you want them to drop it randomly, but you don't want them to drop more than the quest states were stolen.
  • NX2SpecificLootChance: This functions essentially the same as above, NX2LootChance. One difference is that each specified item resref (separated by commas, no spaces) has an independent die roll for being generated or not, although the percentage chance specified in this variable is the same for all of them. So you may get all of the items generated, none of them, or any number in between, whereas with the Random Loot function, you get either the entire specified quantity or none of them, based on the single roll in the Loot Chance variable.
Extra loot:
  • NX2ExtraLootResRef: See above, NX2SpecificLootResRef. These all function exactly like the Specific Loot variables, even using the same function to generate the loot, but having another set like this allows you to use an additional set of quantity, chance, and/or item tracking with different values for different items, if you so desire.
  • NX2ExtraLootQuantity: See above, NX2SpecificLootQuantity.
  • NX2ExtraLootVariable: See above, NX2SpecificLootVariable.
  • NX2ExtraLootCount: See above, NX2SpecificLootCount.
  • NX2ExtraLootChance: See above, NX2SpecificLootChance.
Although the Random Loot function is the best option here for a random amount of gold within ranges, you might want to use one of the other random 2da loot tables, which would mean no gold would drop.  But you can use the Extra or Specific functions for the gold, instead, as a decent alternative.  Enter the gold piece resref numerous times, separated by commas, put some small odd number in the Loot Quantity (it's a small quantity of gold pieces), and set the chance low.  You'll get a semi-random amount of gold on each creature that way, since each small packet of gold pieces gets its own chance roll.  Just be sure to use that function only for gold in that case.

Note that if you use this treasure system, you also have access to the function from MotB that generates essences for use in crafting. In the OC, you distilled these essences from body parts dropped from creatures, but MotB basically pre-distilled them for you.

Ideas for possible modifications
Pretty much everything can be manipulated without touching the scripts, just by setting variables on the creatures, but probably the easiest thing to start modifying would be the entries in the loot 2da files, if you want certain things to be randomly generated from the main random generator, without listing them as Specific or Extra loot.

The random generator, as shown, generates only consumables or gold. No armour, weapons, or crafting items. A 2da or a few 2das could certainly be created to add that functionality to the random generator, but it can also be handled in other ways. I use an On Death script to generate crafting items, since I use the OC crafting system, but it can also be done with these Specific Loot and Extra Loot functions, as can the weapon and armour drops.

I think it would be a good idea to add a separate function just for random gold, so you don't have to choose between, say, gold or ammo drops, or use workarounds as I suggested above.