IMPORTANT - HOLD OFF ON DOWNLOADING THE PWC FILE (UPDATE - IT IS OK TO DOWNLOAD NOW. AS EXPLAINED IN THE NEWS ITEM ABOVE THIS ONE, RE-RUN WORLDGATE IF YOU'VE ALREADY RUN IT ONCE, IN ORDER TO DELETE OUT UNNECESSARY FILES. THIS SHOULD TAKE ONLY A FEW SECONDS) .
I discovered a big bug (crash causing bug) in my module. Fixing it will likely cause the pwc file to be dramatically smaller. If you've already downloaded it, then the next time you run WorldGate (once I fix the pwc file), you probably won't actually be downloading anything new, but instead WorldGate will actually be deleting files (so you're not going to have to redownload anything, most likely).
The boring details if you are interested: A module can be loaded in the toolset in "directory" mode or in "module" mode. "Directory" mode is basically what it sounds like - if you look at your module (one saved in directory mode) in Windows, it is not packed as a single file, but is saved as a directory, with a bunch of files within that directory (the files being every part of the module - walkmeshes, creature blueprints, scripts, etc.). "Module" mode, on the other hand, saves all those pieces into one file with a .mod extension. Most builders build in directory mode, as it is much faster, and less prone to crashing.
The catch - unlike the game client which you play on, the standalone nwn2 server can only run a server in module mode - it can't run a module saved as a directory (although this will change in patch 1.06). Thus, for example, I could test the module just fine on my machine, as the game client would load it just fine. But, when a builder is done building for good in directory mode, he has to convert his module over into module mode, or use a community tool to pack the necessary server files as a .mod file that the standalone server will understand.
This is where my problem was discovered - every time I tried to save our module as a module (i.e. as a .mod file), the toolset crashed, and gave me an error. This was a problem obviously, as I couldn't convert it into the required format to move it over to the server and run it there.
After a couple hours of digging, I think I have found the problem. Somewhere along the way, a .mod file was introduced into my module directory. Thus, whenever I tried to save my module as a .mod file, it ran into trouble (I'm assuming because you can't have a .mod file within a .mod file). The .mod file in question was a version of the module from long ago, back when I built in module mode. I'm not sure if a bug in the toolset introduced the problem, or my own carelessness. Basically, without realizing it, I was trying to save a module file within a module file.
In any event, I've stripped the offending file from the module, and the module appears to be running (and saving) fine. So, I am going to do a bit more testing to be sure, and then post a new .pwc file. As noted above, this new file will likely contain what was in the old file, MINUS what was in the deleted file. So, for those who already ran WorldGate, running it to update again will likely just cause it to delete the unnecessary portions of the file
Sorry for any inconvenience.
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