Once your software is set up to use NWNX, you must still put the scripting commands in your module that will tell NWNX what to do. This is just like importing any other script into your module. There are only two files needed for NWNX to hook into your module:
Both are included in the Legendary_Levels.erf file. Unzip HGLL.zip. Put the Higher Ground Legendary Levels.mod in your modules folder in the NWN folder, and the Legendary_Levels.erf in the erf folder in the NWN folder. Import* the Legendary_Levels.erf into your module. Ignore the missing resources warnings. Save your module, then build** it, then save again. NOTE: due to the size of the scripts in the system, many low-end computers will crash when they try to compile them, using the Bioware compiler. If this happens to you, you can download the PRC compiler, and use it instead - there is a link to it on the first page of the Legendary Level Vault page. Explaining how to set up and use that compiler is beyond the scope of this tutorial, however.
Now that all the scripts you need are in your module, you need to add a few scripts to the module events. With your module still open in the toolset, click the Edit tab, and select Module Properties. In the events tab, put the following scripts in the following events:
You're almost done! Put a placeable somewhere in the module to run the leveling conversation. Choose a placeable, make it useable and plot, and put the hgll_start_dlg script in the OnUsed event. Save the module.
If you are using a standard installation of NWN in C:\NeverwinterNights\NWN, then congratulations, you are finished! If you installed NWN in another folder, then you have one more change to make. Open the script editor, and open the hgll_const_inc file. On line 4 is a constant string that contains the default path to the NWN servervault. Letoscript uses that path to find the character files to edit. Replace the default path with the path to you servervault. If you installed on drive D instead of C, for instance, the line would look like this: