Great example of why it'd be nice to be able to open up the official campaigns in the toolset. I understand why they don't let you, but... ouch.
You can and I have, all you gotta do is copy the "wc_*" hak packs from inside your install directory's /data/hk/ folder into your user's /hak/ folder and Neverwinter Nights - Wyvern Crown of Cormyr.nwm from /data/nwm/ into your user's /modules/ and change its extension to .mod. You can then open it up in the Toolset and have a look around. There's also a .tlk file but it wasn't relevant in this case.
But there's two problems:
1) Everything in WCoC is externalised to the haks, including areas
and scripts (was wrong, see below), so I'm not even sure what exact hoops I'd have to jump through to edit those resources in place. You'd have to import them into the module without breaking references, edit them and then inject them back into the original haks.
2) Even if you can edit them, the jousting logic is an absolute quagmire. I actually made a little patch hak that let you spawn an item with dialogue which would correctly execute the first joust's ending cinematic, but there's other quest variables and processes that get set by the joust matches themselves, so it didn't make clean progress through all the pertinent stages.
I was pleasantly surprised just by the wererat quest
I think the troll is my favourite puzzle in any cRPG. Not blowing smoke up anyone's ass, it's just a great instance of an organic, unmarked puzzle that invites you to use your brain naturally.
I suck at NWN mechanically, but we'll see.
Oh, you'll really see beginning with the finale of Chapter 2.
Yeah, jousting and horse/mount mechanics are generally a mess to script and add from what I've been told and seen. A lot of the PWs I've played and SP modules don't implement mounts at all for a reason.
Yep, even in later implementations, horses are an absolute pain in the ass, both design and scripting-wise. There's a reason TotM only gave you one mounted setpiece, and even that forced me to reload once.
In this case, however, it's the overly elaborate and insufficiently robust cutscene. My guess at this time is that it's either the placement of the arena's central waypoint, which is actually just on the other side of the list, that's causing a pathfinding failure (there was some change to that code ages ago), or just a race condition somewhere. The joust cutscenes are
stacked with manual delays, so it's easy to imagine a minor handling change would make the whole thing utterly shit itself.