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It's an include-style script. That means it doesn't "compile.". You saw the message, right? "Error. 'inc_letoscript' did not compile. ERROR: NO FUNCTION STARTING CONDITIONAL() IN SCRIPT" ---Did you try "Build Module"? Advanced setting, with 'compile' and 'script' boxes only checked? If you didn't, the old script is still being read. Why, because it didn't compile, despite the fact you hit a button that said "Save and Compile". Blame Bioware; the toolset is funny that way. I've observed this phenomenon 101 times, at least.
If you already did this, I have absolutely no clue. I didn't write this stuff, I just imported it. Check with Primogenitor, the author of PRC ConvoCC, or with whomever it was that wrote Leto. Though Primo is the one to ask; Leto never intended their proggie to be used like this.
Next question (call me picky, if you must...): is there a specifically "good" reason why you didn't use the default installation folder for installing NWN? Besides, "it looked cooler that way"? Yes, I said a good reason.
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Horred
Am I to understand that the problem I (and others it seems) are seeing w/Leto is we installed into a non-default NWN install folder (in my case, C:\NWServer)???
I am not married to that folder structure, I was just trying avoid conflicts with stuff in the C:\Neverwinter Nights\NWN folder that already exists on that machine.
SO, If I undo what I did yesterday and start from scratch, this time pointing to my C:\Neverwinter Nights\NWN folder to install all the mod specific stuff, one might assume that the whole LETO issue might be corrected (?).
But, will that "break" my ability to play the game (on another multiplayer server I frequent) OR screw anything up with me running the standard server app that comes w/the game to host my admittedly inferior little mod (until I get YOURS up and working)?
Sorry if these are stupid questions. Just trying to save myself some head banging time. Thanks again for putting this all together. Cant wait to throw my players in...
./Dingo