It took a couple of hours to figure out which files I needed, and which I didn't, to get the customisable ogres into my module. I narrowed it down to 118 armour pieces, 10 textures, 70 body parts, 9 heads, and 1 line in the appearance.2da. It probably could have been done without changing the 2da if the parts were renamed to be appended to the vanilla resources, but either the Avlis 2 team or Shaughn chose to make a separate ogre appearance rather than edit the existing one, and it works, so I just left it that way.
After looking through what's available here, I must say it seems more extensive than I had previously surmised, and I'm quite happy with it. Some of the heads should be noticeably different than the others even at a distance, especially the female ones. Yes, this includes female ogres! The bodies are the same as the male ones, but the heads at least show a distinct morphology. Scaling and colouration could also be used to create a dimorphism as is commonly seen in real-life biology. I don't know if there's any established precedent for size and colouration of female ogres in the D&D lore, though.
They all include optional facial hair, which in most cases are beards (for the males), and in the rest of the cases are a pair of deadlocks framing the face. The only thing missing is separately tintable hair. The skin tint affects the hair as well as the skin.
With all the tintable armour pieces and armour types, I don't think there's any more danger of fighting an army of ogre clones!
This amount of variation also bodes very well for a second module that I've been mulling over to follow some time after this one, which would heavily involve monster races as NPCs.
I spent several more hours creating blueprints for various classes of ogre, using these variations and armour pieces. I have the custom monster blueprint sets made by Storyteller, but his pack that included ogres had only one ogre variant -- probably because of the lack of customisation options in the model. So I made my own set, in the spirit of those made by Storyteller for other monsters. I started with barbarians, and made three variations on ogre barbarians conforming to the stats outlined for ogres with 4 barbarian levels in the Monster Manual.
Then I tested them out with my level 10 party of 5 for the module. Unfortunately, ogres (even CR 7 ogre barbarian-4s) are more or less trivial cannon fodder for a level 10 party of 5. I started by fighting the recommend 4 ogres at once, and I barely had a scratch on me at the end of it. They seem to go down with 3 or 4 good hits.
I tried again after placing twice as many of them in the lighthouse, and this time I did end up losing about half of my HP on my two tank characters, with the rest of my party being pretty much untouched. I'm not sure about this. I may have to lower the recommended player level to level 8 or so, and maybe suggest (but not enforce) keeping the party size at 4 members. I do all my testing on the hardest difficulty, using characters who have level-appropriate gear, and I want it to be at least reasonably difficult at that setting.
Whilst doing this testing, I found a bug that would have been terrible if I hadn't caught it here and now. It was possible to cast spells at the enemies on the other side of a wall in the lighthouse. I checked the 2DA, and confirmed that all of the wall pieces were set to block line of sight, but the wooden beams and posts were not. So I set the posts to block line of sight in the 2DA, and it functioned properly on the second test.

Due to the no-ceiling build of this area, though, the player can see what enemies are lying in wait for them, when they shouldn't be able to. I'll use a trigger to make them visible only once the players have gotten within at least another room's distance, in a way that won't put stealthy characters at a disadvantage.
Then I went through the SoZ and MotB folders to collect any useful scripts I might find there. I had collected some other resources from SoZ, and the campaign mod scripts, but not the generic scripts. And it was also interesting to go through the ones that I couldn't directly use, because you never know where you might find some function or routine similar to what you wanted to accomplish for a quest.
Next I made a couple of ogre shaman healers. I don't have any staves long enough for them to hold them 2-handed, though. Any suggestions?

Here's the current lineup. We have 3 barbarians, 2 shamans, and the bosses First Mate Scoursinge of the Fifty Lashes and Bosun Fiercejaw the Shrill. Ideally, Scoursinge would wield a whip, but since those don't exist in NWN2, I gave him a flail as the nearest available approximation.
Next I need to design some ogre rogues and fighters, and I think that's all I need as far as ogres go. Better grab your ogre-slaying knife! It's got a +9 against ogres!
Edited by Tchos, 03 August 2012 - 10:28 PM.