I don't think so.
However, you could have the player interact with a scroll object, and have it's contents displayed in the resulting dialogue.
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drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
You could do as Mellow said, or you could be all like "Npc hands you note" then continue, then have the next dialog be like in mission text and say "the note reads yadda yadda"
Or you could make the note appear on the ground or some such, but no way to have them open it in their inventory yet, i would have loved that.
As I answered in another thread, NPCs have a crippling fear of items and won't give or take them. I've done what mellowkitty suggested, have an interactable item that allows the player to read the note. Saddly there is no way to have a note placed in inventory that the player can use to read.
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werealchemistMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
you can make an NPC give you a quest item and have whatever you want them to read in its item description, that will only be readable from the inventory though.
Currently objects/NPC/dialogue relationships are a bit rocky.
As has been stated, NPC's are touchy with items. General rule, they can not give an item through dialogue. The best way to do this is have an item appear after you talk to the NPC, say have it lay one a table. The player can then interact with the item and read the entry through the dialogue prompt.
HOWEVER, doing this precludes the ability to actually take the item. A contact object(to have dialogue) can not put an item in a players inventory(through the interact options). Don't know why this is. If you must have the entry in the players inventory after they read it, the way to go around this is to have TWO items on the table, the first is visible after talking to the NPC, this will have Contact selected and have the journal dialogue. The second identical item will appear when that last prompt of the journal entry dialogue is complete, and will have Interact selected, with the option to place an item in the inventory. Note the first item will have to disappear after a dialogue prompt too. This can be a touchy thing. You may try using the component complete option to make it disappear. Just note, you can not do component completes on NPC's, For those to work properly you need to have an extra prompt at the end, with nothing in it but maybe a period or comma and make that the prompt that cues the item to disappear. You have to do this because as soon as that prompt is reached, the item disappears and the dialogue will close. You do not wan't dialogue closing on a prompt that players are trying to read.
Comments
However, you could have the player interact with a scroll object, and have it's contents displayed in the resulting dialogue.
Or you could make the note appear on the ground or some such, but no way to have them open it in their inventory yet, i would have loved that.
Foundry Author! Check out @gemstrike to see my quests
Want to make your own? Then watch my videos.
New Videos
Old Videos
As has been stated, NPC's are touchy with items. General rule, they can not give an item through dialogue. The best way to do this is have an item appear after you talk to the NPC, say have it lay one a table. The player can then interact with the item and read the entry through the dialogue prompt.
HOWEVER, doing this precludes the ability to actually take the item. A contact object(to have dialogue) can not put an item in a players inventory(through the interact options). Don't know why this is. If you must have the entry in the players inventory after they read it, the way to go around this is to have TWO items on the table, the first is visible after talking to the NPC, this will have Contact selected and have the journal dialogue. The second identical item will appear when that last prompt of the journal entry dialogue is complete, and will have Interact selected, with the option to place an item in the inventory. Note the first item will have to disappear after a dialogue prompt too. This can be a touchy thing. You may try using the component complete option to make it disappear. Just note, you can not do component completes on NPC's, For those to work properly you need to have an extra prompt at the end, with nothing in it but maybe a period or comma and make that the prompt that cues the item to disappear. You have to do this because as soon as that prompt is reached, the item disappears and the dialogue will close. You do not wan't dialogue closing on a prompt that players are trying to read.