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Dialogue that depends on objective completion (bug?)

uncleyuriuncleyuri Member, Neverwinter Beta Users Posts: 6 Arc User
edited June 2013 in The Foundry
I am sorry if it is the wrong place to post it:

When building dialogues, there is supposed to be an option for it to become enabled only upon completing a certain objective. The button add objective appear, however, clicking it does nothing, and I can't add an objective for the dialogue to be dependant on. (I guess it is a bug, unless I didn't get something...)

Is there a way to do it? I am talking about a situation were for example if you talked to NPC A, the dialogue of NPC B will be different than if you hadn't, But talking to A is OPTIONAL, you don't have to talk to A to proceed with the quest, talking to B.

Hope I was clear enough, thank you in advance.
Yuri.
Post edited by uncleyuri on

Comments

  • chinspinnerchinspinner Member Posts: 0 Arc User
    edited June 2013
    I think you would need to spawn (and despawn) a new NPC B as a result of talking to NPC A. This new NPC B would have the alternative dialogue.
    My new quest:

    WIP
  • neomys99neomys99 Member Posts: 0 Arc User
    edited June 2013
    Quest objective dialogues can't have contingent dialogue options as far as I'm aware. If you want non-quest dialogue to have additional options based on what you've said to other NPCs, use the "dialogue prompt reached" option for "appears when". Also note that all involved dialogues have to happen on the same map.
    Legacy of the Knight-Captain
    NW-DC4WODWS9
  • eldartheldarth Member Posts: 4,494 Arc User
    edited June 2013
    You could have NPC A drop an item that NPC B's dialog uses for a required-item response.
    Unfortunately the required-item response is visible if you have the item or not (for which I entered a bug report).
  • uncleyuriuncleyuri Member, Neverwinter Beta Users Posts: 6 Arc User
    edited June 2013
    Thank you guys, I'll try these bypasses. I wish they made Non-linear quest making simpler...
  • ralothosralothos Member Posts: 2
    edited June 2015
    neomys99 wrote: »
    Quest objective dialogues can't have contingent dialogue options as far as I'm aware. If you want non-quest dialogue to have additional options based on what you've said to other NPCs, use the "dialogue prompt reached" option for "appears when". Also note that all involved dialogues have to happen on the same map.

    None of this works! I just don't want the other quests to show up before finishing the one before it. I want them to do them in order. I have tried everything you all have suggested and nothing works! Is this a bug they never fixed?
    Post edited by ralothos on
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