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.
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.
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).
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?
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Unfortunately the required-item response is visible if you have the item or not (for which I entered a bug report).
Encounter Matrix | Advanced Foundry Topics
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?