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Reward quest items from dialogue?

delekii1delekii1 Member Posts: 0 Arc User
edited May 2013 in The Foundry
At the moment, I am putting quest items on the ground as objects that show up after a dialogue reaches the point where I would like to give the item.

It's really frustrating me, and it makes for a hell of a lot of unnecessary work.

Is there really no way to reward quest items from a dialogue tree?
Post edited by delekii1 on

Comments

  • waeolwenwaeolwen Member Posts: 59 Arc User
    edited May 2013
    You can only do it on Story Objective Dialogs, and you do it from the Story tab:

    HiNglo8.jpg

    It will give the item to the player once the Dialog Objective is completed (basically at the successful end of the dialog).
  • zogvarnokazogvarnoka Member, Neverwinter Beta Users Posts: 151 Bounty Hunter
    edited May 2013
    Remember though, a lot of players have limited bag space and hate having to pick up a bunch of quest objects. One thing you might consider is saying you gave the object to the player without actually doing so.

    The only time I make an object required for the quest is when I want to lock further advancement on the map until the player acquires the object.
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  • gazza126gazza126 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    well i'm attempting to use objects to alter the difficulty of the final encounter. so the more of this object they have the easier the battle gets (if they have none it's ridiculously hard... doable but with lots and lots of potions.) it's a multiple-choice quest line. so if they pick certain dialogues this object can be obtained.
    It's taking some work to get it into a publishable state though. only just figured out how to make dialogue options affect battle difficulty :L
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  • zekrallmizzrymzekrallmizzrym Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 101 Bounty Hunter
    edited May 2013
    gazza126 wrote: »
    well i'm attempting to use objects to alter the difficulty of the final encounter. so the more of this object they have the easier the battle gets (if they have none it's ridiculously hard... doable but with lots and lots of potions.) it's a multiple-choice quest line. so if they pick certain dialogues this object can be obtained.
    It's taking some work to get it into a publishable state though. only just figured out how to make dialogue options affect battle difficulty :L

    You could alter the difficulty via dialog points instead of having objects, would work the same. But wouldn't take up any inventory space.

    example

    Before you stands the sandwich of doom

    1. Pick it up
    2. Leave

    Response 1. You pick up the foul smelling sandwich of doom - use this point as the check to replace your has item check.
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  • vilztilmerurdenvilztilmerurden Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 12 Arc User
    edited May 2013
    I'm having sort of a reverse problem. I'm not having trouble placing items, but what I want to know is how to make an item disappear at a certain point. IE, I would like to have an item given as a story objective, but then depending on which of three different NPCs you hand it to the conclusion is different.
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