So far I can only make npcs either lead you via waypoints or follow you, but the only interaction I've seen is when you place hostiles near your contact and they attack your contact(who just stands there and takes a beating).
E.g. You have fought your way through a quest. You get badly wounded and are incapacitated for a short duration. Is there a way to have an npc fight for you while you recover? Is there a way to incapacitate the player for X duration?
There are a couple of escort type quests in the game where the npc fights along side you, just wondering if thats possible.
The only way to make friendly NPCs fight for you is to make Guards encounter (only set of friendly encounters) fight with any enemy encounter. You can redesign model of guards so they look like NPCs costumes you've previously made.
crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
edited May 2013
Also note that guards die quickly. You can't really incapacitate a player per se but I am sure there could be a clever work around by using animations on objects that the player clicks and make some invisible walls that are triggered etc. Traps might be usable in this case too but you would still have to trap the player.
Couldn't you set the behavior of your guards to fight to submission? That way if it is a major character in your story it doesn't die in the encounter?
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I like the idea of using invisible walls and fighting to submission, I may be able to work something around my story with those, eg. player gets trapped until he clicks certain things or something like that.
I messed around with the guard friendly encounter and I managed to get the npc to fight mobs I was fighting. Managed to get it looking the way I want too. I had it set on godmode though so I didnt see how quickly the npc would die, this kind of ruins the idea I had though as my npc was supposed to turn out as a sort of saviour. Hrmph, not sure fighting to submission would work too well but I will try that somehow.
Another problem I had though was I could set the guard to 'follow' but unfortunately it just stands there until an npc comes in range, is this a bug or intended?
The only other problem I had was the number of guards, there seems to only be 1 option that will give you only 1 guard npc('easy', which means it's a bit of a wuss) the other settings have more than 1 guard in the pack which I am unable to get rid of.
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crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
edited May 2013
They won't follow you if you are set to Godmode or untargetable.
They really need a tutorial for this Foundry System, most of the old tool-set for Neverwinter Nights was self explanatory, this one is trial and error at the moment. I have figured most of it out the hard way, through yep you guess it trial and error, but I am still having issues with things like some of the more intricate aspects of the tools like. What, how, heck I don't even know how to ask the question its that d@mn confusing! What is the purpose of the Npc/objective finished when you meet the objectives, but they don't let you set the objectives. Ughh at any rate that is a question for another post, unless someone surprises me with some answers I'll just bide my time, and try some workarounds.
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crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
They really need a tutorial for this Foundry System, most of the old tool-set for Neverwinter Nights was self explanatory, this one is trial and error at the moment. I have figured most of it out the hard way, through yep you guess it trial and error, but I am still having issues with things like some of the more intricate aspects of the tools like. What, how, heck I don't even know how to ask the question its that d@mn confusing! What is the purpose of the Npc/objective finished when you meet the objectives, but they don't let you set the objectives. Ughh at any rate that is a question for another post, unless someone surprises me with some answers I'll just bide my time, and try some workarounds.
This is too confusing to me so I am not sure how to answer :P I will do my best but I may be way off base.
There is the storyboard where you can create things to do. Most quests use the storyboard.
1) Dialogue (with an NPC) (Then place the NPC on the map and go back to storyboard and choose THAT NPC as the contact on the dialogue. (There is an alternate option to this.... but this is the best way imo)
2) Reach a point (Find the collapsed mine) Go to the map and place the place marker. There is a radius value that you can adjust.
3) Inspect the object (Examine the rubble) Select your 'rubble" here on the storyboard so it knows what to interact with.
4) Kill the baddies (defeat the deranged miners) Place your mobs on the map and then select them in the storyboard. Selct your mobs from the component tree/detail and dress them / name them individually
Note: The game gets harder at higher levels. Trust Cryptics encounters. 1 easy group of encounters is easy. 2 groups of easy encounters is NOT easy etc. at higher levels. AVOID MOB STACKING. Oh, and I HATE ogres. Too many people like to place a lot of ogres for "challenge". No. Stop. 1 hard encounter for a place where needed. NOT 1 hard and 1 easy etc. If you are testing at low levels it will ALL be easy. Do not balance for that.
Anyway the storyboard is very linear. You can place NPC's that are optional by not adding them to the storyboard. Same with objects, etc.
Agree it is very confusing at first, can't wait to see how much the in game guide will help. Would also like to see some more options in there eventually, like Mini boss type npcs and placeable Treasure chests.
They really need a tutorial for this Foundry System, most of the old tool-set for Neverwinter Nights was self explanatory, .
Uhhh...no it wasn't, to do anything significant you had to be familiar with the programming language, while some things are not intuitive here at least were not laying down fifty lines of code just to make a Barmaid walk around and take orders.
Anyway lots of good tips in this thread, I have been working with the Foundry since Alpha, and I picked up a couple things.
Uhhh...no it wasn't, to do anything significant you had to be familiar with the programming language, while some things are not intuitive here at least were not laying down fifty lines of code just to make a Barmaid walk around and take orders.
Anyway lots of good tips in this thread, I have been working with the Foundry since Alpha, and I picked up a couple things.
Actually yes most of it was, aside from the scripting portion which you mentioned. The rest of it was easy to understand, at least it was for me anyways. But yeah the scripting portion I just pawned off on my friend who did it for a living. Oh and I was a module creator for a sub-company of Black Isle, so yes I know what I am talking about.
Correction, and don't let it go to your head :P but I'm inclined to agree with you, this tool-set is more streamlined than the old game, just figured some things out, and was like wow, that would have taken me ages to do in the old Neverwinter. Its very user friendly once you figure it out, still needs some work, graphical glitches, extra content etc, but other than that, quite user friendly.
Oh your Drizzt eh? But those 1,200 people over there say the same thing, and this nice Drow Npc with the Panther says hes the real one, gee this is a real mystery.
This is too confusing to me so I am not sure how to answer :P I will do my best but I may be way off base.
There is the storyboard where you can create things to do. Most quests use the storyboard.
1) Dialogue (with an NPC) (Then place the NPC on the map and go back to storyboard and choose THAT NPC as the contact on the dialogue. (There is an alternate option to this.... but this is the best way imo)
2) Reach a point (Find the collapsed mine) Go to the map and place the place marker. There is a radius value that you can adjust.
3) Inspect the object (Examine the rubble) Select your 'rubble" here on the storyboard so it knows what to interact with.
4) Kill the baddies (defeat the deranged miners) Place your mobs on the map and then select them in the storyboard. Selct your mobs from the component tree/detail and dress them / name them individually
Note: The game gets harder at higher levels. Trust Cryptics encounters. 1 easy group of encounters is easy. 2 groups of easy encounters is NOT easy etc. at higher levels. AVOID MOB STACKING. Oh, and I HATE ogres. Too many people like to place a lot of ogres for "challenge". No. Stop. 1 hard encounter for a place where needed. NOT 1 hard and 1 easy etc. If you are testing at low levels it will ALL be easy. Do not balance for that.
Anyway the storyboard is very linear. You can place NPC's that are optional by not adding them to the storyboard. Same with objects, etc.
Ok now that makes sense, I haven't messed with the story portion yet, I was just laying the groundwork the maps, details NPC's, this first quest I'm working on is just a test. I'll do another one later once they iron out the bugs and I have a better understanding of it. Now if I could only get the stupid NPC's to attack the players, or customize a boss encounter that didn't involve a group of enemies, pretty sure it can be done, I've seen other players foundry missions that had them. Hmmm, thanks for the assist though.
Edit: Scratch that, I figured out a work around for the boss fight, its not exactly what I wanted, but it will do for now, haven't worked out how the nodes and such work just yet, but meh this is a test run, first foundry quest.
I'm here to kick kobold's and drink potions, and I'm all out of potions.
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I like the idea of using invisible walls and fighting to submission, I may be able to work something around my story with those, eg. player gets trapped until he clicks certain things or something like that.
I messed around with the guard friendly encounter and I managed to get the npc to fight mobs I was fighting. Managed to get it looking the way I want too. I had it set on godmode though so I didnt see how quickly the npc would die, this kind of ruins the idea I had though as my npc was supposed to turn out as a sort of saviour. Hrmph, not sure fighting to submission would work too well but I will try that somehow.
Another problem I had though was I could set the guard to 'follow' but unfortunately it just stands there until an npc comes in range, is this a bug or intended?
The only other problem I had was the number of guards, there seems to only be 1 option that will give you only 1 guard npc('easy', which means it's a bit of a wuss) the other settings have more than 1 guard in the pack which I am unable to get rid of.
This is too confusing to me so I am not sure how to answer :P I will do my best but I may be way off base.
There is the storyboard where you can create things to do. Most quests use the storyboard.
1) Dialogue (with an NPC) (Then place the NPC on the map and go back to storyboard and choose THAT NPC as the contact on the dialogue. (There is an alternate option to this.... but this is the best way imo)
2) Reach a point (Find the collapsed mine) Go to the map and place the place marker. There is a radius value that you can adjust.
3) Inspect the object (Examine the rubble) Select your 'rubble" here on the storyboard so it knows what to interact with.
4) Kill the baddies (defeat the deranged miners) Place your mobs on the map and then select them in the storyboard. Selct your mobs from the component tree/detail and dress them / name them individually
Note: The game gets harder at higher levels. Trust Cryptics encounters. 1 easy group of encounters is easy. 2 groups of easy encounters is NOT easy etc. at higher levels. AVOID MOB STACKING. Oh, and I HATE ogres. Too many people like to place a lot of ogres for "challenge". No. Stop. 1 hard encounter for a place where needed. NOT 1 hard and 1 easy etc. If you are testing at low levels it will ALL be easy. Do not balance for that.
Anyway the storyboard is very linear. You can place NPC's that are optional by not adding them to the storyboard. Same with objects, etc.
Uhhh...no it wasn't, to do anything significant you had to be familiar with the programming language, while some things are not intuitive here at least were not laying down fifty lines of code just to make a Barmaid walk around and take orders.
Anyway lots of good tips in this thread, I have been working with the Foundry since Alpha, and I picked up a couple things.
Actually yes most of it was, aside from the scripting portion which you mentioned. The rest of it was easy to understand, at least it was for me anyways. But yeah the scripting portion I just pawned off on my friend who did it for a living. Oh and I was a module creator for a sub-company of Black Isle, so yes I know what I am talking about.
Correction, and don't let it go to your head :P but I'm inclined to agree with you, this tool-set is more streamlined than the old game, just figured some things out, and was like wow, that would have taken me ages to do in the old Neverwinter. Its very user friendly once you figure it out, still needs some work, graphical glitches, extra content etc, but other than that, quite user friendly.
Oh your Drizzt eh? But those 1,200 people over there say the same thing, and this nice Drow Npc with the Panther says hes the real one, gee this is a real mystery.
Ok now that makes sense, I haven't messed with the story portion yet, I was just laying the groundwork the maps, details NPC's, this first quest I'm working on is just a test. I'll do another one later once they iron out the bugs and I have a better understanding of it. Now if I could only get the stupid NPC's to attack the players, or customize a boss encounter that didn't involve a group of enemies, pretty sure it can be done, I've seen other players foundry missions that had them. Hmmm, thanks for the assist though.
Edit: Scratch that, I figured out a work around for the boss fight, its not exactly what I wanted, but it will do for now, haven't worked out how the nodes and such work just yet, but meh this is a test run, first foundry quest.
I'm here to kick kobold's and drink potions, and I'm all out of potions.