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Foundry Dialog "enable when" option

antisocialeenantisocialeen Member, Neverwinter Beta Users Posts: 9 Arc User
edited June 2013 in Bug Reports (PC)
I've noticed that I'm unable to use the option to have a response enable only when another objective is complete or in progress. The edit dialog gives me the button to click on "Add Objective" but nothing happens when I click this. I have tried several times with several different scenarios to make sure it isn't me doing it wrong.
Post edited by antisocialeen on

Comments

  • josefkafkajosefkafka Member Posts: 8 Arc User
    edited May 2013
    I've noticed that I'm unable to use the option to have a response enable only when another objective is complete or in progress. The edit dialog gives me the button to click on "Add Objective" but nothing happens when I click this. I have tried several times with several different scenarios to make sure it isn't me doing it wrong.

    I am having the same issue. I'm trying to create a mystery type adventure where dialogue with one NPC triggers new dialogue options in a conversation with another NPC. However, when I try to tie a response to "Objective Completed" (ie, I don't want the dialogue options to appear until the player has spoken to another NPC) and then click on "Select Objective" nothing happens. Any suggestions would be great appreciated. Because the mission I'm making is fairly dialogue heavy and based on the player interviewing different people (who reveal clues that open new dialogue options with other characters) this is a pretty key feature I have to use. I need to be able to have new dialogue options triggered when a player has spoken to another NPC (and completed the objective of speaking to that NPC). Again, any help is much appreciated.
  • werealchemistwerealchemist Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    make it spawn a new NPC {visible when}
    21.jpg
  • antisocialeenantisocialeen Member, Neverwinter Beta Users Posts: 9 Arc User
    edited May 2013
    make it spawn a new NPC {visible when}

    i was using 2 NPCs in the Protector's Enclave, I'm not sure I can make a new NPC there...
  • terrakatashterrakatash Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 6 Arc User
    edited May 2013
    I'm actually having this same issue. In my quest I'm having the character search for stolen items. One of the items has some interesting information stored in it, but I only want the player to be able to select the dialogue option to examine the information closer if they've already got the other items from the other objectives. When I use to "objective completed" "appear when" option and then try to link an objective, it just gives me a notice that there is no objective linked. The number of times I click that option, with no dialogue/box available to use for this situation, another error is flagged saying there is no objective linked. I ended up with 42 errors for the same dialogue component.

    Why offer this option, if it is not even workable at the moment? I'm debating just removing this entire object/search option from the objectives list and making it just an interactable/dialogue option (although dialogue doesn't allow you to be given an item I don't think? in which that makes this work around useless....) and then making the item a requirement to leave the map....but I really don't want to make it that convoluted.
  • lethrislethris Member Posts: 14 Arc User
    edited June 2013
    i was using 2 NPCs in the Protector's Enclave, I'm not sure I can make a new NPC there...

    Having exactly the same issue. I want the Player to talk to one person in Protector's Enclave, before engaging the next person and collecting an item.

    I think it is because pre-made maps are not editable, therefore you cannot spawn an NPC when needed... which is pretty bad tbh.
  • lethrislethris Member Posts: 14 Arc User
    edited June 2013
    Actually I just sussed out a work around for pre-made maps.

    in story mode, place Chat/NPC Objectives "Under" the first, not "next to" (see my pic), and then the next NPC wont be active till you complete the dialogue with the first :) Just means you need to tweak your story board a bit, but its a good work around.

    Capture03.JPG
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