BEST EXPLOIT EVER!!!!! I have to give some serious props to the developers of this game. I thought the foundry exploit was genius. It created an artificial boost in the economy creating a large number of maxed characters getting a few examples of all the gear available into the auction house, and added enough in game…
NWN 1 and 2 had a better mod system. As far as keeping players playing this game without foundry improvements. Yeah I am sure PWE will manage to make a few bucks from players who don't know any better, but there are countless MMORPGs out there that are 10 times better than this game and vary from WOW clones to completely…
Thank you so much for this. I have been working for weeks trying to figure out how to get one of my encounters to work properly. It is super tacky but it actually works now. I really hope they fix this game breaking bug soon.
The only thing that had any hope of making this game not suck was the foundry. If it isn't improved then serious modders are going to go right back to Baldurs Gate Enhanced Edition to create custom content. And yes kamikazego we have been modding for 20 years. I was modding on my Commodore when Pool of Radiance came out.…
Without OR the foundry is useless for anything but mindless grinding. If we want to read a book there are millions of them out there and if we just want to kill stuff there are a ton of alternative options for killing virtual mobs with better graphics and less lag.
Add OR!!! I can't say this enough add it the story board add it to appear when add it to disappear when add it somewhere. The complete lack of OR stifles my creativity. I simply cannot complete my quest without it I have tried using a workaround and it just isn't enough. If I only had OR I would be done by now and would…
Yeah my module will have multiple quests in fact each npc will have their own side quest that they will offer you. You can choose to do their quest or you can choose not to. In the end depending on what choices you have made a different npc will show up to tell you which map to play next so that even the main story line of…
That is what I thought you meant. I am curious how you implemented it. It feels like I might be over complicating it or possibly not doing it very well for one reason or another.
I wish I understood what you mean. Are you saying the same thing I said in my book with a short sentence that only a programmer would understand, or are you saying you have a different way to accomplish the same goal?
The first problem is the linear storyline format of the foundry quests. I have found the easiest way to get around this is to use dialog quest items and interact objects to create a gamut of "side quests". Now at some point in order for the quest to function all paths must inevitably lead to the same ending. But that…
What you are talking about Is a different game that is currently in the works. I'll not mention it by name but This is not the road you are looking for Find a different Path. In any situation it is certainly possible to create persistence in our foundry quests or perhaps even increase the number of people able to join one…
I really hope at some point we will be able to purchase certain things from the zen shop for our foundry quests. For example for a small fee perhaps a standard potion vendor. Now while I understand this is something that could be abused perhaps if only players that have quests eligible for the daily bonuses etc would have…
I don't understand what you mean by spawn encounter. there isn't an option called spawn encounter. unless you mean component complete in which case the npcs wouldn't disappear until after the mobs were killed. in fact I can't figure out any way to base anything off of the status of an encounter am I missing something?
Totally did this quest is as follows... Child says my mom needs berries for her pie but kobolds are in the way. go to kobold see berry bush cannot interact with berry bush unless component complete kobold encounter. or alternatively dialog option causes kobold to drop bag interact able with berries in it. or maybe it was…
I would like to be able to transition to a new map and then transition back from that map to the map I was previously on while keeping everything persistent. As it stands now the best I could do would be to create a duplicate of the map so you get the illusion of going back and forth but even then there is no persistence.…
So the idea is so far I have a mob drop or side quest completion award a custom item, most likely a gem bag. Then I create an interact object which requires said gem bag before it is possible to interact with it. Upon interact it drops a scroll containing a specific spell for example sleep. I then have another interact…
Whenever that happens to me I hit alt f4 it opens the are you sure you want to close without saving dialog box and I get my mouse control back. It only seems to work if I am quick to hit alt f4 after the mouse freeze. If I wait to long I don't get mouse control back but I can still use keyboard controls to select save and…
These three npc's cannot be tied into storyline objectives at all that would break the entire quest. It sounds like until OR is implemented I will have to deal with each npc defending itself and only itself with perhaps some non interactive npcs backing them up to make the combat more difficult. This is the way I have it…
As far as I can tell there is no way to transition between maps without moving forward in the story and there is no way to go back. Best suggestion is to use a large map most likely a dungeon map with multiple spots on the map that are not connected to the rest except by transition markers. That will give the illusion of…
It really depends on how much work you are willing to put into your quest. No you can not place a traditional vendor, but if you put in the hours and have the creativity necessary you can create a custom currency spendable for custom items at a custom npc vendor. In my quest I am already beginning to implement just that.…
Found a solution. So it is a little sloppy but I was having a similar issue with hostile mobs I needed just one hostile mob to appear at the end of a dialogue chain but wanted something tougher than a drow assassin. So what I did was choose a harder encounter with multiple mobs and just moved all the extra mobs to another…
Okay I have to make a point here if you acquire a quest item for an npc there is no dialog option to remove the quest item from your inventory. This right here should tell you that you need to create an interact object that takes the quest item out of your inventory. Then you just attach your story line objective to the…
There should be a best foundry quest contest. Winners would be chosen from a pool of entrants and would have voice overs added to all of the dialog options in their quest or campaign.
I wonder if you could replace them with a hostile mob set to cower with the npc's costume. So disappear npc appear mob with npc costume set mob to stand idle then disappear mob after combat reappear npc.
From my home in my great city of New Phlan I have heard rumors. Rumors of adventure and conquest. Rumors of the rising of the minions of the underdark from the depths of abomination. At long last I have discovered the source of these rumors... The great city of Neverwinter. So now I prepare to set out on the greatest…