Also, check out zebular's great Grimoire of Time thread, in particular Entry XIV, which spells out the timeline of Neverwinter. Also the FR wiki article on New Neverwinter. The year in-game is generally held to be 1479 DR, so if you want to be consistent to the D&D lore of Neverwinter and the Neverwinter Campaign, your…
Placeable stand-alone sound FX/music (e.g. sound not attached to a specific object/visual FX) do not work in live foundry content. Also, background sound on outdoor maps does not work either. Patch notes suggest this will be fixed in the "big patch" coming "soon".
There's not one but two sticky threads where this comment could have gone.. the Foundry Suggestions thread and the Art Asset Request thread. In addition, the non-sticky More Types of Encounters request thread has a more comprehensive list anyway. Nevermind the Encounter Request List thread that was posted just yesterday.…
Give her a blank dialogue after her final regular dialogue and have the disappear trigger off that one instead. That way the player can read the final "real" dialogue, and the blank one will be skipped/disappear along with the npc.
All lights, FX, and a few other things disappear when moved in the NW 3D editing mode until the full redraw/switch back to non-editing mode. Whether it is a dynamic light or a static light not does not change this as far as I've noticed.
Note that using static lighting is not, necessarily, a better/more optimal choice. I'm not sure where but there was a good description about the engine-specifc details between the two that I will try to locate. Essentially there are important considerations about how the types of lighting affect whether object instances…
Fun quest, definitely have some challenging fights in there, and a lot of great FX. A few notes... first big boss fight (fire guys everywhere after Tybald).. there are a lot of colors in that room. Red, purple, green, blue, orange.. I'd tone down the palette a bit. Also, you have a red swirling effect in there... I would…
Always happy to see more reviews! If you are still actively working on this project, I hope you have a chance to check out my quest, "Fate of the Bonnie Kate" (NW-DE6K6H63Q). Details in this thread.
Try turning off on-demand patching in the game launcher (options -> disable on-demand patching). You'll have to download a few GB worth of stuff but if it's a "dynamic patch failure" that is causing problems, that may avoid it.
Except they sticked the "Group Foundry Quest" thread quite recently and, no offense to that thread or its participants, this thread is far more important than that one for stickying. IMO.
Overall this is a solid dungeon crawl, but the crypt rooms could do with some more customization and decoration. The boss rooms were well-decorated and fit well with the NPC costumes, but the in-between halls were pretty bland and ordinary. Absolutely nothing about that part stood out. Overall this leads to a "why does…
The physical size of an object has nothing to do with its budget. Budget would be defined by things like the number and memory size of distinct textures, multiple shader surfaces, the number of distinct or animated meshes, any "baked in" fx or particle generators, etc. EDIT: in other words budget has to do with how much…
Oh, one last thing I forgot to mention. The use of white vs. yellow dialogue responses seemed inconsistent. If there was a system to it, I was not able to figure out what it was.
Hi there hflord; ran your quest. Potential spoilers in this detailed review/feedback for anyone else reading :) Summary: Promising story idea and the map has a lot of potential, but the environment and details need a LOT of love and attention to bring it to a polished state. Pre-analysis encouragement: The story is…
It was the wall with the giant fractured disk. I noticed that I clip into it quite far, which seems odd and I assume is how he got stuck. The walls perpendicular to that wall also seemed to have the same clipping issue. I wonder if that particular custom wall asset has offset collision and maybe rotating it to face the…
A variety of fixes/tweaks have happened. First boss fight changed up to be less annoying in the space provided. Final boss fight given a bit more life; should be slightly more entertaining but probably not any more challenging. Fixed some holes in the cave walls. A few extra dialogue paths have been added to the optional…
In this same room you have a bunch of cells. So why not have a condition on some doors/invisible walls to the cells to disappear after the first phase ends. Then you can use the initial difficulty conversation to spawn extra mobs in those cells. If in solo mode removing the walls/doors won't do anything (cells would be…
And now you only need one more playthrough! :) typos: First dialogue: ...my master has setup *a* [an] evening... step through the door on your right to *being* [begin] your ... Ted Jones diary: ...I cannot remember *the, the* [?] voices are... other: Right before Padric there is a chest/invisible clicky, but it has no…
I think the problem is that "Stomach of Darkness" is, essentially, not obviously silly enough. I look at that and go "is this supposed to be funny or is this guy a really bad writer trying to make a serious stomach metaphor and heart of darkness allusion?". Stomach looks too much like an attempt at a real gut-based…
I've heard other people say you have to redo the entire dialog tree. I dunno if that's true because I've never tried myself, but, yeah... the crowd is usually right.