I've seen this. If you make an object which already can be interacted with, ALSO the exit point, you will get 2 options when you mouse over. The interact choice and the go to next map choice. you can avoid this by picking an object that does not do anything else but look good. :) Happy Authoring. I hope that answers your…
It doesn't work for me on one-way patrols using a wolf as the NPC. However, wandering speed CAN be slowed down with regular human NPCs (have not tried with a wolf skin).
1. Have you purchased a Companion? Why? (Gold Currency and Content Pack Companions Excluded) No, they are too expensive, and you have to buy them for every toon. Not account wide. 2. What factor prevents you from buying companions the most? Cost, especially for the fact everyone believes non-augment pets are useless at…
It's a guild hosting site, specifically to support MMO guilds. I've had an account there since the early days of WoW, and honestly there isn't any reason to not make an account. The Scribe's Enclave values the privacy of its authors, which is why you can't read all the posts anonymously. We have no trolls here. Give it a…
I think tagging is a great idea in general, but tags should be entered by the author, not reviewers. Reviewers have some very very wide opinions about what a foundry is, or should be. Some don't even realize its UGC and leave reviews wondering where the voice overs are, for example. Authors know best what the intent of…
Not sure if this thread is still being monitored, but here goes: Found and confirmed that Dungeon Hallway: Hallway Straight Short 02 will break quest trails that would otherwise go through that path. When replaced with Straight short 01, quest trail lights up just fine, all other assets remaining the same (well moved one…
Are you talking about making interactables appear when encounter completes? That's how I always have done my encounters "drops" and I have not had a problem having that work today. More info?
When you are searching, make sure to search under the different tabs. Some people are reporting that which tab you have selected makes a difference. Like for new quests, you have to search for your code under the review tab. It won't show up in the New tab until it has its 5 plays.
Thank you for the response. If you plan on revising the map further, for my map, I was able to move my custom cave and restore it to 95% of the original look. For me, its the empty spaces that are missing the old trees (just south of the northern road) and ground cover feel that I can't really replicate due to detail…
If I might make a suggestion: Make a list of all the things that are different. For example: Post the map coordinates of the trees that break the map, much like your photo above. List all the types of bushes and grasses that are missing and where they need to go. Try to reconstruct it in a line by line post, like a map for…
LOL! Well I used my rogue alt to deftstrike to my companion and looked around. The good: Fewer trees than the original map, definitely no more jungle. Most assets are only minimally affected. I will be placing more trees to get back to the original feel. The Bad: --2 Big tree trunks inside my custom built cave. :( Not sure…
Well, I logged onto my quest. From what I can tell, it looks like a lot less trees, unfortunately, I zoned directly inside a new tree, and was trapped. That will need some fixing.
Dev Update below: more details on the bug and fix coming to the Forest Looping map tree craziness. http://nw-forum.perfectworld.com/showthread.php?463111-Foundry-Quest-Destroyed-due-to-Stock-Map-Changes Darn "social" trees! Who woulda thought Bark-on-bark could be so much trouble? Lol
Thank you for the kind offer of playing through the quest in its current state, but I don't think it may help. New reviews seem disabled today. I have gotten more plays, but no new reviews since last night.
My guess is that there will be some untargetable trees that will be in different locations. I'm just hoping some of the worst offenders, like the huge tree in the middle of my custom built cave will be gone. I have webs and such too, but most of mine are on details I placed. I've thought about moving to a new map as well,…
Thank you, that is very kind and thoughtful. :D I had a friend do the same yesterday, but it was pushed off the 1st page fairly quickly. But hopefully some will notice!! In positive news, I have confirmation the dev's are working on the issue. I hope they can push a fix through soon, since reviews are still going.
Putting bug report here: Featured Quest: Answer the Raven's Call Specific bugs: Post-Patch Map: Forest Looping path 01 has changed. It is no longer the original map, but has hundreds of new, non-author placed giant twisted trees. (known) Teleporters out of place. Pre-Patch --Infinite death loop in the final map. When…
Yes the tree issue is specific to map, Forest Looping Path 01, Detailed, XLarge. Teleporters are of course very important to fix as well. I'm glad the dev's are working on it. My maps also had teleporters that were affected. I do appreciate Zeirlynn's effort to make sure my foundry has not been over looked since hundreds…
Yep, my foundry, if you can get past the spawning of 1000 demonic trees, also has a broken teleporter in the 2nd map. Looks like everything shifted down 10-20 ft. Since teleporter height was bugged BEFORE the patch (making the authors set custom heights to make them float right), I guess this was the "fix". Once we get the…
In EQ1 days we used to call what you describe as min/maxer's. They do whatever it takes to take the most direct route, most efficient time spent to complete whatever the current objective is. They are "chess players" and strategists who don't like wasting time on inefficient tactics, gear, etc. Definitely type A…
Do you have a campaign linked to that story, and is it saved correctly? Searching by your code it comes up fine. Searching by your name does not. When I search for myself by name, only my campaign shows up.
Last edition is out. More Polishing, more lore, and another rework of the dungeon layout so more of the gold trail works. I have gotten through most of the review trades. Still have a couple on the list. Did those who were not yet daily eligible first, but will get to everyone. Thanks for all the feedback, I think its made…
Corrected the things I could. Will go into next publish. The fog around the cave is linked to the inside of the cave or to Norock 'torath encounter. Those are key to experience that environment correctly. They are working as intended. Yes you do get a little bit of light blindness when you exit the cave. It goes away…
Thank you both. I've got that text error corrected, just need to send it out in the next publish thank you. I love reviewers. One says add more, another says trim. :) I've decided that this story has 2 arcs. One is the obvious starting quest, but as you go, you are introduced to the campaign arc. That part is evolving, and…
Thank you. Version 1.3 is out and the quest is now Daily Eligible YAY for those who have helped push that through! --Latest version has revamped item use. Your bags will be happy. --Dialog updates and changes. Added more lore. --Redid the last map's layout. Should make the flow better, though the glow line is a bit buggy…