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kill or help an NPC

thewatcheruatuthewatcheruatu Member Posts: 27 Arc User
edited May 2013 in The Foundry
It may be too late for my brain to work this out on my own. I went a few pages back looking for similar questions, but haven't found anything, and at the moment, I'm not sure how I'd search for it.

Anyway, I'd like to know if this is possible. Basically, I have a contact NPC. You talk to her and then depending upon how you want to play it, you can either kill her or attempt to do a mission for her. So in other words, the result of one dialogue path is the NPC should disappear and an encounter should appear in its place. The result of the other dialogue path is that the NPC just remains where she is (though it would be fine to make the original NPC disappear and replace with a duplicate if necessary).

I can't figure it out, though. Because I want the quest to branch off of that dialogue, and from what I can tell, this doesn't really seem possible. Or am I missing something? If so, how would I accomplish this?
Post edited by thewatcheruatu on

Comments

  • forien69forien69 Member Posts: 144 Bounty Hunter
    edited May 2013
    Unfortunately, there is no way to do branching story nor quests with logic "OR" statements for objective nodes... (I mean no "do A or B". Nothing like that. there is only "do A and B" atm)

    You can go around somehow. My idea is to have quest just to talk to him, and if he will or not turn into encounter set depending on answers. Sure.

    But you have to keep in mind that next objective has to be common for both of choices.
  • thewatcheruatuthewatcheruatu Member Posts: 27 Arc User
    edited May 2013
    Thanks for the response. That's what I feared.

    The annoying thing is that you can kind of make it work, by having the encounter spawn upon selection of a dialogue choice, but that's weird, because it will start attacking you (or the NPC) before the dialogue ends.
  • forien69forien69 Member Posts: 144 Bounty Hunter
    edited May 2013
    Set NPC to disappear upon selecting the same response. It will automatically close conversation upon clicking response and spawn encounter. Player should have time to react.

    Usually when I set response i.e. "So I have to kill you", I put another prompt after this, type in just thre dots in both NPC text and response (it really doesn't matter here), and use this prompt to spawn encounter and despawn NPC. It works kinda ok (I'm talking about situation when we doesn't use "contact" objective).
  • luther8luther8 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    A really simple solution for this is to setup a custom char, you can then select a bandit or something that looks smiler to the person you want to kill then then use your npc's model to replace the encounters appearance, then you can effectively kill your npc but they will fight back.

    You can set it so when that ending dialog is hit the chat ends, when the chat ends you make a disappear when dialog used, then create that encounter to trigger for appear when dialog hit which starts the fight.
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  • foundrymakerfoundrymaker Member, Neverwinter Beta Users Posts: 253 Bounty Hunter
    edited May 2013
    forien69 wrote: »
    Unfortunately, there is no way to do branching story nor quests with logic "OR" statements for objective nodes... (I mean no "do A or B". Nothing like that. there is only "do A and B" atm)

    This was promised in the STO Foundry years ago but never came to be. Hope we have better luck.
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