I've been sitting at this for over an hour trying to figure out how to have a quest made item removed from your inventory after choosing a specific choice of dialogue.
Any suggestions or can someone point me to where the remove item from inventory command is inside the Story tab?
This actually can not be done through dialogue. The only way to remove a quest item is through interaction.
You need to make an item (maybe even NPC) interactive, and NOT contact, then require an item to interact with them, and then select the "consume required item"
Most quests will have the player place the object on a table or something rather then give it to an NPC. To talk to a NPC, he says place the item in the slot/table/whatever, next objective will be to interact with the table/slot/whatever, consume the item, then quest updates to talk to NPC again.
The issue with this is that I want an item to be picked up. Then you have the option to lie to an NPC about the item's existence or hand it to them. I want it so that if you chose to hand it to them the item is discarded automatically.
This actually can not be done through dialogue. The only way to remove a quest item is through interaction.
You need to make an item (maybe even NPC) interactive, and NOT contact, then require an item to interact with them, and then select the "consume required item".
Right - but you can fake it pretty well. Just replace NPC-1/dialogue with NPC-2/interactive, and then consume the item, and replace NPC-2 with NPC-3/dialogue. Done right, it should be fairly transparent to the player.
There is not current option to have an item disappear in a dialogue branch, so I came up with a work around where I had an interactive item appear where you can pick up the item or not and still continue the story without interacting with it. Preventing options in dialogue.
Just wish there was different paths that can be taken by having certain quest items in your inventory that forces completely different dialogue changes without revealing the old choices and making those unselectable.
There is not current option to have an item disappear in a dialogue branch, so I came up with a work around where I had an interactive item appear where you can pick up the item or not and still continue the story without interacting with it. Preventing options in dialogue.
Just wish there was different paths that can be taken by having certain quest items in your inventory that forces completely different dialogue changes without revealing the old choices and making those unselectable.
Yes this is currently the best method right now, as you can have dialogue dependent on having an item or not, just not have the item removed.
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gamdarianMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 26Arc User
edited May 2013
Hey,
Isn't it so quest items get removed after completing the quest and returning to town. I thought it worked for mine.
Regards,
Murkeep Monastery - Foundry quest in need of reviews - NW-DNQY9CXMZ - Just updated to V1.5
Leave your code in the review and I will return the favor!
Isn't it so quest items get removed after completing the quest and returning to town. I thought it worked for mine.
Regards,
The point was to get items to be removed during the quest to get different dialogue choices. Eventually I am going to figure out how to get the players to go into different places simply through dialogue choice.
Comments
You need to make an item (maybe even NPC) interactive, and NOT contact, then require an item to interact with them, and then select the "consume required item"
Most quests will have the player place the object on a table or something rather then give it to an NPC. To talk to a NPC, he says place the item in the slot/table/whatever, next objective will be to interact with the table/slot/whatever, consume the item, then quest updates to talk to NPC again.
A Nobleman's Request - NW-DIYMYKKVY (Avg. 33 mins)
Short code: NW-DJGYNI7NH
In this old school-style adventure, the hero(es) explore an old ruined castle while searching for a fabled magic item at the behest of a wizard.
http://nw-forum.perfectworld.com/showthread.php?238692-UGC-The-Wizard-of-War-NW-DBLKY7K2S&p=3124672#post3124672
My Flash Games ->
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Short code: NW-DJGYNI7NH
In this old school-style adventure, the hero(es) explore an old ruined castle while searching for a fabled magic item at the behest of a wizard.
Right - but you can fake it pretty well. Just replace NPC-1/dialogue with NPC-2/interactive, and then consume the item, and replace NPC-2 with NPC-3/dialogue. Done right, it should be fairly transparent to the player.
The Cursed Emerald:
Just wish there was different paths that can be taken by having certain quest items in your inventory that forces completely different dialogue changes without revealing the old choices and making those unselectable.
Yes this is currently the best method right now, as you can have dialogue dependent on having an item or not, just not have the item removed.
Isn't it so quest items get removed after completing the quest and returning to town. I thought it worked for mine.
Regards,
Leave your code in the review and I will return the favor!
The point was to get items to be removed during the quest to get different dialogue choices. Eventually I am going to figure out how to get the players to go into different places simply through dialogue choice.