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How do I remove Quest Items while talking to an NPC?

crypticbuxomcrypticbuxom Member Posts: 4,408 Arc User
edited May 2013 in The Foundry
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?
Post edited by Unknown User on

Comments

  • hercooles130uscghercooles130uscg Member Posts: 0 Arc User
    edited May 2013
    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.
    bdayaffair_zps6675e60e.png
  • crypticbuxomcrypticbuxom Member Posts: 4,408 Arc User
    edited May 2013
    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.
  • slaidzslaidz Member, Neverwinter Beta Users Posts: 181 Bounty Hunter
    edited May 2013
    I wish there was a way. I'm hoping this gets put in because it would definitely aid my quest.
  • keylord02keylord02 Member Posts: 0 Arc User
    edited May 2013
    Agreed. I was expecting this basic feature to exist from the get go!
    Tomb of Wernar by @Lya
    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.
  • sabo630sabo630 Member Posts: 76
    edited May 2013
    There are options on the dialog, that you can check to require an item. To delete the item there may be a check box under that you need to set.
  • keylord02keylord02 Member Posts: 0 Arc User
    edited May 2013
    I hadn't thought about that. I'll have to try that once I get home!
    Tomb of Wernar by @Lya
    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.
  • mosby1mosby1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 288 Bounty Hunter
    edited May 2013
    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.
    DM's Studio - NW-DHZ5DAV4R
    The Cursed Emerald:
    1. Weird of the Weather-witch -- NW-DEZAK4QPA
    2. The Ambitious Apprentice -- NW-DLRAVW4S4
  • crypticbuxomcrypticbuxom Member Posts: 4,408 Arc User
    edited May 2013
    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.
  • hercooles130uscghercooles130uscg Member Posts: 0 Arc User
    edited May 2013
    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.
    bdayaffair_zps6675e60e.png
  • gamdariangamdarian Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 26 Arc 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!
  • crypticbuxomcrypticbuxom Member Posts: 4,408 Arc User
    edited May 2013
    gamdarian wrote: »
    Hey,

    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.
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