I have created a multi-step dialog tree that I wanted to split into multiple mini objectives, however once I was done I went into the Story tree and it only shows that I can Create a new Dialog Tree, and not link in an existing one. Is there anyway to link it in, drag it in, or in some way tell the Story tree to use an existing Dialog tree?
I am also looking to find out if there is a way to make different Outcomes on the Dialog tree to be different Storyline objectives.
Talk with A
A tells you about 3 different things, depending on which tree you select.
If you select B then you get the Story tree of B and won't see C or D.
They all still lead to the end objective and completing the map, but it would be nice to give the character different ways to go about the quest.
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Please test my quests if you could... Crimsonconcepts:
Emberbaths Planning - NW-DGU6CYPV4
Fires Within - Goblin Attack (Part 1 of 5) - NW-DUXPXBR29
- Once created, a dialog tree can't be moved into or out of the story board. You'll have to recreate it.
- There is no OR logic for quests. The player MUST do everything in the story board to complete the quest. You can do optional objectives, but they will never be part of the story board and will never show up in the quest tracker. This is fancy stuff though, so I wouldn't suggest you start out with this for your first quest.
I have the basics down, it really isn't that hard with the tools provided. I have never been one to start that small, I have used other types of tools to do maps, missions, and other types of things is many other games.
When looking at the Storyboard it shows that you can split the tree and have different objectives to get to the end, it would be nice to be able to have one of them and not all of them showing up in the Quest points.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Please test my quests if you could... Crimsonconcepts:
Emberbaths Planning - NW-DGU6CYPV4
Fires Within - Goblin Attack (Part 1 of 5) - NW-DUXPXBR29
If Cryptic would just add an "OR" function allowing us to split the Story tree our UGC would become so much more interesting.
Edit: One thing I am trying though is to have quest objectives without the fairy trail enabled for either a point or an area. Then place a some type of npc/object with dialogue giving leading hints to an optional area of the map. This allows the players to make a choice on which direction they want to go. Of course only one direction leads to the quest objective, but it is a way to fake an OR function in some ways.
The player could just cheat and use the map to see where the objective is, but then again I'm not making my content for that type of player. They will still enjoy it (I hope), but I'm shooting for the type of player that gets involved with the story and like to feel completely immersed in who/what their character is.
Removing the Grey Mask NW-DJ56XFK6G My first installment in the Rise of Shadovar Campaign.
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boydzinjMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
For the story - it is pretty much set in stone... A then B then C
However, you can still have multiple paths and options to get to B to C. For instance, you are helping a town that is under siege by bandits. The bandit leader, the person you need to kill, is held up in a fortress. You need to kill this bandit leader. However, when you talk to the intro NPC - they tell you that there are two paths to kill the bandit leader. The first path is to the left and is shorter and have fewer enemies but has a FOUL BEASTS that are protecting a teleport to fortress where the bandit leader is held at. The player can go left. However, the intro NPC also tells you that there is another path... a longer path that has additional enemies to the right. Likewise there are NPC Villagers being attacked by the bandits. If you save the NPCs they will unlock a different portal to teleport you to the bandit leaders location.
In the story format I would do something like:
Quest A is Dialogue: Talk to NPC
Quest B is Kill Encounter: Bandit Leader "HARD" Orc Encounter that is reskinned as a bandit.
Quest C is collect reward.
Have both paths closed off by doors, walls, or buildings. During the dialogue in the quest A you can have a response that says something like, "I pick the Villagers (go to the Path on the Right)." Then remove the blocking walls or buildings on the right path. Likewise, if you pick the FOUL BEAST path you have a dialogue that says, "I PICK THE FOUL BEASTS." and instead of removing the paths on the right... you remove the paths on the left.
Likewise, you can even have the encounters spawn with the same dialogue...The player now has a CHOICE to go left or right. The left choice leads you to a villager who you can talk to and use some dialogue to remove additional textures and reveal a portal to the bandit. Likewise, if you went right... you speak to a different NPC that does the same thing... but on the right side.
This gives the illusion of choice... and it is a choice - but now the player can still do the objectives of the quest.
Comments
- Once created, a dialog tree can't be moved into or out of the story board. You'll have to recreate it.
- There is no OR logic for quests. The player MUST do everything in the story board to complete the quest. You can do optional objectives, but they will never be part of the story board and will never show up in the quest tracker. This is fancy stuff though, so I wouldn't suggest you start out with this for your first quest.
When looking at the Storyboard it shows that you can split the tree and have different objectives to get to the end, it would be nice to be able to have one of them and not all of them showing up in the Quest points.
Please test my quests if you could...
Crimsonconcepts:
Fires Within - Goblin Attack (Part 1 of 5) - NW-DUXPXBR29
Edit: One thing I am trying though is to have quest objectives without the fairy trail enabled for either a point or an area. Then place a some type of npc/object with dialogue giving leading hints to an optional area of the map. This allows the players to make a choice on which direction they want to go. Of course only one direction leads to the quest objective, but it is a way to fake an OR function in some ways.
The player could just cheat and use the map to see where the objective is, but then again I'm not making my content for that type of player. They will still enjoy it (I hope), but I'm shooting for the type of player that gets involved with the story and like to feel completely immersed in who/what their character is.
NW-DJ56XFK6G
My first installment in the Rise of Shadovar Campaign.
However, you can still have multiple paths and options to get to B to C. For instance, you are helping a town that is under siege by bandits. The bandit leader, the person you need to kill, is held up in a fortress. You need to kill this bandit leader. However, when you talk to the intro NPC - they tell you that there are two paths to kill the bandit leader. The first path is to the left and is shorter and have fewer enemies but has a FOUL BEASTS that are protecting a teleport to fortress where the bandit leader is held at. The player can go left. However, the intro NPC also tells you that there is another path... a longer path that has additional enemies to the right. Likewise there are NPC Villagers being attacked by the bandits. If you save the NPCs they will unlock a different portal to teleport you to the bandit leaders location.
In the story format I would do something like:
Quest A is Dialogue: Talk to NPC
Quest B is Kill Encounter: Bandit Leader "HARD" Orc Encounter that is reskinned as a bandit.
Quest C is collect reward.
Have both paths closed off by doors, walls, or buildings. During the dialogue in the quest A you can have a response that says something like, "I pick the Villagers (go to the Path on the Right)." Then remove the blocking walls or buildings on the right path. Likewise, if you pick the FOUL BEAST path you have a dialogue that says, "I PICK THE FOUL BEASTS." and instead of removing the paths on the right... you remove the paths on the left.
Likewise, you can even have the encounters spawn with the same dialogue...The player now has a CHOICE to go left or right. The left choice leads you to a villager who you can talk to and use some dialogue to remove additional textures and reveal a portal to the bandit. Likewise, if you went right... you speak to a different NPC that does the same thing... but on the right side.
This gives the illusion of choice... and it is a choice - but now the player can still do the objectives of the quest.