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Question about quest path and items

jbolduc9jbolduc9 Member Posts: 16 Arc User
edited May 2013 in The Foundry
I'm working on a new quest and wanted an NPC to hand the character a letter and they need to read it to continue the quest, but I can't seem to get this to work. Am I missing something?
Post edited by jbolduc9 on

Comments

  • yospeckyospeck Member, Neverwinter Beta Users Posts: 174 Bounty Hunter
    edited May 2013
    1. Create the Letter item in your Items
    2. Set the Dialogue option in your Story
    3. In this dialogue option select the placed NPC you want the player to talk to and select the dialogue point they need to reach in the conversation
    4. Have the "Drop Item" set with the dialogue option and select the letter.
  • jbolduc9jbolduc9 Member Posts: 16 Arc User
    edited May 2013
    Ok, I have that part done.
    What I wanted to do was have the character "read" the letter as part of a dialog in order to advance the quest.

    for example:
    NPC gives letter to player and the player "reads" it opening a dialog window with the letters contents. Then they can transition to the next map
  • zogvarnokazogvarnoka Member, Neverwinter Beta Users Posts: 151 Bounty Hunter
    edited May 2013
    Have the npc "place" the letter on a table or barrel for the player to read instead of putting it in the player's inventory. This will allow you to use the "dialogue/interact with object" quest objective with the letter as the object to be talked to/interacted with. Items in a player's inventory cannot be used as an interactable themselves for a quest objective.

    Use the item "appear when" linked to the completed dialogue with the npc to make the letter appear for the player to read.
    Removing the Grey Mask
    NW-DJ56XFK6G
    My first installment in the Rise of Shadovar Campaign.
  • jbolduc9jbolduc9 Member Posts: 16 Arc User
    edited May 2013
    zogvarnoka wrote: »
    Have the npc "place" the letter on a table or barrel for the player to read instead of putting it in the player's inventory. This will allow you to use the "dialogue/interact with object" quest objective with the letter as the object to be talked to/interacted with. Items in a player's inventory cannot be used as an interactable themselves for a quest objective.

    Use the item "appear when" linked to the completed dialogue with the npc to make the letter appear for the player to read.

    Great Thanks that was what I looking for. I assume I'll need a custom NPC and not one that you can use upon creation with the "Dialog" option
  • kalbarkalbar Member Posts: 2 Arc User
    edited May 2013
    Hey,

    I've got another question regarding items and quest path...

    In my case I would like to allow an object interaction to act as map transition: player interact with object then next map loads.
    Is it possible? I've set the object as described above, but when testing the map, I cannot interact with the object. And when looking at the objects options, I cannot set it as Interactable anymore...

    Any clue how to make this work?

    Cheers :)
  • nokturnelnokturnel Member Posts: 173 Bounty Hunter
    edited May 2013
    kalbar wrote: »
    Hey,

    I've got another question regarding items and quest path...

    In my case I would like to allow an object interaction to act as map transition: player interact with object then next map loads.
    Is it possible? I've set the object as described above, but when testing the map, I cannot interact with the object. And when looking at the objects options, I cannot set it as Interactable anymore...

    Any clue how to make this work?

    Cheers :)

    In the story tab, in between the 2 maps you're trying to transition to and from select "leave from" on the map you're leaving, and then select the detail you want the player to interact with.
    -Protect the Caravan-
    Fun 15-20 Minute Heavy Combat Quest with a difficulty slider. Hand crafted environments and encounters.
    Code: NW-DSVCX8LD4
    Thread URL: http://nw-forum.perfectworld.com/showthread.php?257391-Protect-the-Caravan
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited May 2013
    kalbar wrote: »
    Hey,

    I've got another question regarding items and quest path...

    In my case I would like to allow an object interaction to act as map transition: player interact with object then next map loads.
    Is it possible? I've set the object as described above, but when testing the map, I cannot interact with the object. And when looking at the objects options, I cannot set it as Interactable anymore...

    Any clue how to make this work?

    Cheers :)

    This is how to do it: set the MAP TRANSITION object to the object you want to use, set the final quest goal to the object BEFORE the object you want to be the map transition.

    Example:

    Player must speak with NPC
    Player must read read letter NPC gives them
    Player moves to next map

    I don't know how you have your story set-up, but here is the mechanics to setting this up:

    The LAST GOAL in your storyboard for this map is to speak with the NPC. Since reading the letter is required, I would set it up like this:

    NPC dialog = NPC speaking to player. ONE RESPONSE in that same dialog tree is to "Read the letter". All dialog trees will FAIL (this keeps the NPC interactable) - in the tree portion under "Read the letter" will be the letter portion of the dialog. Surround ALL that text in "OOC" text labels to cause it to be italicized, makes it easy to remember you are reading a letter.

    Only the letter tree will give a success in that dialog.

    Since the NPC is the final goal in the storyboard, a successful completion of the dialog will now highlight the map transfer object. Play "F"s the transfer object and is transferred to next map.

    To set the transfer object go to TAB 1 and click the TRANSFER box between the two maps and select the object to use.

    I hope this helps.
  • kalbarkalbar Member Posts: 2 Arc User
    edited May 2013
    This is how to do it: set the MAP TRANSITION object to the object you want to use, set the final quest goal to the object BEFORE the object you want to be the map transition.

    Example:

    Player must speak with NPC
    Player must read read letter NPC gives them
    Player moves to next map

    I don't know how you have your story set-up, but here is the mechanics to setting this up:

    The LAST GOAL in your storyboard for this map is to speak with the NPC. Since reading the letter is required, I would set it up like this:

    NPC dialog = NPC speaking to player. ONE RESPONSE in that same dialog tree is to "Read the letter". All dialog trees will FAIL (this keeps the NPC interactable) - in the tree portion under "Read the letter" will be the letter portion of the dialog. Surround ALL that text in "OOC" text labels to cause it to be italicized, makes it easy to remember you are reading a letter.

    Only the letter tree will give a success in that dialog.

    Since the NPC is the final goal in the storyboard, a successful completion of the dialog will now highlight the map transfer object. Play "F"s the transfer object and is transferred to next map.

    To set the transfer object go to TAB 1 and click the TRANSFER box between the two maps and select the object to use.

    I hope this helps.

    Thanks for the insight, I will try using a NPC as you pointed out. Anyway, it seems that an 'object interaction' alone cannot work as map transition... which is too bad... Maybe future foundry update will fix that...
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