1. (no skill required)
2-6. (skills required)
As you can see, option 5 is the 'religion' choice..
How do I make it so only the applicable dialog box shows up?
i.e. the character should only have 1. and 2. (the appropriate skill)
instead of all 6.
? Suggestions?
NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments
NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
Thanks for all the fish.
Comments
Not very immersive, I agree.
Neverwinter Census 2017
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This is how I solved the problem, It made my dialog tree huge and ugly. ;D
NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
Thanks for all the fish.
The odd thing is that other visibility settings for dialog make the prompt not show up at all, but has skill and I believe has object do not.
Exactly. Annoying. Throw it onto the landfill of foundry bugs.
You'd think they'd be embarrassed by their plummeting development reputation since PWE bought them.
Encounter Matrix | Advanced Foundry Topics
Thats the issue: its NOT appear/enable/visible when but skill/item required. Same as an interactable which has no visibility set (so visible to all) but a skill/item is required to successfully interact with it.
Yes, there should definitely be the option for visibility (or this requirement be tied with visibility) but, considering all the effort cryptic put into foundry past years, twont happen any time soon if ever.
There are ways how to deal with it, but it takes a lot of effort, sometimes multiple copies of a dialogue, changing the flow of the quest and thinking of the author himself, use of invisible walls/tubes, determining the quest flow/PC skill prior to using it in the dialogue, deciding how and what (if) is mutually exclusive in case of group run etc etc.
Its rly up to u if its worth all the hassle and the way u r doing it now is reasonable, without spoiler other than that there are some changes/options based on class skill.