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Dialog - Skill Required Question

torontodavetorontodave Member, NW M9 Playtest Posts: 992 Arc User
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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
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Post edited by torontodave on

Comments

  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited March 2015
    Can you actually do that? I'm aware of all kinds of instances where the game tells me I don't have the ability to do a thing but not where the thing only appears when I have the skill to do it, if that makes sense.

    Not very immersive, I agree.
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  • torontodavetorontodave Member, NW M9 Playtest Posts: 992 Arc User
    edited March 2015
    Hmm.. Thought there would be a way. Whats the point of all that "Appear if has skill:" stuff if all of it appears anyway? =X

    This is how I solved the problem, It made my dialog tree huge and ugly. ;D

    U0sROcr.png
    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.
  • imaginaerum1imaginaerum1 Member, NW M9 Playtest Posts: 378 Arc User
    edited March 2015
    Unfortunately, the way they set it up, you will always see the responses for the various skills, and just won't be able to choose the ones that aren't available to you.
    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.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited March 2015
    Whats the point of all that "Appear if has skill:" stuff if all of it appears anyway?

    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.
  • maegmaagmaegmaag Member Posts: 332 Arc User
    edited March 2015
    Hmm.. Thought there would be a way. Whats the point of all that "Appear if has skill:" stuff if all of it appears anyway? =X

    This is how I solved the problem, It made my dialog tree huge and ugly. ;D

    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.
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