I forgot to add monadplural in thanks ... well I will correct that thing in next version. I blame completing the Manual too quickly to give me enough time to think.
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And thanks!!!
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@unah1 I will be adding that argument quest of courtroom in my next quest. It will have war of words instead of swords.
Apologies for this undoubtedly repeat question, I've scanned the manuals quickly but not the rest of the forums (at least, I couldn't find a relevant post using Search). Is there any way to go first person when looking at scenes in the Foundry (so not just looking top down), or is the camera control when testing with a character the same as if you were playing an actual character (i.e. zero camera control)?
Apologies for this undoubtedly repeat question, I've scanned the manuals quickly but not the rest of the forums (at least, I couldn't find a relevant post using Search). Is there any way to go first person when looking at scenes in the Foundry (so not just looking top down), or is the camera control when testing with a character the same as if you were playing an actual character (i.e. zero camera control)?
Next part of Manual will deal with it, coming out in a few days. Sit tight!
What I have in my head: A NPC who offers services like Hireman. Side quests give a special currency which allow to pay these services, and you can track this currency like an "objective".
An official quest can do this stuff, but with the Foundry we have some troubles: - Currency -> Can't be piled. --> Create coins of 1, 2, 5, 10. Very bad idea, you must create on option for each possible combination coin for each service. --> Create coins of 1,2,3,4,5,6, ... max. You must cap the max change you can have, and create an option for each type of coin for each service. It's most simple than "coins of 1,2,5,10" solution (less combinations). ---> In a dialogue, the options which need an item are displayed. If you have 10 type of coins, it's 10 options dialogue, with 9 disabled but displayed. ----> Add a "Display when" option, but what ?
-> Can't be directly tracked. --> Can only be tracked an objective main quest. Type of objective: --> Inspect X object. Here, you Inspect a "reward chest" that give an item (read the currency part) and add a +1 in the "Objective" (like 1/100). But it's an objective main quest, you MUST complete this objective if you want to finish the main quest. And inspect 100 objects is the only way ... --> Kill X things. If a NPC can kill another NPC, you can put in the corner of the map a VERY POWERFULL friendly NPC, and weak hostile NPCs who spawns when you win a coin. At the end, you can spawn the last ones to validate the objective. ---> But you can't track the loss of money. --> Dialogue. When you win a coin, or move to the next objective, each objective display your currency statically. But only one dialogue option can move to the next objective ... that means only one NPC can give money ---> But it's linear: you can't track the loss and the saving of money in same time.
That is the font cryptic uses for foundry... Its their IP (named sava) but they earlier said that we can use their resources for fan-related work. So I used it.
Ok. This is back on schedule. The next part will be out before weekend. This one will be shorter but will touch a lot of areas to make sure all your basics are clear.
Apologies for this undoubtedly repeat question, I've scanned the manuals quickly but not the rest of the forums (at least, I couldn't find a relevant post using Search). Is there any way to go first person when looking at scenes in the Foundry (so not just looking top down), or is the camera control when testing with a character the same as if you were playing an actual character (i.e. zero camera control)?
It was removed. The way was to use
/cam_interp_speed 0
command. However this command no longer works in the latest build.
Maybe just put a interactive object at the beginning to determine quest variables. Then it appears as part of the game mechanics, and not part of the story.
You can add a seperate room and name the NPC "DM".
That was how the Icewind Dale mod for NWN2 worked.
Did not know this existed. Awesome! Lets see if you can make custom NPC's with abilities among other things!
You cannot add abilities or powers, but you can fake it. Latest one also hows how to add a friendly encounter which fights with you. You can change the costume of the friendly encounter to use it.
.DOC file for part 4 was added for those who would like different font. It is a low res version though - for high res pictures please have a look at PDF file.
Blame compression algorithm of MS if you find the images too bad.
Comments
PS don't forget to update the OP with Part 2
*sigh*
link
so that to is easy to maintain the manual with changes etc.
Manual Part
Latest Version PDF
Latest Version .DOC
Old Versions(Archive)
Part 0
Ver. 1.12
Ver 1.1
PDF link v1.0; PDF link v1.1
Part 1
Ver. 1.2
Ver. 1.2
PDF link v1.0
Part 2
Ver. 1.0
Ver. 1.0
Part 3
Ver. 1.0
Ver. 1.0
Part 4
High res ver. 1.0
Ver. 1.0(low res)
Ver. 1.0
Part 5
Twitter:- @gill_NW
p.s.
Also in the thread as OP post:-
http://nw-forum.perfectworld.com/showthread.php?137101
p.s. of p.s.
Workarounds for i-devices which cant open the Skydrive:-
http://nw-forum.perfectworld.com/showthread.php?116961-Community-Foundry-Manual&p=1999241&viewfull=1#post1999241
p.s of p.s. of p.s.
For those who want to share and use this work in something:-
http://nw-forum.perfectworld.com/showthread.php?116961-Community-Foundry-Manual&p=2050801&viewfull=1#post2050801
CC license for non-commercial use(with explanation why non-commercial).
Important:-
[thread=117831]List of UGC[/thread]
[thread=140651]Hash Tags for authors[/thread]
[thread=140391]Q&A thread[/thread]
Grievance
LiveStreaming (almost) Daily!
Should be helpful to a lot of folks. Well done.
~~~~
And thanks!!!
~~~~
@unah1 I will be adding that argument quest of courtroom in my next quest. It will have war of words instead of swords.
Unfortunately as I was under level and not a founder, I was not able to send you PMs but I sent mails to you.
*The cleric bows formally*
Website Dedicated to Foundry Tutorials: www.NWUGC.com Twitter: @NWUGC
Gold or Bones!!
But I have a question: can we stack the same item quest in one inventory slot (as 10 cheeses) ?
Ok, then:
- Can an "Objective" dropes more than one item quest ?
- Can we track the number of an item quest we have got ?
I think the answers are no, but I try ... because the official quests can.
PS: English is not my native language
An official quest can do this stuff, but with the Foundry we have some troubles:
- Currency
-> Can't be piled.
--> Create coins of 1, 2, 5, 10. Very bad idea, you must create on option for each possible combination coin for each service.
--> Create coins of 1,2,3,4,5,6, ... max. You must cap the max change you can have, and create an option for each type of coin for each service. It's most simple than "coins of 1,2,5,10" solution (less combinations).
---> In a dialogue, the options which need an item are displayed. If you have 10 type of coins, it's 10 options dialogue, with 9 disabled but displayed.
----> Add a "Display when" option, but what ?
-> Can't be directly tracked.
--> Can only be tracked an objective main quest. Type of objective:
--> Inspect X object. Here, you Inspect a "reward chest" that give an item (read the currency part) and add a +1 in the "Objective" (like 1/100). But it's an objective main quest, you MUST complete this objective if you want to finish the main quest. And inspect 100 objects is the only way ...
--> Kill X things. If a NPC can kill another NPC, you can put in the corner of the map a VERY POWERFULL friendly NPC, and weak hostile NPCs who spawns when you win a coin. At the end, you can spawn the last ones to validate the objective.
---> But you can't track the loss of money.
--> Dialogue. When you win a coin, or move to the next objective, each objective display your currency statically. But only one dialogue option can move to the next objective ... that means only one NPC can give money
---> But it's linear: you can't track the loss and the saving of money in same time.
-> Can an objective give more than 1 item ?
Problem
Solution ?
Bad solution
PS: English is not my native language
https://twitter.com/gill_NW
Everything I do with foundry will be tweeted there. Also, any further updates on manual will be posted there.
http://sdrv.ms/YxRNAg
It was removed. The way was to use
/cam_interp_speed 0
command. However this command no longer works in the latest build.
https://apps.live.com/skydrive/allapps/ios
and
https://itunes.apple.com/us/app/skydrive/id477537958?mt=8
this browser also opens PDF files I am told.
https://itunes.apple.com/sg/app/cloudon/id474025452?mt=8
etc.
There are other workarounds too. Kindly google it.
You can add a seperate room and name the NPC "DM".
That was how the Icewind Dale mod for NWN2 worked.
Nice to know it is useful for you!
You cannot add abilities or powers, but you can fake it. Latest one also hows how to add a friendly encounter which fights with you. You can change the costume of the friendly encounter to use it.
Blame compression algorithm of MS if you find the images too bad.
http://nw-forum.perfectworld.com/showthread.php?p=1728221#post1728221