I have tried now both with an NPC and an Encounter to get them to follow me around, and I can't for the life of me get it to work.
I have tried many various things, and somehow I believe it should work?
Has anyone successfully had an npc or encounter follow you?
I don't think it works properly in Foundry preview since the pathing nodes haven't been generated at that point. It should (and I say this not having tried it myself, only having seen it working in other Foundry quests) work once the quest is published.
Is this why the wander behavior seems to not work in 3d edit/preview mode?
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kimbyrMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited April 2013
I have gotten a NPC to follow me by the use of dialog.
I also got it to stop following me by the use of Marker trigger.
But, when it following the player, I cannot do anything with it other than get it to say something when it gets attacked and get the NPC to say a standard chat line.
I have gotten a NPC to follow me by the use of dialog.
I also got it to stop following me by the use of Marker trigger.
But, when it following the player, I cannot do anything with it other than get it to say something when it gets attacked and get the NPC to say a standard chat line.
That's what I need, just to have him along to say something.
How did you manage to get it done?
I have tried many different things, and he just stands still.
I can have a look when I come home to see what I did exactly. Better I look then inform it wrongly.
Would be very much appreciated, it's basicly the only thing I need before I am happy with my current quest.
I added it after I published it, so republished etc....
But it just annoys me I can't get that one little detail fixed
You get it to work through dialogue triggers, as tilt stated. IF you want to see an example, I have a little elemental that follows you around in Blacklake Gold.
Only thing that does not seem to be working is the trigger to get him to stop following you. Overall, majority of players have enjoyed having the little guy follow them through the map.
kimbyrMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited April 2013
Here is how I did it on NPC object:
1. NPC Behavior set to Follow.
2. NPC Appear When set to "Dialog Reached". (This gets the NPC to follow the player)
3. NPC Disappear When set to "Component Reached". (This get the NPC to stop following the player)
To have the NPC talk when it follows the player (It is under Behavior Parameters on the NPC object):
1. Cowert Chat text (talks when it gets attacked by hostile creatures)
2. Follow Chat Text (talks when the player runs around with the NPC)
Here is how I did it on NPC object:
1. NPC Behavior set to Follow.
2. NPC Appear When set to "Dialog Reached". (This gets the NPC to follow the player)
3. NPC Disappear When set to "Component Reached". (This get the NPC to stop following the player)
I seem to recall that one of the most recent patches fixed the bug that required you to do step 2 above. I don't think it's necessary any longer.
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kimbyrMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited April 2013
There is no option under behavior that allows the NPC to fight with you. So I do not think it is possible.
Has anyone found a way to make an NPC that follows and fights with you, rather than just cowering?
NPCs will not fight, you need to use Encounter Groups. There is one Encounter named "Guards" that will be friendly, and fight with you. You can re-skin them with any Costume. and rename them as you need. You can also set them to follow you. They, however tend to get lost a lot over longer distances. They will not follow you to a map transition.
I have NPCs fight in both parts of Witch Hammer Chronicle. I do this by disappearing NPCs and appearing guard encounters wearing the NPC costumes at the appropriate times.
You might be surprised at how complicated this gets! The basics are easy, but if you want to have a dialog with an NPC that also fights (either on your side or against you) and keep visibility continuity, you need a lot of copies.
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staalkbhMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Here is how I did it on NPC object:
1. NPC Behavior set to Follow.
2. NPC Appear When set to "Dialog Reached". (This gets the NPC to follow the player)
3. NPC Disappear When set to "Component Reached". (This get the NPC to stop following the player)
To have the NPC talk when it follows the player (It is under Behavior Parameters on the NPC object):
1. Cowert Chat text (talks when it gets attacked by hostile creatures)
2. Follow Chat Text (talks when the player runs around with the NPC)
I hope this can help you out.
That is exactly one way I did it, and it didnt work for me, hmm
NPCs will not fight, you need to use Encounter Groups. There is one Encounter named "Guards" that will be friendly, and fight with you. You can re-skin them with any Costume. and rename them as you need. You can also set them to follow you. They, however tend to get lost a lot over longer distances. They will not follow you to a map transition.
Ya it's too bad they did it the way that they did instead of just giving NPCs a hostile/not-hostile flag.
Comments
I also got it to stop following me by the use of Marker trigger.
But, when it following the player, I cannot do anything with it other than get it to say something when it gets attacked and get the NPC to say a standard chat line.
That's what I need, just to have him along to say something.
How did you manage to get it done?
I have tried many different things, and he just stands still.
Would be very much appreciated, it's basicly the only thing I need before I am happy with my current quest.
I added it after I published it, so republished etc....
But it just annoys me I can't get that one little detail fixed
Yes. It works when published.
Only thing that does not seem to be working is the trigger to get him to stop following you. Overall, majority of players have enjoyed having the little guy follow them through the map.
@kmhknight
My campaign: The Madness Plague.
My quest: Blacklake Gold
My guild: "The Older" Age 30+, Casual
1. NPC Behavior set to Follow.
2. NPC Appear When set to "Dialog Reached". (This gets the NPC to follow the player)
3. NPC Disappear When set to "Component Reached". (This get the NPC to stop following the player)
To have the NPC talk when it follows the player (It is under Behavior Parameters on the NPC object):
1. Cowert Chat text (talks when it gets attacked by hostile creatures)
2. Follow Chat Text (talks when the player runs around with the NPC)
I hope this can help you out.
I seem to recall that one of the most recent patches fixed the bug that required you to do step 2 above. I don't think it's necessary any longer.
NPCs will not fight, you need to use Encounter Groups. There is one Encounter named "Guards" that will be friendly, and fight with you. You can re-skin them with any Costume. and rename them as you need. You can also set them to follow you. They, however tend to get lost a lot over longer distances. They will not follow you to a map transition.
Chapter One: In Search of the Legend
You might be surprised at how complicated this gets! The basics are easy, but if you want to have a dialog with an NPC that also fights (either on your side or against you) and keep visibility continuity, you need a lot of copies.
That is exactly one way I did it, and it didnt work for me, hmm
@kmhknight
My campaign: The Madness Plague.
My quest: Blacklake Gold
My guild: "The Older" Age 30+, Casual
Ya it's too bad they did it the way that they did instead of just giving NPCs a hostile/not-hostile flag.