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way to make no-objective npc drop item?

thiswillbeyou2thiswillbeyou2 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 6 Arc User
edited May 2013 in The Foundry
is there a way to make an npc that is not linked to any story objectives give player an item through contact dialog?

I am trying to set up a quest where you have the choice to search for a key or have an npc give it to you if you choose the correct dialogue.

Any help would be greatly appreciated. thanks!
Post edited by thiswillbeyou2 on

Comments

  • sithepssitheps Member Posts: 9 Arc User
    edited May 2013
    Sadly I dont think that is possible, atleast I have not discovered any solution to that, so I'm afraid that atm we are forced to spoon feed players items and events through our quests.
  • boydzinjboydzinj Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    instead of drops... you can do something different. Remember bag space is a premium and few people have tons of bag space. Dropped items are a physical item that will take up a slot. Instead of doign a physcial drop... let the player "pretend" to pick up an item and then just have the next quest deliver the item back to the NPC and let the dialogue convince the player he got an item.

    You need to be a master at fooling the player by manipulating the game into what you want it to do versus what it can do. The art of subterfuge is important in story telling and creating interesting encounters.

    You want a quest NPC to give you a quest to kill an objective NPC? This objective NPC needs to be an enemy and then after you kill this objective NPC it drops an item that you return to the original quest NPC?

    In the Story tab it would look something like this:

    Dialogue: "Talk to quest NPC"
    Kill enemies: "Objective NPC"
    Inspect Object: "DEAD Objective NPC"
    Dialogue: "Return quest object to quest NPC"





    The first part is easy, you talk to some quest NPC and he tells you a tale of an evil person you need to kill (or what ever). You need to retrieve a holy item that this objective NPC has.

    The second part, has you needing to KILL the objective NPC. (Nothing new here). The objective NPC is an enemy encounter.

    This is where it gets interesting.

    Third part, you have the Objective NPC set to disappear when the second part (to kill the objective NPC) has been completed. Then you have a different NPC (a non encounter NPC - a NPC in the tab) set to appear when the second part has been completed (to kill the objective NPC). You can even name this new NPC the same name and dress him or her up with the same cosemetic items as the encounter NPC. However, you also set this NPC Behavior to be: Dead Body. However, you have the 'dead' new objective NPC to also be a contact. In the text you just write something like (searching dead body and found quest item).

    Fourth part, the player now needs to talk to the original quest NPC and in the dialogue the quest NPC says something like, 'THANK YOU FOR GETTING THAT QUEST ITEM FROM THE DEAD BODY."



    That way you are not clogging the inventory of the player and you are still roleplaying that the player's character is still getting quest items.

    Here is something I wrote on a slightly different situation recently:

    .........and made as an interactable object or contact to a quest dialogue. Once the player gets the objective to talk to NPC - the player talks to the NPC. Then the quest is completed and then the NPC will disappear at the same time and same location an enemy "Hard" encounter appears. This "Hard" encounter is an encounter that could be what the NPC would do; except it is cosemetically altered to look like your NPC. This will give the illusion that yout NPC was something you can talk to and then be attackable.

    In the story tab it would be something like this:

    Dialogue "Talk to NPC"

    Encounter "Kill Enemy NPC"


    The 'NPC' will be will be set to disappear when the objective "Talk to NPC" is completed. Likewise, the enemy encounter that looks like your NPC is set to appear when the objective "Talk to NPC" is completed. This will then make it possible to have the objective in your "Kill Enemy NPC" be set to that cosemetically altered enemy encounter to be killed and be a quest objective if you like. The art of subterfuge. You have tricked the player into thinking your NPC could be attacked after you spoke to it.
  • top8top8 Member Posts: 14 Arc User
    edited May 2013
    You can have an item like a scroll say laying on a table next to the npc and have a quest objective to talk to the npc. Then have that item on the table only visible after they've completed the talk objective. Then if you want them to have a copy of that item to complete a later objective make the item on the table drop an actual item that is in the items tab of your foundry. Hope that made sense I think I explained it poorly.
  • boydzinjboydzinj Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    top8 wrote: »
    You can have an item like a scroll say laying on a table next to the npc and have a quest objective to talk to the npc. Then have that item on the table only visible after they've completed the talk objective. Then if you want them to have a copy of that item to complete a later objective make the item on the table drop an actual item that is in the items tab of your foundry. Hope that made sense I think I explained it poorly.



    That made sense to me... and i did not think of that until you mention it. There are several different ways to make the foundry do what you want it to do - but not actually do what you really want it to do. It is learning how to bend the system and make it work for you while keeping the illusion that the player is doing a task he or she is not really doing.
  • thiswillbeyou2thiswillbeyou2 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 6 Arc User
    edited May 2013
    I guess I will have to experiment/problem solve until I can get something I feel comfortable enough with.

    Im trying to set it up for a choice, where the quest is "find a way out of the inn", I want the player to not be hand held through a 100% linear path, but instead open it up to where ok, you can either get the key from this npc, or search the room and find it, without a direct objective leading you to the key.
  • elvalianonelvalianon Member Posts: 331 Arc User
    edited May 2013
    Hey boydzinj,

    I am quite new to the Foundry. Can you explain to me how to make a NPC disappear after talking to them? :o
    I tried but I can't specify when it should disappear, it just said: Disappear when > This objective complete. Then I will get a error task saying I need to specify what I mean.

    What I actually want is for the NPC is to walk away down the hall where the player can't see, then go into a closed room and stay there to meet the NPC later. But just disappearing is also fine if that is not possible.

    I tried it myself and set out a one way patrol, but they can't go though closed doors, also the patrol started before even talking to NPC. I will add a image of what I want to accomplish.

    Hope you can help me :) or anyone. I can't yet post my own threads because I only play Neverwinter since a week now, but I love it!

    WhatIwant_Elvalianon_zps1df871f0.jpg
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