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Bad objective component when objective??? Bug?

nyghomanyghoma Member Posts: 546 Arc User
edited May 2013 in The Foundry
So I logged into my quest in the foundry this morning and found a new unresolved item on my task list I have never seen before.

"Bad objective component when objective [UNTRANSLATED]"

I've searched high and low for what this is and its cause to no avail. It shows up in my quest tab. Is this a bug? Or did I miss something?
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Every time they idiot-proof something...they make better idiots.
Post edited by nyghoma on

Comments

  • runis12runis12 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    I'm getting it too. :/ Do not know how to correct.
  • njgreen123456njgreen123456 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 97
    edited May 2013
    Well at least I'm not the only one getting this...
  • kturiskturis Member, Neverwinter Beta Users Posts: 38
    edited May 2013
    Same error.
    Avicious
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  • njgreen123456njgreen123456 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 97
    edited May 2013
    Wish we could get some kind of "Hey we are working on this" or just any news really...
  • nyghomanyghoma Member Posts: 546 Arc User
    edited May 2013
    Yeah, I'm pretty pissed right now. I can't edit my quest. From the language you would think it's a component tied directly to your story/quest objectives. Went over everything 3 times now.

    If the devs are going to removed objects or make object null and void, then tell us what you removed so I can fix it. Right now I'm working in complete darkness. The freaking yellow task triangle is directing me absolutely nowhere. No corresponding triangle in any of my 6000 assets, story, maps, costumes, or items.

    This is so frustrating.
    tol-banner.png

    NW-DT4OV7EXH


    Every time they idiot-proof something...they make better idiots.
  • njgreen123456njgreen123456 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 97
    edited May 2013
    Agreed. I spent a ton of time re-editing all my dialog... fixing some spelling errors and so forth... Didn't have the error before the today's patch... Then BAM it's all messed up.
  • njgreen123456njgreen123456 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 97
    edited May 2013
    Bump... hoping for some kind of response...
  • midikaizermidikaizer Member Posts: 8 Arc User
    edited May 2013
    Keep bumping this....really would love to publish the map I have been working on for the past few days. While working on it today I noticed the error and can not find any solution to it. Have played through my entire story without issue....and the error text isnt much help haha
  • njgreen123456njgreen123456 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 97
    edited May 2013
    midikaizer wrote: »
    Keep bumping this....really would love to publish the map I have been working on for the past few days. While working on it today I noticed the error and can not find any solution to it. Have played through my entire story without issue....and the error text isnt much help haha

    Yeah, the error text is pointless. I'd like to get this taken care of as soon as possible... or at least some acknowledgment that there is a problem...
  • njgreen123456njgreen123456 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 97
    edited May 2013
    Wondering if this has anything to do with all the other foundry missions getting banned for exploiting... Like they have our missions being review or something to prevent us from making changes and publishing them to see if we are cheating.
  • midikaizermidikaizer Member Posts: 8 Arc User
    edited May 2013
    Bumpin for a fix
  • thesilverfoxblthesilverfoxbl Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 8 Arc User
    edited May 2013
    I got the same issue after i altered 1 thing to add a bit more spice to the foundry and i mistakingly added a - not + to the Y location now i cant do anything with this as have the bad objective component bug
    PLEASE I NEED TO FIND OUT A FIX
  • markyx16markyx16 Member Posts: 56
    edited May 2013
    Same here. Need a response.
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  • midikaizermidikaizer Member Posts: 8 Arc User
    edited May 2013
    OK! I just figured it out!
    The problem happens if you have 2 quests going to the same NPC.
    For example I talked to a lady quicky ran over to someone else and ran back to turn in a second quest to the same NPC.

    What you have to do it make the first NPC (the first copy) disappear after you are done talking with them and have a new copy take their place to turn the next quest into.

    I hope this makes sense.....if not let me know I can quickly thorw together a video and try to explain it better that way.
  • midikaizermidikaizer Member Posts: 8 Arc User
    edited May 2013
    O and the way I found out what part of the quest was the trouble spot. Go itno the story board thing and just delete each part 1 at a time until the error goes away ( use Ctrl-z to undo after each one)
  • thesilverfoxblthesilverfoxbl Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 8 Arc User
    edited May 2013
    you work around worked way to go midikaizer
  • nyghomanyghoma Member Posts: 546 Arc User
    edited May 2013
    midikaizer wrote: »
    OK! I just figured it out!
    The problem happens if you have 2 quests going to the same NPC.
    For example I talked to a lady quicky ran over to someone else and ran back to turn in a second quest to the same NPC.

    What you have to do it make the first NPC (the first copy) disappear after you are done talking with them and have a new copy take their place to turn the next quest into.

    I hope this makes sense.....if not let me know I can quickly thorw together a video and try to explain it better that way.


    Thank you, thank you , thank you! You're my hero! It worked.
    tol-banner.png

    NW-DT4OV7EXH


    Every time they idiot-proof something...they make better idiots.
  • njgreen123456njgreen123456 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 97
    edited May 2013
    midikaizer wrote: »
    OK! I just figured it out!
    The problem happens if you have 2 quests going to the same NPC.
    For example I talked to a lady quicky ran over to someone else and ran back to turn in a second quest to the same NPC.

    What you have to do it make the first NPC (the first copy) disappear after you are done talking with them and have a new copy take their place to turn the next quest into.

    I hope this makes sense.....if not let me know I can quickly thorw together a video and try to explain it better that way.


    Okay so to fix this new error... I need to look at every NPC I've built that you talk to or interact with more then once and have them de-spawn after the first talking/interacting event then have a 'clone' of them re-spawn where they were with a different NPC ID:#.

    Is that correct?
  • luther8luther8 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Sounds like you set up a trigger to happen for example if you want to make someone appear or vanish, but that trigger was never selected and its a component which is to say if you place a marker to be a trigger for it and you ether never selected a marker or the marker is out of bounds on the map.

    You can try zooming all the way out of the map, then double click the error message in tasks, sometimes doing this will select the error on the map then you can edit it or delete it, Have details selected and if that does not work then select layout.
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  • atompenguinatompenguin Member Posts: 93 Arc User
    edited May 2013
    This issue is a huge pain in the butt. I tried to do the double NPC thing... but the way I have my objectives set up the second NPC just never appears for whatever reason!

    Why does it take away the choice of setting what objective makes them appear and disappear when they're tied to an objective? Why is it an issue since the objective 'disappears' after it completes? Frustrating! I'll probably just see if I can find a way around it with dialogue choices somehow...
    -Campaign: Spells and Coin
    --Part 1: Spells and Coin (NW-DHM3XQVQK)
    --Part 2: A Blind Eye (NW-DI3QTHZGJ)
    --Part 3: Dodo's Dinner (NW-DHPA8O253)

    -One Shots
    --The Wizard of Eldeur (NW-DRKQNE4S7)
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited May 2013
    . . . . . This is due to having two objectives use the same NPC. You will need to set the NPC to disappear after "This Objective Complete" and then have a new NPC spawn in its place, becoming visible when (for example - there are other ways to do this too) "Objective Complete" (choose objective) and then have the 2nd objective tied to the 2nd NPC. To see this in action, check out Act II of my Campaign (in signature) - Cymathetra does this through-out the mission.

    Just added:
    Sticky: Poll: [FIX] Foundry Error: "Bad objective component when objective..."

    Going to leave this thread open though, since there is a related side discussion going on.
  • atompenguinatompenguin Member Posts: 93 Arc User
    edited May 2013
    I tried that, but the chain goes... >Talk to NPC, >Go Find an Item for the NPC, >Return it to NPC.

    The problem is, for some reason it's not letting me choose a specific objective for the 'Appears When' box on the second NPC. I only get 'This Objective in Progress' as a choice and since there's an objective in between talking to the first and returning the item to the second it ends up with the NPC just not being there. Are there alternatives or am I missing something?
    -Campaign: Spells and Coin
    --Part 1: Spells and Coin (NW-DHM3XQVQK)
    --Part 2: A Blind Eye (NW-DI3QTHZGJ)
    --Part 3: Dodo's Dinner (NW-DHPA8O253)

    -One Shots
    --The Wizard of Eldeur (NW-DRKQNE4S7)
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited May 2013
    I tried that, but the chain goes... >Talk to NPC, >Go Find an Item for the NPC, >Return it to NPC.

    The problem is, for some reason it's not letting me choose a specific objective for the 'Appears When' box on the second NPC. I only get 'This Objective in Progress' as a choice and since there's an objective in between talking to the first and returning the item to the second it ends up with the NPC just not being there. Are there alternatives or am I missing something?

    Here is a work-around that will use 4 NPCs and 1 Reach Marker to get what you desire. Initially, it will be best to name each one unique names and then after you are done editing them, go through and name them all the same name.


    Add another objective so it is like this:
    Approach NPC>Talk to NPC, >Go Find an Item for the NPC, >Return it to NPC.

    1. On the Story panel, add a Reach Objective before Talk to NPC.
    2. Now, go to the Map and drop Drop in 4 NPCs in the spot you want to maintain the appearance of the NPC remaining in.
    3. Now drop in your Reach Marker and set it's radius to 12-15 (depending on surrounding too). We'll call it Approach NPC in this example. You'll want this centered on the spot the NPCs are standing.
    4. Then go to your Story panel and set the first objective Talk to NPC to target NPC1. Then set the Return it to NPC objective to NPC2.
    5. Now go back to Map and edit the properties of the NPCS. For NPC1 and 2, set them to Appear When>This Objective in Progress (only choice), set Disappear When>This Objective Complete (only choice).
    6. Set NPC3 to Apppear When>Immediately (set their behavior how you desire) and Disappear When>Marker Reached>Approach NPC
    7. Set NPC4 to Apppear When>Objective Complete>Talk to NPC (set their behavior how you desire) and Disappear When>Objective Complete>Go Find an Item for the NPC
  • atompenguinatompenguin Member Posts: 93 Arc User
    edited May 2013
    So... if I want this to work and have the NPC stay around after... I have to use four NPCs? Am I reading that right?
    -Campaign: Spells and Coin
    --Part 1: Spells and Coin (NW-DHM3XQVQK)
    --Part 2: A Blind Eye (NW-DI3QTHZGJ)
    --Part 3: Dodo's Dinner (NW-DHPA8O253)

    -One Shots
    --The Wizard of Eldeur (NW-DRKQNE4S7)
  • nephtnepht Member Posts: 5,826 Arc User
    edited May 2013
    zebular wrote: »

    Here is a work-around that will use 4 NPCs and 1 Reach Marker to get what you desire:

    Add another objective so it is like this:
    Approach NPC>Talk to NPC, >Go Find an Item for the NPC, >Return it to NPC.



    On the
    Story panel, add a Reach Objective before Talk to NPC.

    Now, go to the
    Map and drop Drop in 2 NPCs in the spot you want to maintain the appearance of the NPC remaining in.

    Now drop in your
    Reach Marker and set it's radius to 12-15 (depending on surrounding too). We'll call it Approach NPC in this example.

    Then go to your
    Story panel and set the first objective Talk to NPC to target NPC1. Then set the Return it to NPC objective to NPC2.

    Now go back to
    Map and edit the properties of the NPCS. For NPC1 and 2, set them to Appear When>This Objective in Progress (only choice), set Disappear When>This Objective Complete (only choice).

    Now, to get the work around to have the NPC always "be there" - drop
    2 more NPC's in in.

    Set
    NPC3 to Apppear When>Immediately (set their behavior how you desire) and Disappear When>Marker Reached>Approach NPC

    Set NPC3 to
    Apppear When>Objective Complete>Talk to NPC (set their behavior how you desire) and Disappear When>Objective Complete>Go Find an Item for the NPC

    LOL you've just stopped my UBER RAGE with that post. Was tearing my hair out and shouting at Mr Marv my pug . I thank you :D


    *Mr Marv is that laid back he just farted when I raged ...was..not..pleasant :<
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited May 2013
    Most welcome, glad to be of help! Bastet now!

    I formatted it better and removed a redundant step, so please see my edit. :)
  • atompenguinatompenguin Member Posts: 93 Arc User
    edited May 2013
    Well... that kind of sucks. That's a lot of work for something that shouldn't be so difficult.

    Still, thanks for the help. I guess I'll start working on this tomorrow. Blegh.
    -Campaign: Spells and Coin
    --Part 1: Spells and Coin (NW-DHM3XQVQK)
    --Part 2: A Blind Eye (NW-DI3QTHZGJ)
    --Part 3: Dodo's Dinner (NW-DHPA8O253)

    -One Shots
    --The Wizard of Eldeur (NW-DRKQNE4S7)
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited May 2013
    . . . . .Also, about naming them. When I initially introduced Cymathetra, I named her "An Elven Woman" and then when she respawned and there after I used her given name in the dialog with her initially. Just some thoughts on adding some immersion. :)

    Well... that kind of sucks. That's a lot of work for something that shouldn't be so difficult.

    Still, thanks for the help. I guess I'll start working on this tomorrow. Blegh.

    . . . . . Yeah, it can look daunting but trust me. Once you've done it right once, you'll have it down pat and it will open so many more possibilities for you, for it will probably lead you to discover new ways to do things you may have been wanting to do.

    . . . . . I have those steps down so well that I didn't even need to load the game to make sure i was explaining it right. Cymathetra really gave me a hard time over the past couple months. Thankfully, this has lead to finding how to do this and lead to me figuring out how to do a lot of other neat things.
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