Is this possible? I don't want my foundry-project to have just simple fights, kill that and kill that...
I want the players to be able to speak to some of the enemies before they engage each others.. so how would I do this?
And is it possible to hide stuff on a map? That give the players options if they find?
For example, at the end of the map there's a locked door... and IF the players explore the cave or whatever a little more they can find a key in a sack somewhere on the map WITHOUT a quest to tell you to go search for a key, so that they don't have to kill the boss for example at the end to get the key to open the door since they already have the a key... is this too advance? Is this possible?
Thanks
Comments
You can have something drop an item.
And then have a door require this specific item to unlock it.
I don't think you need to put that in the actual story so you get waypoints etc.
But I dont think you can make objects just drops items without putting it in quest-log, right?
Yes, just set it in the storyline at you need to interact with an item before it opens. (Open Door seems to be bugged tho, so dont use the Door-thingy)
ID: NW-DC42XFJ5B
Author: @Fugln
Quest
Tag: #Combat, #story, #GROUP
NWS-DA213JHNY - The Shadows of the Sword Coast
NW-DE6UU7ZQA - Chapter One - A Fool's Errand.
Author: @Fugln
Tag: #Story #Solo #Group #Humor.
You can make objects drop items directly, and then use it later in the story.
ID: NW-DC42XFJ5B
Author: @Fugln
Quest
Tag: #Combat, #story, #GROUP
NWS-DA213JHNY - The Shadows of the Sword Coast
NW-DE6UU7ZQA - Chapter One - A Fool's Errand.
Author: @Fugln
Tag: #Story #Solo #Group #Humor.
ID: NW-DC42XFJ5B
Author: @Fugln
Quest
Tag: #Combat, #story, #GROUP
NWS-DA213JHNY - The Shadows of the Sword Coast
NW-DE6UU7ZQA - Chapter One - A Fool's Errand.
Author: @Fugln
Tag: #Story #Solo #Group #Humor.
Instead of creating an instance like interact on the story-board, you can add dialogue or interacts to object in MAP-mode and have the sack give the key IF the player looks in it, without spoiling the secret with a big quest header.
Same deal with the door the key fits in.
Beware though, that as far as i know, the sparkles will be there the entire time no matter what stage the player is on until the items have been used.
UNLESS, you start model-swapping or playing with visibility of the door and sack tied to certain points in time of the map.
It's a bit of a hassle, but should work perfectly, if you can stand the nightmare of having nested swaps all over a map.