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[FIX] Foundry Error: "Bad objective component when objective..."

zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
edited June 2013 in The Foundry
. . . . . This is due to having two objectives use the same NPC. The patch made it so one NPC cannot be used for the same Objective more than once.

How to Fix:
. . . . . 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 (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.)



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
Post edited by Unknown User on

Comments

  • gralgrathorgralgrathor Member Posts: 0 Arc User
    edited May 2013
    This is a temporary fix while the devs try to iron out this bug, right? It's not a new 'feature' or anything?
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited May 2013
    This is a temporary fix while the devs try to iron out this bug, right? It's not a new 'feature' or anything?
    . . . . . It is unknown to me at this time if this error is a bug or intended. Certainly the [UNTRANSLATED] part of the error message is a bug at least. I have a feeling it should be stating the NPC that is being used twice but it is not for some reason (bug). This information in the OP is how to get the Error to go away to allow publishing. This has been an issue for many foundry authors so while we await word I figured it best to get a post about it up to help those with this error.
  • nezroy123nezroy123 Member Posts: 165 Arc User
    edited May 2013
    I'm assuming they changed this because you could create bugged content by having multiple dialog objectives attached to an NPC, then have the NPC set to disappear on objective completed, and the NPC would disappear after the FIRST dialog objective and be unavailable for future dialog objectives.

    I really hope this fix is temporary. A more author-friendly fix would be to have an NPC with multiple dialog objectives and a "disappear when objective completed" state only disappear once ALL attached dialog objectives are completed. This would be so much easier to use than having to duplicate/appear/disappear your NPC for every single dialog if you ever need them to disappear at any point (and doesn't prevent you from continuing to do that, if you need to for other reasons).

    Though I'm going to be optimistic and hope that they fixed it the way they did because my suggestion would be difficult to reconcile with OR objectives and maybe they are on the verge of giving us OR objectives. Yeah... I'll sleep better at night believing that...
    Quests: Fate of the Bonnie Kate (NW-DE6K6H63Q)
  • darthannondarthannon Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 9 Arc User
    edited May 2013
    I can use the same NPC for multiple dialogue objectives without problem. Though I got the very same bug you mentioned, and by trial and error, I realized that the npc had a "Disapear when objective is complete" by mistake, so in the game, the NPC would be gone by the time I was supposed to speak to him again. How to solve: remove the "Disappear" condition. Or, add a new NPC, and make him appear at the same time, but that seems to me an unnecessary workaround.

    Just make sure your NPC's exist when they are needed, that they aren't gone by disappear or any other effect.

    I did this, and the weird error disappeared.
  • medullanmedullan Member, Neverwinter Beta Users Posts: 33
    edited May 2013
    Okay I have to make a point here if you acquire a quest item for an npc there is no dialog option to remove the quest item from your inventory. This right here should tell you that you need to create an interact object that takes the quest item out of your inventory. Then you just attach your story line objective to the interact object instead of the npc.
    Example...
    NPC " hey go grab my hammer and (Quest progress)"
    PC "cool I got your hammer"
    NPC "sweet just put it on that anvil right there my hands are full. "
    Anvil "place hammer on anvil"(req'd item hammer, remove req'd item from pc inventory check yes)(Quest progress)"Optional drop on interact "sword quest item."
  • stanjstanj Member, Neverwinter Beta Users Posts: 7 Arc User
    edited May 2013
    but i get this error with Nobleman Burkhard in Protector's enclave, where my quest starts and ends. So the starting dialogue is working but the finishing not, apparently because it's the same NPC. Yet i cannot replace it, because it's not my NPC.

    When i try to make dialogue apper/disappear i cannot select after or during wich objective, because the "add objective" button is simply broken.

    what to do?
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited May 2013
    stanj wrote: »
    but i get this error with Nobleman Burkhard in Protector's enclave, where my quest starts and ends. So the starting dialogue is working but the finishing not, apparently because it's the same NPC. Yet i cannot replace it, because it's not my NPC.

    When i try to make dialogue apper/disappear i cannot select after or during wich objective, because the "add objective" button is simply broken.

    what to do?
    You'll need to make them do a map transfer inbetween talking to Burkhard, so that way it is a new map with "new objectives."
  • stanjstanj Member, Neverwinter Beta Users Posts: 7 Arc User
    edited May 2013
    zebular wrote: »
    You'll need to make them do a map transfer inbetween talking to Burkhard, so that way it is a new map with "new objectives."

    Sweet Thanks! You're a better support page than Perfectworld's :P
  • celantracelantra Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild Users Posts: 465
    edited May 2013
    I had this appear after todays patch in a quest that has worked perfectly since beta weekend two. Its ridiculous to have to replace an NPC just because I want to talk to him twice on a map. This needs to be looked at seriously, I can think that the same people that we worked with during the silverstar program could purposely do this.

    You also realize that this increases the count on NPC's used for each story activity. The map limits are getting more and more restrictive, I'm not talking about detail items, I'm talking about encounters and NPC's.
  • realr3sistancerealr3sistance Member Posts: 191 Bounty Hunter
    edited May 2013
    I hit this bug too when I wanted two dialogues on the same NPC, it was suppose to be a betrayal. I've already re-worked it by giving the first dialogue to another NPC and then having the second "attack" the player so to speak. But as far as it goes, I notice in an NPCs property they have a section called "links", and that points towards the objective that the objective status is bound too... unfortunately there appears to be no way to change which objective that actually is despite the fact that the section looks like it was meant to be able to hold multiple objectives.
  • stanjstanj Member, Neverwinter Beta Users Posts: 7 Arc User
    edited June 2013
    zebular wrote: »
    You'll need to make them do a map transfer inbetween talking to Burkhard, so that way it is a new map with "new objectives."

    That didn't do it :(
    I have a quest starting at Burkhard, following to a custom map, then another custom map, then Protector's enclave to return the quest at Burkhard. It's still saying the [UNTRANSLATED] thing.
  • tyrinumtyrinum Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 4 Arc User
    edited June 2013
    stanj wrote: »
    That didn't do it :(
    I have a quest starting at Burkhard, following to a custom map, then another custom map, then Protector's enclave to return the quest at Burkhard. It's still saying the [UNTRANSLATED] thing.

    I believe what zebular is referring to, is make a whole 'new' map, so perhaps duplicating your original Protector's enclave map, and using the duplicate as where the PC has to hand in to.

    Ran into this problem of using the same NPC twice today, simply duplicated the NPC, whacked him on the same spot and did the whole "Visibility" trick. Problem solved!

    Cheers :D
  • stoi84stoi84 Member, Neverwinter Beta Users Posts: 2 Arc User
    edited June 2013
    Problem is a bit different here, but I have the same error message. I can do something like speak to NPC > interract with object > go back to NPC. I don't get error for this. But, if I set the NPC to appear when the objective occurs, I got the error. I wanna do it like that because NPCs reactions are different before and after the objective is reached. I have a NPC set to disappear when the key objective is reached, and he's saying something, and then I wanna make the NPC linked to the story appears at this time, to say something different. Is it possible to do that ?

    Thanks.

    Edit : If NPC is spawn immediately, I can use it two times in the same quest and there's no error message. If he spawns when his first event occurs, using him a second time cause the error message. In the two cases, the quest is working as expected when I try it.
  • redneckroninredneckronin Member Posts: 0 Arc User
    edited June 2013
    Does this issue only arise with NPCs?

    I started getting this problem today in my current project, and can't figure out why it is happening.

    I have 4 instances of the same NPC on the map, each one disappears as he is finished with, freeing up the next one to be used.

    Now, to try and find which one was bugged out I deleted them all individually, and when that didn't work I deleted them all together.

    And still the Error-Flag exists.

    Any ideas?

    All The Best
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