. . . . . 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
.
- On the Story panel, add a Reach Objective before Talk to NPC.
- 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.
- 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.
- 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).
- Set NPC3 to Apppear When>Immediately (set their behavior how you desire) and Disappear When>Marker Reached>Approach NPC
- 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
Comments
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
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...
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.
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."
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?
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
Sweet Thanks! You're a better support page than Perfectworld's :P
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.
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
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.
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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