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Foundry Drop down menus

lonewolf13840lonewolf13840 Member, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars Posts: 6 Arc User
edited October 2013 in The Foundry
When editing an object, detail, NPC, ect. When I click on the "relative to:" or under the visibility "Appear when:" or "Disappear when:" menus, they are behind the main menu, making it impossible to select an option, therefor I can not select a mob to spawn on the completion of an objective, for example.

Is there a fix to this, or a work around?

Thanks
Post edited by lonewolf13840 on

Comments

  • nokturnelnokturnel Member Posts: 173 Bounty Hunter
    edited May 2013
    Seems like a UI error to me, restart the program?

    Otherwise, your resolution might be messing with the windows which isn't allowing you to edit those features.
    -Protect the Caravan-
    Fun 15-20 Minute Heavy Combat Quest with a difficulty slider. Hand crafted environments and encounters.
    Code: NW-DSVCX8LD4
    Thread URL: http://nw-forum.perfectworld.com/showthread.php?257391-Protect-the-Caravan
  • lonewolf13840lonewolf13840 Member, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars Posts: 6 Arc User
    edited May 2013
    I have restarted many times, though that is not fixing the issue.

    So do you have an suggestions on a fix I am running a 1920x1080 resolution
  • bobcat1313bobcat1313 Member Posts: 1,089 Arc User
    edited May 2013
    I have this bug in a couple of my quest, I have reported it. If you use your down, up arrow keys to find what you want and then hit enter you can work around it.
  • lonewolf13840lonewolf13840 Member, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars Posts: 6 Arc User
    edited May 2013
    Thank you, so then we can say that it is Quest specific, seeing how it only affects some of your quests, thanks
  • almostcoolalmostcool Member Posts: 0 Arc User
    edited June 2013
    Been running into this too. Very annoying having to guess where the correct option is.
    [SIGPIC][/SIGPIC]
    The Spellthief Trials
    By @Stebss
    Short Code: NW-DM900IFHK
    Tired of Being the Hero: NW-DGTOU4N94
  • hercooles130uscghercooles130uscg Member Posts: 0 Arc User
    edited June 2013
    A long standing bug since I got into the Foundry closed beta back in March. Hopefully it will get fixed with this mysterious "large foundry update" Cryptic keeps using as an excuse for not a single bug being fixed in the last month. But don't hold your breath. This bug has escaped several large Foundry patches during the closed beta as well, some of which were supposed to focus on bugs, yet they all missed the most commonly reported bugs.

    I love the Foundry, but Cryptic s handling of it has been atrocious, and I really don't know if the blame falls on Cryptic, or on Perfect World's greed forcing the development staff to focus on stuff that is monetized and ignore the Foundry, which makes PW no money directly.
    bdayaffair_zps6675e60e.png
  • nokturnelnokturnel Member Posts: 173 Bounty Hunter
    edited June 2013
    I love the Foundry, but Cryptic s handling of it has been atrocious, and I really don't know if the blame falls on Cryptic, or on Perfect World's greed forcing the development staff to focus on stuff that is monetized and ignore the Foundry, which makes PW no money directly.

    They should seriously just think about going indie. Publishers are so 1990. (well 2000ish to be correct, but 2000 sounds lame)
    -Protect the Caravan-
    Fun 15-20 Minute Heavy Combat Quest with a difficulty slider. Hand crafted environments and encounters.
    Code: NW-DSVCX8LD4
    Thread URL: http://nw-forum.perfectworld.com/showthread.php?257391-Protect-the-Caravan
  • hercooles130uscghercooles130uscg Member Posts: 0 Arc User
    edited June 2013
    nokturnel wrote: »
    They should seriously just think about going indie. Publishers are so 1990. (well 2000ish to be correct, but 2000 sounds lame)

    The problem is PW is not their publisher...they outright OWN Cryptic now. They bought them out a while back but kept the name and dev team.
    bdayaffair_zps6675e60e.png
  • kethramkethram Member Posts: 2 Arc User
    edited October 2013
    I was having visibility issues with my NPC. When I put her on the map I can set all the visibility options. But as soon as I linked her to a quest objective (dialog) it messed up the visibility settings.

    After coming to this post I tried the work-around of using the arrow keys, but that didn't seem to help either.
    After some more trial and error, I found that you only have two options for appearing and disappearing:

    Appear when: Immediately / This objective in progress
    Dissapear when: Never / This objective complete

    All the other options are not available anymore, but this seems to work "as designed".

    I guess this just means some extra copies of the NPC are needed.
    Copy 1: appearing when we first meet her, could be immediately or after some other quest objected completed, dissappearing just before we have to talk to her.
    Copy 2: appearing at the start of the first dialog objective, disappearing after we talked to her.
    Copy 3: appearing after the dialog has ended, dissapearing just before we talk have to talk to her again.
    Copy 4: appearing at the start of the second dialog objective, disappearing after we talked to her.
    and so on.....

    Ah well, at least now I can continue creating my first quest :)
  • eldartheldarth Member Posts: 4,494 Arc User
    edited October 2013
    kethram wrote: »
    But as soon as I linked her to a quest objective (dialog) it messed up the visibility settings.

    After coming to this post I tried the work-around of using the arrow keys, but that didn't seem to help either.
    After some more trial and error, I found that you only have two options for appearing and disappearing:

    Appear when: Immediately / This objective in progress
    Dissapear when: Never / This objective complete

    All the other options are not available anymore, but this seems to work "as designed".

    Yep. Apparently as designed. You were allowed to do this a few months ago and I had a whole quest relying on that working. One patch and suddenly I discovered every single one of my "timed" encounters was spawning immediately due to being linked to objectives. It does, however, keep a quests objectives complete-able (mostly). Had any of my timers broken, my quest would have had no objectives and no way to advance. C'est la vie.
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