Is following also bugged for encounters within the Editor? I have a Guard NPC fighting for the player, but it's not following him.
I've seen the thread for making Guards, but I'm not into resurrecting old threads.
*sings* "I like Gammera! He's so neat!!! He is full of turtle meat!!!"
"Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
It works, but if you have yourself set to where encounters in your quest won't attack you then follow won't work.
The encounter I have does attack the moment he appears, and the NPC does fight along with the player, but he won't follow afterwards. And unlike NPCs who don't fight, this NPC is a friendly encounter and has no options for choosing when it follows you.
*sings* "I like Gammera! He's so neat!!! He is full of turtle meat!!!"
"Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
If it is a guard encounter than it will have an option for them to follow you. You do have to set "When" they follow you though, objective complete, dialogue prompt, component reached, ect.
If it is a guard encounter than it will have an option for them to follow you. You do have to set "When" they follow you though, objective complete, dialogue prompt, component reached, ect.
So how do I set the encounter to follow the player? So far, his behavior is set to Follow when an objective is in progress, but there are no other parameters visible. I'm having him follow the player to a location, helping fight off enemies along the way.
*sings* "I like Gammera! He's so neat!!! He is full of turtle meat!!!"
"Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
I would just it make it so it goes something like this:
Talk to NPC (NPC wants to follow and fight with you for whatever reason)
Despawn the NPC and spawn the Guard Encounter upon "Objective complete" which should be something along the lines of "talk to NPC"
Set the Guard Encounter to "Follow" and for Parameters set to - Follow When - Objective Complete - Talk to NPC.
That should make the guard follow as soon as that objective is complete.
I would just it make it so it goes something like this:
Talk to NPC (NPC wants to follow and fight with you for whatever reason)
Despawn the NPC and spawn the Guard Encounter upon "Objective complete" which should be something along the lines of "talk to NPC"
Set the Guard Encounter to "Follow" and for Parameters set to - Follow When - Objective Complete - Talk to NPC.
That should make the guard follow as soon as that objective is complete.
What parameters?
edit: I take that back. Looks like either I was bugged or the patch fixed everything because I can see the options now.
*sings* "I like Gammera! He's so neat!!! He is full of turtle meat!!!"
"Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
Awesome. I think that happens when you are in layout mode or detail. I forget which one but I am almost positive one of those modes wont let you look at the parameters.
Okay, I do not see anything remotely resembling a guard encounter. Nothing on my behavior list will make an NPC do anything except cower when combat is happening, whether they are following the player or not. How do you make an NPC fight?
0
crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
edited August 2013
You don't use an NPC. You use an ENCOUNTER that is called a Guard. Guard encounters are all friendly and will fight.
Comments
By @Stebss
Short Code: NW-DM900IFHK
The encounter I have does attack the moment he appears, and the NPC does fight along with the player, but he won't follow afterwards. And unlike NPCs who don't fight, this NPC is a friendly encounter and has no options for choosing when it follows you.
"Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
By @Stebss
Short Code: NW-DM900IFHK
So how do I set the encounter to follow the player? So far, his behavior is set to Follow when an objective is in progress, but there are no other parameters visible. I'm having him follow the player to a location, helping fight off enemies along the way.
"Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
Talk to NPC (NPC wants to follow and fight with you for whatever reason)
Despawn the NPC and spawn the Guard Encounter upon "Objective complete" which should be something along the lines of "talk to NPC"
Set the Guard Encounter to "Follow" and for Parameters set to - Follow When - Objective Complete - Talk to NPC.
That should make the guard follow as soon as that objective is complete.
By @Stebss
Short Code: NW-DM900IFHK
What parameters?
edit: I take that back. Looks like either I was bugged or the patch fixed everything because I can see the options now.
"Hah! You are doomed! You're only armed with that pathetic excuse for a musical instrument!!!" *the Savage Beast moments before Lonnehart the Bard used music to soothe him... then beat him to death with his Fat Lute*
By @Stebss
Short Code: NW-DM900IFHK