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Placing Dialogue directly on Maps?

bohtokzbohtokz Member Posts: 6 Arc User
edited July 2013 in The Foundry
Seems like Neverwinter's Foundry is different then Star Treks and I can't figure out how to place dialogues directly on the map, instead of just in the storyline?

With Star Trek Online, I can put down a Dialogue Icon and a Place Marker directly on my map and it does not have to appear in the storyline thread thus not making it an objective that needs to be completed. For example: If my party is told to talk to Sam at the Keep (in the Storyline) the Journey Path shows where Sam is located at the Keep ... Along the way from point A to point B, I should be able to put in as many random encounters on my map that can explain the environment/situation or NPC's that will give clues/info, but will not force the the player run to this point or that point all along their way to the keep. The players only objective showing is "Get to the Keep" how many encounters they choose to interact with (or miss) should not be a forced encounter.

Can this not be done here ... or am I just missing something?

Thanks, Bohtokz
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Post edited by bohtokz on

Comments

  • shefenhowshefenhow Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 61
    edited July 2013
    I don't think it can, but I am new here, so friendly bump for someone more knowledgable :)
  • zephryl1zephryl1 Member, Neverwinter Beta Users Posts: 220 Bounty Hunter
    edited July 2013
    You can make interactable objects/NPCs along the way, which can have dialog that isn't part of the core story.
  • raphaeldisantoraphaeldisanto Member Posts: 402 Arc User
    edited July 2013
    What zeph said. You have to tie your dialogue to an object (or an NPC, which is really an mobile object - Which is where the name mob comes from, btw), but that object doesn't have to be part of the story and doesn't have to have an objective attached to it from the storyboard.
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  • todocaldotodocaldo Member Posts: 0 Arc User
    edited July 2013
    Bulky workaround, invisible clicky that acts as a contact. Unfortunately it means the players actually have to interact with it first. If it is info you absolutely do not want them to miss add in an invisible wall that only disappears after the dialogue.

    Would love to have what you are asking for though, a place marker that automatically puts text on the screen when that component is reached, that would be nice.
  • redneckroninredneckronin Member Posts: 0 Arc User
    edited July 2013
    Placemarkers that trigger quests would be utterly awesome too.

    Move us away from a currently very linear system.

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  • nimmanunimmanu Member Posts: 250 Bounty Hunter
    edited July 2013
    Hi, I want to offer you some suggestions, if you don't mind.

    First, you've been told about interactive objects, but let me expound on the whole concept. Perhaps it will help you.

    Don't put any quest-necessary dialogue on the map itself. Go only through the Story tab for quest necessary dialogue. The diamond over a person's head has a ! or a ? on it when they have quest necessary information (almost always, we'll get to exceptions). If you put the quest dialogue on them via the map, their quest dialogue can become their constant dialogue unless you disable it... and then you can't give them any other dialogue.

    Now, after you've populated the map as you wish, you can start adding sparkly objects and/or other people to interact with. If you want a 'marker' for "quest" information, then pick a marker. Say that you choose a Drow Brazier. Put one beside the main quest guy that they talk to first.

    Make it interactive, plus make it a Contact. Then put in the contact information "Any time that you see one of these, it indicates a quest necessary objective that isn't listed in the main quest". Or whatever. "Any time you see one of these, it will have information for you on lore or other topics. While other clickies are optional, using these is strongly encouraged--and may sometimes be necessary". You may even use a person they should talk to every time they see him or her. For any dialogue that is not a quest objective, you put THAT on the map (but never duplicate a map that has dialogue on it! It replicates to EVERYTHING--I'm not joking).


    Currently, there is no way to create a broadcast. But by this method, you could at least create less linear quests.



    Hope that at least held something useful for you.
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  • cuddlesmacheesecuddlesmacheese Member Posts: 95 Arc User
    edited July 2013
    You can have text appear when a waypoint is reached (as part of the story line). But, it doesn't stay on the screen long enough. I use floating scrolls that disappear after reading.
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  • bohtokzbohtokz Member Posts: 6 Arc User
    edited July 2013
    Thanks for the info ~ :D ~ My methods here were a bit bulky (from what I am used too) but I did accomplish what was needed, using the above suggestions ... Thanks again everyone.
    Available for Review: "Daily Eligible" Trouble in the House of Ares ~ NW-DBBVV2VU4
  • raphaeldisantoraphaeldisanto Member Posts: 402 Arc User
    edited July 2013
    You can have text appear when a waypoint is reached (as part of the story line). But, it doesn't stay on the screen long enough. I use floating scrolls that disappear after reading.

    That text goes into the chat window though, so it's always available to read, IIRC.
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