I have noticed Foundry quests where, after receiving a certain amount of damage, enemies just turn into friendlies/NPCs. How does one do that?
I have noticed that in some quests, the dialogues depend on the class. "Bless him to remove his wounds(if you are a cleric)". This dialogue option doesn't work on my GWF, so I assume it will work only for a DC. So how do I do this?
I have noticed Foundry quests where, after receiving a certain amount of damage, enemies just turn into friendlies/NPCs. How does one do that?
I have noticed that in some quests, the dialogues depend on the class. "Bless him to remove his wounds(if you are a cleric)". This dialogue option doesn't work on my GWF, so I assume it will work only for a DC. So how do I do this?
For your second question there is a property in the dialog options called required item or something along those lines. Select that and there are 2 tabs ITEMS and SKILLS. Select SKILLS and pick the class skill that you want to require in order to have a specific dialog option. I hope that I am clear in my communication as I am not always the best teacher. Feel free to ask questions if this explanation is unclear.
Cheers!
The Secret to Paradise: NWS-DCV313OOCFOUNDRY DAILY Part 1 - Paradise Lost? NW-DDMMIKYTB Part 2 - Into the Mist NW-DIJXRI4NT Part 3 - Wind of The North NW-DFB9K8KWH
In other forums that utilize mods, we would make a "Small Questions Thread, so there won't be too many threads", thread. If that makes sense. Most of the time everyone asks questions in that thread, and other forum members would answer them to the best of their knowledge. I really think a thread like that would be great here, since so many people do know what they are doing. It just seems really wrong that the best way to find out is to google it.
The answer to imperialmen's question to the best of my knowledge is no. You can't control the level of anything, it sets up depending on the level of the person or people playing. That's why everyone suggests using different levels, then testing it again after publishing to work out any other kinks.
A work around would be to utilize more then one companion.
Far as I know there is no way to have them ride a horse either.
I think a horse is an npc itself in foundry... so you so you might be able to make him walk using some paths... then maybe copy path with a different npc to make it mount... but getting those paths to line up would likely not be easy to do...
alternative might be to 'fake it' with both on the same invisible platform that itself is dissappearing and reappearing down the road or whatever?
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There is a dialogue optional parameter that makes certain options viewable by class. You should see it in the chat's parameters.
For your second question there is a property in the dialog options called required item or something along those lines. Select that and there are 2 tabs ITEMS and SKILLS. Select SKILLS and pick the class skill that you want to require in order to have a specific dialog option. I hope that I am clear in my communication as I am not always the best teacher. Feel free to ask questions if this explanation is unclear.
Cheers!
Part 1 - Paradise Lost? NW-DDMMIKYTB
Part 2 - Into the Mist NW-DIJXRI4NT
Part 3 - Wind of The North NW-DFB9K8KWH
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Is there any way to make your companion all powerful so that he doesnt get defeated? Or if his HP gets too low, he becomes ignored by the enemies?
And is there any way to make an NPC ride a horse?
The answer to imperialmen's question to the best of my knowledge is no. You can't control the level of anything, it sets up depending on the level of the person or people playing. That's why everyone suggests using different levels, then testing it again after publishing to work out any other kinks.
A work around would be to utilize more then one companion.
Far as I know there is no way to have them ride a horse either.
alternative might be to 'fake it' with both on the same invisible platform that itself is dissappearing and reappearing down the road or whatever?