I am new to foundry and now I am stuck at one problem.
Is there a possibility to make an NPC follow you and fight for you after dialogue? I have found "follow" behaviour but that means that the NPC will just follow, not fight for you.
Use guards- they are under encounters but they are friendly. You can make them follow you but not use dialogue.
If you want to use dialogue try the following.
Decide on/ design a particular costume.
Create an npc in that costume and use dialogue. Have it disappear upon completion of dialogue.
Have the guard encounter appear in the same place once the dialogue has completed in the same costume. Set it to follow.
I am new to foundry and now I am stuck at one problem.
Is there a possibility to make an NPC follow you and fight for you after dialogue? I have found "follow" behaviour but that means that the NPC will just follow, not fight for you.
Thank you for you replies and have a nice day:)
This can be done indirectly. First, you start with an NPC for the dialog. Then, disappear the NPC and appear a guard encounter wearing the NPC's costume in its place.
You can see this done in "Witch Hammer Chronicle" as an example.
0
samahczMember, Neverwinter Beta UsersPosts: 6Arc User
edited May 2013
Great guys:) thank you very much:) you helped a lot;)
Trying to create just 1 specific NPC at a time that will join the player and fight with them. I kind of also want the character to be able to be revived if he dies as well.... and for the NPC to be rather tough.
It seems like cryptic doesn't want you to be able to have NPCs help you at all during missions... even though you can make the mission as insanely hard or easy as you want by changing the encounters.... I don't get it.
Either that or they haven't gotten around to a simple way of "Hiring a temporary Companion" in Foundry Quests yet.
There are no revives in the game atm - unless another player helps or the player buys (with real life money) a scroll to revive.
You can revive your companion (your pet basically) in the regular game. What I'm trying to do would basically give players a temporary pet/companion that you can revive in the same fashion and scales to be able to fight alongside you in the same fashion.
It would only last the duration of the foundry mission and it would be nice to change every aspect of it. What skills it has, give it dialogue options so you can talk to it throughout the quest, etc.
But atm can't do that.
You can only use the guard encounter template as friendly fighting NPCs and all other NPCs won't fight alongside you.
I have an npc and her pet dog, when she fights I used the two person guard- used her costume on her and the pet dog costume on the other.
Yea the 2 brute guards work well enough, but can still die sadly. They need to add a whole section to the Foundry that allows you to create companions that fight alongside you. (That will allow you to edit their skills, hp, class, weapons, etc)
Yea the 2 brute guards work well enough, but can still die sadly. They need to add a whole section to the Foundry that allows you to create companions that fight alongside you. (That will allow you to edit their skills, hp, class, weapons, etc)
Admittedly I made it a bloody easier encounter so one of them could solo it.
I have a NPC i need to make fight/follow and i know how to do those things but I need her to be a Magic caster. I found the guard encounter with one but I can't get rid of the Other gaurds it comes with. Any ideas on how to create a lol caster NPC that can actually fight? Thanks in advance for any ideas
0
kamaliiciousMember, NW M9 PlaytestPosts: 0Arc User
I have a NPC i need to make fight/follow and i know how to do those things but I need her to be a Magic caster. I found the guard encounter with one but I can't get rid of the Other gaurds it comes with. Any ideas on how to create a lol caster NPC that can actually fight? Thanks in advance for any ideas
Hide the other guards somewhere like a room or somewhere where they can not reach the player.
You can revive your companion (your pet basically) in the regular game. What I'm trying to do would basically give players a temporary pet/companion that you can revive in the same fashion and scales to be able to fight alongside you in the same fashion.
It would only last the duration of the foundry mission and it would be nice to change every aspect of it. What skills it has, give it dialogue options so you can talk to it throughout the quest, etc.
But atm can't do that.
You can only use the guard encounter template as friendly fighting NPCs and all other NPCs won't fight alongside you.
One way that I recently discovered to 'revive' a friendly fighting encounter is to set their combat to "fight to submission" with a linger time (can edit under layout mode) of 0 (meaning they don't disappear). So, when they would die, they do stop fighting, but they don't disappear.
Then, whenever the "defeat enemies" objective is complete, I destroy the first one (would do so even if they weren't defeated) and refresh them with a new copy of the friendly encounter. Of course, you have to place them beforehand - just somewhere nearby that makes sense for the next part, or I suppose if you have them follow that would also be an effective means of returning them.
*** I just discovered a flaw with this. When you set them to 'fight to submission', they are no longer friendly O.O They fight both your enemies and you >.< (and nearby vulnerable npc's lol) ***
So maybe they do just have to die and be brought back
I have an encounter that follows and fight with the player, and yes, they usually die with enemy encounters, so every time the enemy encounter ends, I "revive" them, destroying the first copy, and creating a new one. And trick the player talking to someone, so she/he doesn't realizes what happens behind.
You can see it in:
NW-DP7A93B76 El Paso de las Sword Mountains. (Second chapter of a campaign. Barely 20 min)
It's in Spanish, but you will get the idea.
Edit: "Destroying the first copy" = Set encounter invisible when objective complete.
NWS-DLXTNXRF2 - Angeline von Stein NWS-DOVA9JIJV - The Lost Seneschal NW-DT3221YUY - The Wildcross Bride
Comments
If you want to use dialogue try the following.
Decide on/ design a particular costume.
Create an npc in that costume and use dialogue. Have it disappear upon completion of dialogue.
Have the guard encounter appear in the same place once the dialogue has completed in the same costume. Set it to follow.
WIP
You can see this done in "Witch Hammer Chronicle" as an example.
Trying to create just 1 specific NPC at a time that will join the player and fight with them. I kind of also want the character to be able to be revived if he dies as well.... and for the NPC to be rather tough.
It seems like cryptic doesn't want you to be able to have NPCs help you at all during missions... even though you can make the mission as insanely hard or easy as you want by changing the encounters.... I don't get it.
Either that or they haven't gotten around to a simple way of "Hiring a temporary Companion" in Foundry Quests yet.
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
You can revive your companion (your pet basically) in the regular game. What I'm trying to do would basically give players a temporary pet/companion that you can revive in the same fashion and scales to be able to fight alongside you in the same fashion.
It would only last the duration of the foundry mission and it would be nice to change every aspect of it. What skills it has, give it dialogue options so you can talk to it throughout the quest, etc.
But atm can't do that.
You can only use the guard encounter template as friendly fighting NPCs and all other NPCs won't fight alongside you.
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
I have an npc and her pet dog, when she fights I used the two person guard- used her costume on her and the pet dog costume on the other.
WIP
Yea the 2 brute guards work well enough, but can still die sadly. They need to add a whole section to the Foundry that allows you to create companions that fight alongside you. (That will allow you to edit their skills, hp, class, weapons, etc)
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
Admittedly I made it a bloody easier encounter so one of them could solo it.
WIP
One way that I recently discovered to 'revive' a friendly fighting encounter is to set their combat to "fight to submission" with a linger time (can edit under layout mode) of 0 (meaning they don't disappear). So, when they would die, they do stop fighting, but they don't disappear.
Then, whenever the "defeat enemies" objective is complete, I destroy the first one (would do so even if they weren't defeated) and refresh them with a new copy of the friendly encounter. Of course, you have to place them beforehand - just somewhere nearby that makes sense for the next part, or I suppose if you have them follow that would also be an effective means of returning them.
*** I just discovered a flaw with this. When you set them to 'fight to submission', they are no longer friendly O.O They fight both your enemies and you >.< (and nearby vulnerable npc's lol) ***
So maybe they do just have to die and be brought back
You can see it in:
NW-DP7A93B76 El Paso de las Sword Mountains. (Second chapter of a campaign. Barely 20 min)
It's in Spanish, but you will get the idea.
Edit: "Destroying the first copy" = Set encounter invisible when objective complete.
NWS-DOVA9JIJV - The Lost Seneschal
NW-DT3221YUY - The Wildcross Bride
Foundry Grand Master.
Oh lol, sorry, I mean "Disappear when" instead of invisible, in Visibility properties
Edit: "Destroying the first copy" = Set encounter "Disappear when" objective complete.
NWS-DOVA9JIJV - The Lost Seneschal
NW-DT3221YUY - The Wildcross Bride
Foundry Grand Master.