Okay, bumping this with the same question, except about interior rooms. I've got an interior house setting in which I turned off the lights, but there's still enough ambient light that it is kind of making it difficult to do what I want to do. Basically, I want to encourage the player to drag a lit torch from one of the…
If I'm understanding correctly, I think I did something like this with my first Foundry quest, which I'm working on now. I used one of the city neighborhood maps and just found a house for which I had a matching "bolt-on" door from the Details >> Doors collection, then I just dropped that door on top of the other door and…
This would be a great feature. I was just thinking of a scenario where you'd get a note, or something, off a dead body, and then later give it through dialogue to an NPC. It's not really essential that it be consumed, but it would be nice for roleplaying authenticity.
huh? The "Delete" button has always been grayed out for me when I looked into doing that. Can anybody else confirm this works? Maybe only with certain encounters?
Yeah, this has been bothering me, as well. Though to be sure, I'm believe there's an easy melee encounter with one mob (skirmisher?). But I'd definitely like to see more options.
I think he was being literal, in that (unless I'm mistaken), receiving an item into your inventory can't be an official story objective. In other words, you may need the sandwich in order to have a non-failure-state dialogue with an NPC, but getting the item, itself, can't be an "objective".
This is brilliant. I was just struggling with how to do this, myself, and was about half-way to this conclusion. Bumping, because it's a great idea. Edit: Actually, I just want to clarify something. I'm not able to make the submit-state NPC disappear on the completion of another objective. I only have two options:…
Darn. I really wonder why, given that this problem has apparently existed for a while. Ah well. I guess I'll have to just publish this thing with a big "DO NOT PLAY" warning on it in order to test it properly.
Going to bump this once to try to get an answer. Even if there's not a way to actually play out the animation, is there a way to put an animateable object in its secondary state? For example, I interact with a book shelf in one room, and when I return, the portcullis gate is open? Again, not gone, just in the open state.
I'm just curious, because in some videos I've watched and a Foundry manual I'm looking at right now, it looks as though there should be a character select screen for the Foundry where you can just delete your Foundry character if he gets messed up. I assume the character select screen has been removed? And if so, why? Or…
I have the same question as the OP, and I think the previous response may have misunderstood what was being asked. Basically, what I want is the standard, "pull the lever to open the portcullis gate" kind of action. In other words, the portcullis gate already has an interaction animation associated with it, and I can have…
Just wanted to say that somebody recommended your quest to me the other day, and I played it, loved it, tipped for it, and recommended it to others. When I played it, the Spartacus reference was in there, but it's really pretty difficult to imagine that even that could have been cause for a ban. Maybe this is just the…
Can I revive this thread? I'm also curious about camera shake. Is the ring of dust the only way to accomplish it? Edit: Actually, it does work pretty well if I trigger it on a waypoint event and turn it off on reaching a different waypoint. Still curious, though, if this is the only way.
I'm probably going to blow my details budget on this series of caves, but I've taken to adding some snow gust effects to cloud things up in there, and it looks pretty cool. I'm also adding some ground dust and various nods where dust kicks up when the player runs through it. If you add the large volume ground dust (called…
Thanks for the response. That's what I feared. The annoying thing is that you can kind of make it work, by having the encounter spawn upon selection of a dialogue choice, but that's weird, because it will start attacking you (or the NPC) before the dialogue ends.
I guess I'm having this same problem, or a similar problem. I attempted to respec my character to level 10, and it reset all of his Ability scores to 0, and removed all of his gear (including weapon, so I can't even fight any of the encounters). I tried resetting to level 1 of the same class, of different classes, etc.…