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NPC Transitions

sorojisoroji Member Posts: 97 Arc User
Maybe I'm just not seeing it here on the forums, or anywhere on google, but is there a way to switch out npc's without the beam in effect?

I'm having a group of npc's to go from being static to moving along a patrol path after a dialogue trigger. Or would it just be easier to put the npc's on follow and change the way the dialogue flows?

I'll have to switch out the npc's at a different part in the story as well but, I would like to avoid the beam in effect if at all possible.
Post edited by soroji on

Comments

  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2014
    if it's not a combat mob you can use a reskinned targ group.

    Beam-in animations are a function of faction and that group just doesn't have one.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited September 2014
    Well, we can't make NPCs follow, so that's out.

    As to avoiding the beam in effect, I do know a secret trick. Targ Captain 01. It doesn't have a beam effect and despite it's description, it's friendly to the player. I've used it to swap out NPCs on a number of occasions.

    A couple of notes though, they won't attack the player, but they will attack enemies. Because they're reskinned Targs, it'll look strange. Also, something to note about patrols. Getting them started is easy, getting them to stop is harder. A patrol is always a loop and only the player can cause triggers to fire so getting them to stop on queue is tricky at best. Also, don't try to separate part of the group as it'll cause the patrol to freak out.
  • sorojisoroji Member Posts: 97 Arc User
    edited September 2014
    The group I'm using now, which will go on patrol is a fed group that I have reskinned.

    I guess what I saw about having NPC's follow is outdated, or I'm losing it. But I will give the targs a shot and see how well it works. It's still my first endeavor on a foundry mission so I'm just learning as I go.

    Thanks for the suggestions!
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited September 2014
    Neverwinter Foundry has NPC follow. Maybe you saw it there.
  • eristhevortaeristhevorta Member Posts: 1,049 Bug Hunter
    edited September 2014
    If NW has it, why doesn't STO have it? Would be quite easy to implement this feature then.
    "Everything about the Jham'Hadar is lethal!" - Eris
    Original Join Date: January 30th, 2010
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2014
    NW has a lot of stuff we don't. :/
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited September 2014
    If NW has it, why doesn't STO have it? Would be quite easy to implement this feature then.

    Because NW's Foundry was built after STO's and they haven't (to date) back ported many of the features introduced there.
  • sorojisoroji Member Posts: 97 Arc User
    edited September 2014
    It sure would be nice if they did.
  • uliwitnessuliwitness Member Posts: 62 Arc User
    edited September 2014
    soroji wrote: »
    The group I'm using now, which will go on patrol is a fed group that I have reskinned.

    Hi,

    sorry to hijack this thread, but can you give me a quick pointer on how one reskins an NPC group? I couldn't find an option to set the costume anywhere, what's the trick?
    Cheers,
    -- Uli
  • sorojisoroji Member Posts: 97 Arc User
    edited September 2014
    To reskin them you have to click on the individual npc's themselves. Once you have one of them selected you'll have an option to change the costume. You can't do the entire group all at the same time as far as I know.
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