Hey folks, I was wondering if there is a way to cause different dialog choices to yield different results.
Example: I want to make a dialog option that would cause a guard to give you an item that would later allow you to cause another guard to follow you around. I know how to make the other guard follow you around and how to make it so an item is required to make him follow you around, but I want to make the item only able to be received by selecting a certain dialog option in the conversation with the initial guard.
As a fairly new member, I would like to poke the foundry authors around here to leave the names of any you made for me to try out.. i love player-created content and am eagerly waiting for some quests :D
NPC's that follow and fight for you are Guards set on follow for behavior. You can select a type of guard and then give them a makeover with a custom skin so that they will follow you wherever you go. You can also set waypoints that determine when they stop following you.
ey guys im new and i just published my first foundry. Here is a little preview. ''Something strange is coming investigate your feelings and find the truth. Because nobody wants to believe you on your gut feeling. The time to act is now.'' short code is NW-DGDRMS2YM Title: War is coming username: dohgoh imperial
This community is dedicated to custom content creation for the Free to Play MMO *Neverwinter* using the Foundry.
Authors can discus ideas, tips, tools as well as showcase your quests for players to find.
Players can discover new content to try in game as well as be a part of the creation process.
Number one rule. Have fun and be nice :)
I had a scourge warlock before but didn't know how to build it... meaning when I got to lvl 70 he was horrible at doing dps (this was when the scourge was still the good dps and could solo) same for my guardian fighter, I'm doing another scourge warlock but was wondering how to build it and what path I should go with for doing decent dps
Hello im Recruiting 60+level for my guild we are few but we are trying to change that we want to improve our stronghold and any members stat we are on ps4 and the current member party chat everytime we get on so communication is easy we are willing to help you long as you help us if interested my psn is ANT-DAKINGOFEVIL thank you
Hey all! Great to find a thriving, supportive community! :-D I'm new to Neverwinter in general, but made my first Foundry quest titled Aerthus in the for reviews list. Please give it a shot and a review. I want to know there's hope for quests like this before I sink to making mindless super grinds. :-P Thanks in advance to all who take the plunge. I hope you find the variety appealing. (Multiple endings per skill set and extra content for some)
There's a couple questions I need to ask. I'd like to use the Foundry to make some of my own adventures, but there are some scenes where I need two NPCs to talk to each other, while the Player Character is watching. Is that possible in Neverwinter.
I also might need some tutorials on how to build a more intricate scenes, such as a tavern that starts empty, but grows with each progressive module.
Any help with either one will be greatly appreciated.
To my knowledge, yes but only in a convoluted way. Dialogues between npcs can be tricky since each actor has one line.The problem is that controls for the chat speed is not present in non-encounters. Encounters can be set with additional lines of text. You can fake a conversation by having the actor be an encounter with invisible walls to prevent the encounter from triggering a fight. This gives you control of speed for one line in the conversation. By placing visual blocks and having the npc walk in and out of sight, you can despawn and respawn another actor to say the next line. For example, your player is in a secret passage or vent which has listening holes, or is on a catwalk above the npc. He can follow the npc and listen as they say their lines which makes him trigger waypoint check points. These check points in turn control disappear and appear conditions for the next npc iteration.
If you don't want the player to move from his location, you can set up timers using traps to trigger spawn and despawn the way waypoints would.
eg. room 1 has the player and the conversation. room 2 out of view, has the encounter which spawns on top of a spike trap and is blocked by invisible walls so it stays on spiked trap. The first line is stated, the mob on the trap dies which triggers component completion and the first actor is despawned while the next actor spawns and says his line.
If someone has a better system, I'd love to hear it.