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Stephen Meinke

Author Discussion  - 
 
I am just checking is this Community live? If people respond then I will post my questions!
1
Dr. Blem's profile photoCraig Knifesedge Lockley's profile photo
7 comments
 
I'm still loitering. Not been in neverwinter for s while though 
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Tibor Horváth

Author Discussion  - 
 
I read in the Foundry forum, that on every map need to mark one item "Abort exit true". It is absolutely necessary?

Another question: recently I tested my map, and two normal difficulty melee adventurer enemy dropped 1-1 crypt key after he died. But I dont want this, and in they properties isn't dropped item. Can I to solve this somehow?
1
Brenda Holloway's profile photo
 
Just remembered this group existed!

Cryptic has more or less solved the bugged exit issue, so an abort exit isn't mandatory.

The Blacklake Crypt keys seem to drop randomly, dunno if there's anything you can do to stop that.
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Tibor Horváth

Author Discussion  - 
 
Is anybody here?
I have a problem.

In my opinion, something changed in Foundry  - I think since  a latest patch - in the Quest objectives(upper right on the screen, under the Minimap).

In my example quest the first objective: "Talk to Bob". Second objective: "Go to the sewers"(Map transition).

Earlier - when I tested my quest, under the minimap was the Questname(The missing girl), and under it the first objective: "Talk to Bob".
However now under the Questname is: "Go to the sewers."
 Why?! This is not the first objective, this is a second! The first objective(Talk to Bob) only founded in the Journal, but this not like to me.

The same situation in my other edited quests.They were good earlier, but not now.

Another problem: when I completed all objectives in my quests, Reward chest appear, but "Collect your reward" objective is not.I don't understand why, because I not change anything in my quests.

Can anybody help me?(sorry my english!!!)
1
Tibor Horváth's profile photo
 
Already solved with patch! :)
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Aeric D.

Author Discussion  - 
 
Anyone know if there is a /command puts your custom items in your bag while testing? So ya don't have to test the whole thing from the beginning.
1
Aeric D.'s profile photo
 
Great idea! Thanks mate!
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Lionel Vanormelingen

Author Discussion  - 
 
Hi, i'm new to the foundry, ant currently working on my first project (wich will be a huge one, if I can get to the end of it).
right now my main question is : can you get custom sound/soundtrack in your quests ?
Thanks 
1
Shawn McMahon's profile photoLionel Vanormelingen's profile photo
2 comments
 
It really is a shame, I had cool ideas in mind.
Thanks anyway, i'll try to think about a solution ^^
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shawn stokes

Author Discussion  - 
 
so what is a good formula to use when grouping as i like to use a lot of easy level mobs and an occasional standard mob saving hard for boss style encounters. i am using this right now does it sound about right.

2 easy = 1 standard
3 easy = 1 hard
1 easy + 1 standard = 1 hard/elite
1
Chili Dogg (Chili1179)'s profile photoTodd Edwards's profile photo
5 comments
 
I like to do a mix of easy and standard (but spaced out so you don't hit two at once), then a hard at the end of an area as a "boss".
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Rory Lovell

Author Discussion  - 
 
So I've been messing around in the foundry, and found "Chroma Key Green"
used for video production, i'm assuming this is used for making like cutscenes like ingame when you see a boss, anyone know if these are usable yet?
1
Todd Edwards's profile photoOliver Smith's profile photo
2 comments
 
They were put in at the request of myself and a friend back in the Moonstar Alpha, we produce a Bi Weekly video podcast made almost exclusively within the STO and NW foundry (and Demo Record toolset). 
The chroma key assets really have very little use in the foundry as standard, but when combined with Demo Record and a little After Effects magic, the results are quite simply amazing!
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Mike Norton
moderator

Author Discussion  - 
 
Neverwinter User Generated Content

This site has some good resources as well as some awesome youtube video tutorials.
3
Musty Cowlei's profile photo
9 comments
 
I will send it through the NW forums
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Michele Schiavetta

Author Discussion  - 
 
Hi everyone, i have a serious problem. I need a multi-answer question, and on wrong answer, bad things happen, but on right answer, you are save. I tried to do that but if you use the "dialogue prompt reached" you cant put multiple ones, as it will require ALL of dialogue prompt to be reached ... so how do i do it?

If you need more detail, keep reading, if you understood well, this is facultative:
My npc asks: "In what order the five kings were born?" possible answers: 5, in wich only one is right. On the 4 wrong answers, npc laughs and disappears, reappearing on a specific location (the player will know what that location is at that point of quest). Also, when he disappears, minions spawn to attack player. on right answer, he just gives the quest item and stay where he is. 
it did as follows:
the npc appears: always. Disappears when: dialogue prompt reached: wrong answer1, wrong answer2, wrong answer3, wrong answer4. Monsters appear when: dialogue prompt reached: wrong answer1, wrong answer2, wrong answer3, wrong answer4. Disappear: never. A copy of the npc appears in other room when: dialogue prompt reached: wrong answer1, wrong answer2, wrong answer3, wrong answer4. 
This appears to be not working, works only when the wrong answer is one. But god, i dont want a riddle with two possible answers! its just 50%/50%. I just want 5 possible answers, 2 possible outcomes (good/bad). Thank you ....
1
José Luiz Martins Medeiros's profile photo
 
Sister, go to the flux diagram ot your dialog. There should be 5 options, 4 of them wrong. Each option should have a connection on the bottom part, leading to the next dialog under it.
Create another dialog (like "Wrong answer, dude") under one of the wrong answers, then click and drag the bottom tips of the bottom connections of the other wrong answers to this "Wrong answer dude" box. All of the wrong answers will lead to this one. This one you will link to the encounter spawning.
Then, create a new one, under the right answer and go from there.
Hope i could help with your problem.
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Craig Knifesedge Lockley

Author Discussion  - 
 
Ok next Noob question. Is it possible to give an NPC a weapon to hold, like a staff? 
1
Kenneth Lim's profile photoTibor Horváth's profile photo
4 comments
 
Here one link, where you can see every encounter group or encounter type with different filter, for example which encounter use staff.
http://authorsanvil.enjin.com/
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Tibor Horváth

Author Discussion  - 
 
Did you know?
If you use on your map  the Crypt door - Iron large(24x13 ft) or Crypt door - Wooden Large(24x13 ft), player interact animation  - Interact push door - automatic played! This is very great animation!
This is dont work with 24x11 ft Large Iron door or 24x11 ft Large Wooden door, ONLY with 24x13!!!
This doors can be selected for:  Details  -> Kit - any  -> Type - any -> in filter : door

Drag the selected door exactly on the door icon in the green connection area!Rotate it if needed.(Map view is "Detail", no "Layout")

I hope, you can use this tip!
1
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Tibor Horváth

Author Discussion  - 
 
Sorry my english, I am hungarian player.I need your help: how can I create a mission in which the task is as follows: Kill X(number) enemy, or collect Y(number) items?
1
Tibor Horváth's profile photo
 
I ment two separate type of quests.First one for example:  kill 10 zombies.The other one for example: collect 5 flowers.And in quest journal the beginning of the quest I see in first example: 0/10, in second example 0/5.
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Aeric D.

Author Discussion  - 
 
Is there a lever, like the one in this picture, in The Foundry assets?
1
Aeric D.'s profile photoManny Brum's profile photo
2 comments
 
Nope they're keeping all the useful dungeon stuff to themselves. There is a thing that you can kinda turn though.
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D Johnson

Author Discussion  - 
 
Quick question for you guru's...  I want to make a one-way portal from point A to point B and I want it to spawn after the last boss is killed.  By this time the player is pretty deep into the dungeon and I'd hate to make them run back.  Maybe I'm missing it, but is this possible right now?  I tried to tweak a Teleporter, but it still run's both ways.  Any ideas here?
1
Rory Lovell's profile photoManny Brum's profile photo
9 comments
 
You could also have an object that the player can use to trigger the wall so it doesn't seem to inexplicably have disappeared if you're going for continuity.
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