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Drake Anderson

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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.

I hope that explained the situation well enough.
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Koko Like

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Hey guys! I was wondering how to make npc's follow you and fight for you. I know its newbie, but  need help!
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Hubbel Ongking's profile photo
 
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.
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José Luiz Martins Medeiros

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Guys, i need some help.
I am having troubles with the mobs spawned by the thayan portal.
Is there a way to limit the number of imps spawned?
Why do they ignore walls and obstacles?
Can i set a patrol course/behavior on the portal for the imps to follow?
T, guys.
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Elise Klaske

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I am attempting to create my first quest and, of course, I want many complicated details! Basic story gist: questor has to escort a girl, and two fighters accompany them. So, my questions are: How do I get the NPCs to follow the questor, and how do I make the other fighters participate in battles? (The girl just cowers.) Thanks a bunch!
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Elise Klaske's profile photoKenneth Lim's profile photo
3 comments
 
Select a friendly encounter.

You can use guards encounter and adventurer encounters.

Make sure you choose the friendly version when selecting adventurer encounters.

This is the only way the NPC will fight.

If you just put an NPC instead of a friendly encounter, it will never fight but if you don't want it to cower in battle, set the NPC to ignore all.
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Dr. Blem

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Hi! Very noob question: Im working on a little foundry as an homage to AD&D writers I remember from my childhood. I´ve done my research and well it´s slow but it´s beginning to take form :)). Noob "problem" or question: I´d need some mobs to be attacking and NPC and focusing on them while the NPC defends himself (doesn´t die... :)). I´ve seen then on some quests, I´m sorry english is not my native tongue but how would you make a bunch of enemies to focus on the innocent NPC (so focused you could for example, while not attacking the mob or more than one member, attack them once at a time). Thanks, I´m not lazy on the reading and learning new things so any suggestion be it reading or link or whatever would be greatly appreciated! Thanks and cheers!
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Kenneth Lim's profile photoDr. Blem's profile photo
3 comments
 
thanks for the tip! had a lot of job and couldnt get into tinkering a little more with the foundry :)) last parragraph seems packed with useful info, thx a lot!
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Craig Knifesedge Lockley

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Ok another Newbie Question! Can I use a Magic Portal as a transition from one map to another and if so how do I do that?
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Tibor Horváth's profile photoRichard Fleming's profile photo
4 comments
 
You can fake it.  Place a portal FX, then place an invisible wall in front of it and link the transition to the invisible wall.
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Tibor Horváth

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I need help: how can I create rotating objects(like rotating statue in the game) or  moving objects(a straight line, like a shields in the game)?Any idea? :)
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Tibor Horváth's profile photo
 
Thx for the hint, very helpful!I will try it!
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Kyle Maxwell

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Some really useful thoughts that may be useful for Foundry authors. #neverwinter   #rpg  
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Manny Brum's profile photo
 
This seems like its a guide to dungeon crawls for pen and paper. The same things that this guy advises (nonlinearity) for one I advise against in dungeons. I made that mistake early on and paid for it with 3 star reviews.

If you notice in the official campaign, the only side tunnels in dungeon areas have a loot chest or profession reward at the end. Until we can do the same, side paths will be pointless. We don't have access to all the stuff that makes pen and paper dungeons worth exploring, and I'm not sure we ever will.
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D Johnson

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{Stolen from the Foundry Forums}

You may find this useful:

For convenience when designing bosses, here's a list of the Solo monsters that I'm aware of in the current version of the Foundry, and where you can find them: 

- Shocktroop Devil under Ashmadai encounter groups. 
- Plaguechanged Maw under Abolethic encounter groups. 
- Magma Brute under Fire encounter groups.
- Hulk under Foulspawn encounter groups.
- Thoon Hulk under Mind Flayer encounter groups.
- Savage Ogre under Orc encounter groups.
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Manny Brum's profile photo
 
I wish you could control weapons and spells. Also it takes away from immersion when you get one of those slayer achievements for something you're not supposed to be fighting.

For instance my hobgoblin encounters use goblins and I've had to use wights for skeleton boss encounters.

I tend to come up with my story first and I don't like to change that to fit the foundry. I'm still wondering what to do for Hill Giant Vampire (Thoon Hulk?) and Mind Flayer Lich.

I think bosses that aren't just combat (ie you weaken them through other actions first like Zhaitan in GW2 then have an easy fight, or destroy them altogether without combat like Sauron in LotR).

You can also have phases by making them spawn as a different type after death but I think their corpse still shows.
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Richard Fleming

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Custom quest items can be used to spice up your quest, but there are some limitations.  And since items and interactable objects go hand-in-hand, and this video will show you how to use both.
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Adaram Ontario's profile photoCraig Knifesedge Lockley's profile photo
4 comments
 
I've had a look at a couple of your videos and they're exactly what I need!
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David Foxfire

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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.
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Hubbel Ongking's profile photo
 
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.
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Dr. Blem

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Hi All! Newb question, im reading but still gotta a lot to do: i´m writing a little foundry quest as a sort of homage to some books I read as a kid by Rose Estes and such (D&D for kids I guess, I can´t reall other authors). Anyway I´ve seen it at some foundries, foes "stuck" to one place. like nailed at point and they can only fight from there. Sorry I´m very, very bad at getting to the point :) .I don´t mind reading and doing my homework, and any tip will help, I just want a big foe as a kind of "bouncer" that just stays put at some place and just fights from there (i guess i will pick a big one). Im triying to match him exactly to the size of the door so theres no way to go through that passage without fighting him. It would be nice to know how to respawn of "stuck" mobs too -like a horde of zombies coming out to "block" a passage, but my main noob question is that, how to you get enemies to "stay put" at some place and fight and bite and whatever from there? Any kind of info will be hughely appreciated! ps: excuse my english it´s not my native tongue
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Glenda Gable's profile photoDr. Blem's profile photo
2 comments
 
thx a LOT for the tip! I was thinking i have no access to my regular pc right now and i´m currently mapping and doing stuff like that but can´t test my ideas :P on putting a regular or a bit smaller than the usual door between the player and the foe, picking a an xxxl sized enemy so he would´t be able to get throught it and that could be the trick. But yours is the right, It would be nice if the good folks at cryptic made some kind of offline foundry :(. Thx again for the feedback! :)
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ZealotDane

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I'm trying to figure out how to make a group of mercenaries follow the hero around and fight through a bunch of enemies or something. The problem is i want to costume up the mercenaries but i cant figure out how to costume an encounter. Anyone know how to do this? >_>
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Stephen Meinke's profile photo
 
Yes you have to be in detail mode then click the encounter. You should see a "costum" part
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Dr. Blem

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Oh sorry another Newb question is there any way to edit or work on your foundry of course not including the writing and thinking outline? I´d love to be able to tweak my map while at work or without the whole NW installed. Thx!
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Tibor Horváth's profile photoDr. Blem's profile photo
2 comments
 
Thx for your help Tibor! A lightweight pseudo-foundry authoring too l would be a nice touch at least for map making! Cheers and thx for your kindness!
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Dalton Price

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Quick question. Does anyone know how to make the NPC you made attack you when you walk in a room? I can't figure out how.
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Tibor Horváth's profile photoDalton Price's profile photo
2 comments
 
Thanks Tibor!
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Craig Knifesedge Lockley

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Newbie Question - is it possible to add multiple NPCs to a single map. Having trouble working out how to do it.
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Tibor Horváth's profile photoDaniel Stierheim's profile photo
2 comments
 
Drag and drop one at a time, then set up their dialogue and link it to them (or you can do all the dialogue first and then link it after you place them). You can copy/paste, butt only if you're creating a clone army our if you want to change the way each toon looks after the are placed on the map so the don't all look exactly alike.
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Gabriel Traylor

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So glad there's a community for this, been enjoying Richard Fleming's tutorials on YouTube, a huge help already, but I've got one issue that's got me stuck, I guess it comes down to three questions, though.

I've done a quest - I think it was "Lady and the Worm" - where after a couple of battles, you'd end up speaking with those you'd just fought.  I'd imagine those were just encounters skinned to look like the NPCs, and after the fight was complete, then the encounter would disappear and the NPCs would appear, allowing you to talk.

So, question 1:  Does that sound right?  

Question 2:  Also, is it feasible to do that in reverse?  Seems like if I make an encounter appear based on dialogue, then the encounter would appear before the conversation's over, and start attacking the player.

Question 3:  Alternatively, could I make an invisible NPC, so that the player's having a conversation with someone 'out of view' and then have the encounter spawn far enough away that they wouldn't instantly attack the player?

Thanks for any help you can offer!
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jlynngambler's profile photo
 
Just have a question. Did you figure out how to have a dialog with someone out of view, whether they're a regular NPC or an encounter enemy?
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Aeric D.

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I played a foundry quest yesterday in which the Author made an intractable item have big red text. Anyone know how this is done? 
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Manny Brum's profile photoDzogen Smith's profile photo
6 comments
 
yeah you make it so you need an unfindable object to interact - the red text is essentially the error message which makes it seem like quest text
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D Johnson

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I just accidentally found a neat trick!  When in map design mode, you can use the scroll wheel button (button 3 I believe) to "grab" the map and drag it around, like you can if you left click in the outside the map area.  This comes in handy when you're trying to move around the map quickly and hate messing with the scroll bars.
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Manny Brum's profile photoAeric D.'s profile photo
4 comments
 
Cool, Thanks!
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shawn stokes

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so working on my quest. i have come to a question is it possible to have two different quests in the story?
aka.
start: q1 dialog bla bla bla.
q1 - accept q1, or accept q2 (eg: good guy version, bad guy version).
both of witch follow the same basic quest aside from q2 has a special chest loot or drop from the final boss?
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Chili Dogg (Chili1179)'s profile photoshawn stokes's profile photo
2 comments
 
i was thinking of setting a item to drop from quest guy. then i can trigger spawns with it so its the same quest but the story line look to change without really changing.

like choice a you get the full story line.  choice b spawn a drop from the quest guy. then the quest responses can be triggered of the drop to make it look like another story line. can that be done? i know the story can have responses can be triggered from and item would that work?
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