Transitions

From Neverwinter Pedia

Jump to: navigation, search

Contents

Transition

For two different areas to be connected (e.g. Exterior to Interior, ground level to basement, Falling through a hole in the ground to an underground tunnel, entering a cave), we need to build something called Transition.

If you check out the Properties of a Door, you will see an option for Link Object Type under the subsection "Transition". As you can see, there are three different transition you may use:


[Note: If you have done transition prior to patch 1.05, the transition has been simplified somewhat since. The following tutorial is written with the assumption that you have patched your toolset to version 1.05 and above.]


Planning the Transition

In order for a transition to work, you must be careful to plan them out, and double-check your spellings. Even a small typo error can render the transition useless. ("Localized Description" is not used to identified the transition.)

In the figure below, the Back Entrance of the Inn should "transition" to the Back Exit of the Inn, and hence the Tags must also reflect this "relationship". The "Link Object Type" should be that for Doors: Transition to a door.


Front Entrance

Open the Area called Fransk. Select the Front Door (Entrance) of Frans' Inn (notice the green outline).

Click on the Properties Tab (Section E: Properties) and scroll down to sub-sections, Basics and Transition.

There are 2 tags to be changed in Sub-section Basics:

  1. Change "Tag" to: PLC_DR_FransInn (this means, PLaCeable_DoorRural_FransInn)
  2. Change "Localized Description" to Inn Entrance

There are 3 tags to be changed in Sub-section Transition:

  1. Change "Linked To" to: PLC_DT_FransInn
  2. Change "Link Object Type" to Transition to a door
  3. Change "Part Transition?" to True (TRUE: when you enter the house, everyone in your party will enter also)

Take note of the naming convention used for Tag: "PLC_D*_". The PLC suffix stands for "Placeables", D stands for "Door" and * is the initial of the model name stands, e.g. DS_house can mean Door for "Swamp House", and DR means Door for "Rural House", and so on.


Front Exit of Inn (From Interior)

Unlike the exterior, interior areas do not come with a default Door. (In real life, some Doorways are just for decoration, and need not have any Door.)

  1. Choose a Door from the Doors » Interior Doors section, and hang it properly (i.e. hitting "ESC" will not make the door disappear) If you are not sure what to do, perhaps you have missed the tutorial section on Hanging a Door.

There are 2 tags to be changed in Sub-section Basics:

  1. Change "Tag" to: PLC_DT_FransInn
  2. Change "Localized Description" to Front Exit (Frans' Inn)

There are 3 tags to be changed in Sub-section Transition:

  1. Change "Linked To" to: PLC_DR_FransInn
  2. Change "Link Object Type" to Transition to a door
  3. Change "Part Transition?" to True (TRUE: when you enter the house, everyone in your party will enter also)


Back Entrance

We will put a Back Exit door in the Inn, but because the exterior part of the Back Entrance is on a raised platform, for some reason, the player can not access the Back Entrance. (Believe me, I have tried.)

I have come up with a workaround: Let's make the Back Exit an "one-way" Door instead. (Meaning, you can exit from within the Inn, but you can't enter from the outside -- just like one of those modern "Emergency Exit").

To achieve this, we will:

  1. Change "Tag" of the Back Entrance to PLC_DR_FransInn_Back
  2. Change "Localized Description" to Back Entrance (Frans' Inn)
  3. Change "Linked To" to PLC_DT_FransInn_Back.
  4. Change "Link Object Type" to Transition to a door
  5. Set the "Lock" Tag to True, and make lock picking harder by changing the Open Lock DC needed to 23 (as shown below)


[Note: Now if you are really paranoid, like me, you may want to leave the "Linked To " as an empty field, and up the Open Lock DC to 100. That will make lock picking impossible, so that this door can never be "lock picked". Changing the Door to Plot will also make it indestructible so player can not just break it down. But some players may think this is excessive.]

Back Exit of Inn

Remember the grids (#1-13)? Zoom into Grid #4 where the Back Exit is located, and hang a Door properly in the doorway for the Back Exit of the Inn.

  1. Change "Tag" to PLC_DT_FransInn_Back
  2. Change "Localized Description" to Back Exit (Frans' Inn)
  3. Change "Linked To" to PLC_DR_FransInn_Back
  4. Change "Link Object Type" to Transition to a door
  5. Change "Party Transition?" to True

You don't have to "Lock" this door, nor change the "Open Lock DC". We want player to be able to leave the Inn using this exit, just not to re-eneter from the outside.


Field Test

Bake All Areas and field test. Make sure you can enter and leave as you have intended. Entering the front door should put you in the "Welcome Room" and leaving the Inn using the back door will put you behind Frans' Inn.

Once you are satisfied with the doors, let's move on to the furnitures. If you find a problem with the Doors, review the tutorials carefully. You may have a typo somewhere in the Tags, or you have forgotten to set the "Link Object Type".

Apparently, we have taken a very long time hanging the doors. Frans just inform us that the furnitures have arrived.


Continue to » Furnitures