Messed up items
#1
Posted 07 August 2010 - 08:38 PM
for starters, there's melicamps ring of the master mind, which removes the npc from my control for some reason. i can't access the inventory either to remove said ring...
the ring of nimbleness also gives spell casting failure, which to top things off can only be worn by spellcasters.
there was another such item with spellcasting failure, but i don't quite recall what it was and back then i bruised it off as some strange occurrence.
#2
Posted 08 August 2010 - 01:03 AM
http://www.shsforums...post__p__491761
This is what a mod maker said about this issue, so the ring is working as it should...There is only one person that can remove the curse of the Ring of the Mastermind. If you are lucky enough to be within his sight path then you are saved (and then berated). Otherwise, if the wearer is your protagonist, there is no way out of it.
#3
Posted 08 August 2010 - 01:44 AM
wait...i didn't see the post you quoted...
there's also another, albeit comparably minor issue. some items, while being listed as having a certain weapon proficiency, don't actually seem to profit from it; instead are treated as if you had 1 proficiency point: i.e. you don't get any mali.
the sword of valiant (from the ogre mage at the firewine bridge) is one such case.
Edited by Discordia, 08 August 2010 - 02:14 AM.
#4
Posted 14 August 2010 - 07:27 AM
there's also another, albeit comparably minor issue. some items, while being listed as having a certain weapon proficiency, don't actually seem to profit from it; instead are treated as if you had 1 proficiency point: i.e. you don't get any mali.
the sword of valiant (from the ogre mage at the firewine bridge) is one such case.
There are a lot of items that were modded several times from different mods so their description in DLG don't match their actual stats. For instance all hammers can't be wielded by Viconia who have 10 STR. Though in the description there is 9 STR you actually need 12 STR. Or for some reason all gauntlets can be wielded by Kensai. And there is a Katana +3 which doesn't recieve bonus from STR making it less useful than Katana +2 It took me a while to edit all this to my taste
Edited by RYUchan, 14 August 2010 - 07:29 AM.
#5
Posted 15 August 2010 - 12:35 AM
how exactly do you edit them? with near infinity?
oh boy, i have no idea how that works.
well, i guess there's a first for everything...
#6
Posted 15 August 2010 - 05:35 AM
Hmm in kit it is stated that Kensai cannot wear gauntlets. Also Kensage(Kensai/Mage) is so powerfull that he doesn't need any bracers. And Kensai/Thief can wear anything after he get HLA. In any case it's easy to play Kensai even with Tactics installation.well, afaik kensai can only wear armor bracers (most of them anyway), which i don't really mind.
how exactly do you edit them? with near infinity?
oh boy, i have no idea how that works.
well, i guess there's a first for everything...
Yes I modified with NI, it's the best and most userfriendly than any other editors I used so far. Though Shadow Keeper is better to edit saves because of the GUI. Just make a backup and give NI a try. it's not that difficult. Also almost all files copy themselves to override after editing. So if you messed up something, you can just go to the override folder and delete corrupted file and it'll return to its default state. Though it's better to use a backup anyway, just in case.
#7
Posted 15 August 2010 - 05:41 AM
Yeah, but the kit description is not updated, but the Item Revision mod still makes the Bracers of Defense to be wearable by the Kensai.Hmm in kit it is stated that Kensai cannot wear gauntlets. Also Kensage(Kensai/Mage) is so powerful that he doesn't need any bracers. And Kensai/Thief can wear anything after he get HLA. In any case it's easy to play Kensai even with Tactics installation.
Deactivated account. The user today is known as The Imp.
#8
Posted 15 August 2010 - 11:10 AM
The kit description normally says they can't wear bracers or gauntlets. IR removes the restriction on wearing bracers (and gloves, etc.), but leaves the restriction on gauntlets. Currently, only vanilla bracers are affected, but support for changing mod-added bracers has been added for v3.Yeah, but the kit description is not updated, but the Item Revision mod still makes the Bracers of Defense to be wearable by the Kensai.Hmm in kit it is stated that Kensai cannot wear gauntlets. Also Kensage(Kensai/Mage) is so powerful that he doesn't need any bracers. And Kensai/Thief can wear anything after he get HLA. In any case it's easy to play Kensai even with Tactics installation.
#9
Posted 17 August 2010 - 06:48 AM
The kit description normally says they can't wear bracers or gauntlets. IR removes the restriction on wearing bracers (and gloves, etc.), but leaves the restriction on gauntlets. Currently, only vanilla bracers are affected, but support for changing mod-added bracers has been added for v3.
I think it should be added for ballance reason. Now that there are a lot of items that give you + to AC. Even in BG where I was pure Kensai with Tactics installation my char didn't have any problems, well except for Durlag's tower and Sarevok =)
#10
Posted 17 August 2010 - 03:56 PM
In v3, the changes will be a separate component, so you'll be able to choose whether or not you want kensais to be able to wear bracers.
The kit description normally says they can't wear bracers or gauntlets. IR removes the restriction on wearing bracers (and gloves, etc.), but leaves the restriction on gauntlets. Currently, only vanilla bracers are affected, but support for changing mod-added bracers has been added for v3.
I think it should be added for ballance reason. Now that there are a lot of items that give you + to AC. Even in BG where I was pure Kensai with Tactics installation my char didn't have any problems, well except for Durlag's tower and Sarevok =)
#11
Posted 20 August 2010 - 11:46 AM
how do i get rid of that? is it enough to just sell it?
#12
Posted 21 August 2010 - 10:32 PM
my bag of holding has probably some 50 items and i have several spellbooks with all sorts of scrolls and letters...
also, in bonehill i encountered a strange item.
it was nothing...but it took up inventory space and couldn't be removed. right clicking on it didn't work either and saving and loading the game made it disappear.
#13
Posted 23 August 2010 - 09:06 PM
Actually, there are a handful of mods that use BG1 proficiencies. This is what you're seeing. This particular item appears to be from The Vault (sw2val.itm) - it uses the BG1 "large sword" proficiency, so having a BG2 long sword, bastard sword or scimitar proficiency will do you no good. It should be changed to use the BG2-style proficiency. (In its defence, it actually says "Large Sword" proficiency in the description, though that does no one who isn't using BG1-style proficiencies any good.)there's also another, albeit comparably minor issue. some items, while being listed as having a certain weapon proficiency, don't actually seem to profit from it; instead are treated as if you had 1 proficiency point: i.e. you don't get any mali.
the sword of valiant (from the ogre mage at the firewine bridge) is one such case.
Edit: Didn't see your 2nd page, but dropping or selling the talking sword should be enough. If it isn't, you may have to edit baldur.bcs to expunge any references to it. Talking weapons are the bane of a smoothly-running game.
As for the "strange item" - probably is missing a BAM or something. Hard to say unless you have a save from before it disappeared. If so, maybe you can look at it with ShadowKeeper and see what the item filename is.
Edited by Miloch, 23 August 2010 - 09:10 PM.
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#14
Posted 24 August 2010 - 12:09 PM
As for the "strange item" - probably is missing a BAM or something. Hard to say unless you have a save from before it disappeared. If so, maybe you can look at it with ShadowKeeper and see what the item filename is.
the thing is, i saved the game and loaded it in shadowkeeper, but nothing appeared. and when i reloaded the game it was gone too...
because selling it didn't work...
at least if the effects are instantenous...
maybe i should sell it, then save/reload...
what's baldur.bcs and how would i expunge it's references?
edit:
fired up near infinity, bcs, baldur.bcs, got rid of the references to bhfsw1 and saved, exporting it to the override folder.
didn't help much...if at all.
/edit
and come to think of it, it does refer to that sword as large sword...
but i found a longsword, red fist sabre or something akin, and it doesn't gain proficiency boni from longsword either...
and that was listed as longsword.
Edited by Discordia, 24 August 2010 - 12:43 PM.
#15
Posted 24 August 2010 - 08:01 PM
Open up the script again to make sure NI took your changes. If that's not the issue, try importing your game into ToB then importing it back to SoA. Could be a variable issue or something.fired up near infinity, bcs, baldur.bcs, got rid of the references to bhfsw1 and saved, exporting it to the override folder.
didn't help much...if at all.
It lies, as it has the "large sword" proficiency as well. That item (soaitm29) is from Stone of Askavar. It's best to look up the item with NI or DLTCEP, do a --change-log to see which mod it's from then report the issue in the mod forums. Reporting it here or in the megamod forum means it'll probably never get seen by the modders (and incidentally, this probably belongs in the megamod forum rather than IE general).but i found a longsword, red fist sabre or something akin, and it doesn't gain proficiency boni from longsword either...
and that was listed as longsword.
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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#16
Posted 24 August 2010 - 10:21 PM
either way, you were right about the changes not having been saved...
but redoing it and compiling, ignoring some errors from some other scripts and saving anyway it was removed, as i used ctrl + f to scan through baldur.bcs and there was no more bhfsw1. though it didn't change performance either.
exporting and reimporting the character...wouldn't that mean starting from scratch?
also, i'm currently in baldur's gate 1, as i only just got a sword from secret of bonehill.
Edited by Discordia, 24 August 2010 - 10:22 PM.
#17
Posted 24 August 2010 - 10:30 PM
Descriptions lie a lot, which is why it pays to check the actual item stats with an editor.well...it was listed as longsword in the ingame description; which is what perplexed me when it turned out it wasn't.
No, I meant exporting the whole game and reimporting though frankly, I don't know exactly how that's done. I've just seen folks cite it as a "solution" to laggy issues like this where you've removed the source of the lag but it won't go away. (Another solution would be to hack out manually the variables from your saved game with NI or the like, but that'd be even more intensive.)exporting and reimporting the character...wouldn't that mean starting from scratch?
also, i'm currently in baldur's gate 1, as i only just got a sword from secret of bonehill.
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#18
Posted 24 August 2010 - 11:55 PM
for some reason i start at watchers keep...what is this?
then i tried importing the game, also an option from the tob menu.
that would simply freeze the game...
or is this supposed to take several minutes?
#19
Posted 25 August 2010 - 12:12 AM
Look into here, the answer #13 will give you the answer, which is why you too should actually be jailed into the Megamod Help forum... or you could just know that the SCSII has a component that does that.for some reason i start at watchers keep...what is this?
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#20
Posted 25 August 2010 - 12:15 AM
I think "Start at Watchers Keep" is an SCS option, or should it work the other way around where you can access it in SoA? Dunno.i imported my character into tob alright...
for some reason i start at watchers keep...what is this?
then i tried importing the game, also an option from the tob menu.
that would simply freeze the game...
or is this supposed to take several minutes?
The point is not to actually play the game in ToB but to reimport it into SoA (or BG1 part of BGT in your case) to clear the variables. But like I said, I've no real data on how to do that. Other posts might help if the search function here worked, but it's been a few months since I saw the last one.
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle