Kish Posted January 29, 2012 Share Posted January 29, 2012 I need a way to replace an item which already exists in the game with another item before anyone in the party touches it. Also, it needs to be done by script or by dialogue, because which version of the item exists needs to depend on something that won't be consistent from game to game. (That is, I need to replace MISC8I.itm, the note from Imnesvale, with a version addressed to Valygar if Valygar has the ranger cabin, to Minsc if Minsc has the ranger cabin, and not change it at all if the PC has the ranger cabin as per the unmodded game.) Is there a way to do this? Link to comment
lynx Posted January 29, 2012 Share Posted January 29, 2012 Use CreateItem with your logic (separate items) and DestroyItem on the original? Link to comment
argent77 Posted January 29, 2012 Share Posted January 29, 2012 As lynx said, but you have to attach the script to the box which contains the item in question. Link to comment
Kish Posted January 29, 2012 Author Share Posted January 29, 2012 Like putting this in the AR1107 script? IF GlobalGT("KishMinscRangerStronghold","GLOBAL",0) Global("KishNoteChanged","GLOBAL",0) THEN RESPONSE #100 ActionOverride("Container1",CreateItem("ksminote",0,0,0)) ActionOverride("Container1",DestroyItem("misc8i")) SetGlobal("KishNoteChanged","GLOBAL",1) END IF GlobalGT("KishValygarRangerStronghold","GLOBAL",0) Global("KishNoteChanged","GLOBAL",0) THEN RESPONSE #100 ActionOverride("Container1",CreateItem("ksvanote",0,0,0)) ActionOverride("Container1",DestroyItem("misc8i")) SetGlobal("KishNoteChanged","GLOBAL",1) END This doesn't seem to work. Edit: Got it! The problem is that the script for AR1107 is called AR1102.bcs, so the appending to AR1107.bcs I was doing was just trailing off into nowhere. Thanks for your help. Link to comment
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