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Wrong undroppable items


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Just checked original BD once again - it was SoA/ToB issue workaround.

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Mordenkainen's Sword Amulets & Mind-Control Magic Susceptbility Fixes

 

Files SWORD01.CRE and IPSION.ITM; edited versions of the creature definition for the summoned magical weapon called Mordenkainen's Sword, and item definition for a specialized Greenstone Amulet. Originally in Shadows Of Amn, Mordekainen's Swords were equipped with this Greenstone Amulet, a device that prevents Fear, Confusion, Feeblemind, Charm, Hold, Stun and several other magical mind-control effects. However, there were two problems with this. First, the amulets were not marked as undroppable, which means players could pick them up if the sword "died," and also sell then and buy/steal them back so that their single charges would turn into fifty. When BioWare was advised of this, the "fix" for Throne Of Bhaal was to mark the amulets as undroppable, which meant that any player that had picked one up previously and kept it had it permanently stuck either in their amulet slot or in an inventory slot. Only Shadowkeeper or some extreme hex-editing could change this.

 

Secondly, the Greenstone Amulet does not do what it is designed to do. It must be activated through the Use Item button if it is being worn by a player. The Sword does not have the facilities to do this, so the Greenstone Amulet did nothing whatsoever.

 

To resolve these issues, the Greenstone Amulet (ISPION.ITM) file is included reflagged as droppable for those players who still have one stuck in their inventory. The Mordenkainen's Sword creature file (SWORD01.CRE) no longer wears a Greenstone Amulet. Instead, the immunities that the Amulet was supposed to provide are now encoded directly into the creature definition.

 

Note that it was confirmed on the Interplay WebBoard by David Gaider that the original problem with the dropping amulets was a legitimate bug with this item.

Of course IPSION must be kept undroppable.

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*boggles*

 

Greenstone amulets should be dropable - since you can get one legitimately in BG1.

 

And, I think, in BG2. Let me look in my unmodded directory... ah, those are AMUL17.

 

Yes, IPSION seould be changed to always on effects and mae undroppable. Code should be put in to turn any IPSION in inventory to AMUL17

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ipsion.itm is already undroppable and its 'ability' is already covered by the equipped effects. I agree the portal key should be changed.

 

// portal key should be droppable
COPY_EXISTING ~misc4g.itm~ ~override~
 READ_BYTE 0x18 "flags"
 WRITE_BYTE "0x18" ("%flags%" BOR "0b00000100")
 BUT_ONLY_IF_IT_CHANGES

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Why is Irenicus' portal key a bug (if that is the key you're referring to)? There isn't anything that suggests it wasn't intentional; rather, I think they would have done it on purpose to keep players from just offloading it during the dungeon romp.

 

It's permanently removed in the transition to Waukeen's, so what's the problem?

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Why is Irenicus' portal key a bug (if that is the key you're referring to)? There isn't anything that suggests it wasn't intentional; rather, I think they would have done it on purpose to keep players from just offloading it during the dungeon romp.

 

It's permanently removed in the transition to Waukeen's, so what's the problem?

The problem is if one of your partymember died accidently having that key in inventory you will stuck there forever, without any chance for recovery. But if you just dropped it or forgot to pick it up you can return for it at any time.

 

Is such reason Ok for you? :(

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IIRC, the plot flag is unsellable--it's already flagged. But if, say, Minsc gets the key and then dies, the key remains unavailable on his corpse. You only get plot items back whan a party member leaves the party.
Then why didn't you say so in the first place?! :D

 

If this is the case, I concur.

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A note on whatever script runs as you leave Casa d'Irenico: I tend to have Imoen pick up the undroppable Portal Key, but what happens as we leave is that -

 

1) Imoen passes the key to CHARNAME

2) Imoen leaves the party

3) the key is wiped from CHARNAME's inventory

 

The problem here is The Passing of the Key (rather than the straight wipe of it), because if CHARNAME's inventory is full, it dislodges an item to find space for itself. This has cost me a number of valuable objects in past escapes. So why not simply wipe the key without first passing it to CHARNAME?

 

* * * e d i t * * *

 

Just noticed that this was the Archived Fixes area, so probably shouldn't have butted in here. I most humbly beg for pardon.

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Hmm, that's odd.

 

When you leave CI, it doesn't use a traditional transition point but moves you outside via script (tele0700.bcs). The script should be taking the portal key and the energy cells and then starting the Promenade cutscene script. Imoen shouldn't be leaving the party or handing over her stuff until the cutscene.

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Archived

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