Roana Posted November 9, 2006 Share Posted November 9, 2006 Hello, in the fixpack, you will fix this item as follow: // Habib's mighty scimitar COPY_EXISTING ~sw1h57.itm~ ~override~ READ_LONG 0x64 "abil_off" READ_SHORT 0x68 "abil_num" READ_LONG 0x6a "fx_off" WHILE ("%abil_num%" > 0) BEGIN SET "abil_num" = ("%abil_num%" - 1) READ_SHORT ("%abil_off%" + ("%abil_num%" * 0x38)) "type" PATCH_IF ("%type%" = 2) BEGIN // ranged READ_SHORT ("%abil_off%" + 0x1e + ("%abil_num%" * 0x38)) "abil_fx_num" READ_SHORT ("%abil_off%" + 0x20 + ("%abil_num%" * 0x38)) "abil_fx_idx" WHILE ("%abil_fx_num%" > 0) BEGIN SET "abil_fx_num" = ("%abil_fx_num%" - 1) READ_SHORT ("%fx_off%" + (("%abil_fx_idx%" + "%abil_fx_num%") * 0x30)) "opcode" PATCH_IF ("%opcode%" = 111) BEGIN // create magical weapon WRITE_SHORT ("%fx_off%" + (("%abil_fx_idx%" + "%abil_fx_num%") * 0x30)) 255 // create item in inventory WRITE_LONG ("%fx_off%" + 0x04 + (("%abil_fx_idx%" + "%abil_fx_num%") * 0x30)) 1 // items in stack END END END END BUT_ONLY_IF_IT_CHANGES Well, it's a good fix, but... - it will fix the official Patch vice versa As the game was new, many players have had troubles with the scimitar created in the inventory of the target, because it will be created in the active weapon-slot, replacing the regular active weapon, without getting active itself. So the targeted character in their group will first fight with his/her fist in the next following battle. As you not always are going through the characters in your group (means select them alone), the player often regognized this too late (means in the next battle) Well, very many players have written this years ago in the Bioware forum and Bioware has promised to change this. With the next patch then, they have changed this issue into the one, that is in the patched game yet. For the stack amount: although the item file is called "sw...", the item, Habib wilds, is a throwing dagger, and so the stack of 10 is right (at least for me). Just wanted to know you this Regards Roana Link to comment
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