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Personal Items Missing After Returning Them


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#1 micbaldur

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Posted 26 January 2011 - 04:03 PM

When i started main quest i left the items to container at some house. Party's inventories were empty except the below mentioned unremovable items when the items were taken away.

I noticed that Ninde NPC didn't get her unremovable amulet Ankh of Ascension after solving the Spy Quest and promotion to Captain.

I have to correct this with Shadowkeeper.

Sime did get her Amulet of Blessing. Also Sime did get Selune's Laurel of Favor even though she didn't have it when items were taken.

Selence did get her Selence's Knap Sack. Although she did get two. One in inventory and second at quick-item slot.

Also when Selence joined first at Amn the Knap Sack was in quick-item slot. Then left at some point and when she rejoined the Knap Sack was at her inventory not at quick-item slot. Not that it matters it was just odd.

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#2 Hoppy

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Posted 26 January 2011 - 07:36 PM

When i started main quest i left the items to container at some house. Party's inventories were empty except the below mentioned unremovable items when the items were taken away.

I noticed that Ninde NPC didn't get her unremovable amulet Ankh of Ascension after solving the Spy Quest and promotion to Captain.

I have to correct this with Shadowkeeper.

Sime did get her Amulet of Blessing. Also Sime did get Selune's Laurel of Favor even though she didn't have it when items were taken.

Selence did get her Selence's Knap Sack. Although she did get two. One in inventory and second at quick-item slot.

Also when Selence joined first at Amn the Knap Sack was in quick-item slot. Then left at some point and when she rejoined the Knap Sack was at her inventory not at quick-item slot. Not that it matters it was just odd.



With Selence it is probably because one is unmovable so she gets two. If she leaves the party it is similar to a bag of holding where it automativcally goes to party inventory. The check is probably if she has doesn't have the item (which she wouldn't) and gets another. You don't get double the treats though so it's minor.

Sime comes equipped with the laurel. If she doesn't have it at the time of this quest, the original compatibility fix looks for whether she doesn't have it and gives it to her. Both of these are minor.

Major problems are with NPC's whose items are obviously not going to be in the code. For this, put them (and other uniques) in the footlocker and you should get them back. If an NPC has unremovable things than there's the problem and they will be removed and never seen. I think the major or a message says that you may not get everything back so I would say everything works perfectly.

Also Miloch's bags of holding tweaks help create more space in modded bags like this and also elimates the possibility of items in the BoH to end up missing due infinite bags becoming buggy where he limits them but with a hefty amount.

It would be nice if you could test some of those armors or unique items from other mods using the footlocker and see if you get them all back. The message that i was referring to says to hide items somewhere else and no there aren't any penalties.

I think I will include Miloch's tweak for the footlocker to make it contain a lot but not infinite and buggy.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#3 micbaldur

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Posted 26 January 2011 - 08:36 PM

Major problems are with NPC's whose items are obviously not going to be in the code. For this, put them (and other uniques) in the footlocker and you should get them back. If an NPC has unremovable things than there's the problem and they will be removed and never seen. I think the major or a message says that you may not get everything back so I would say everything works perfectly.

It would be nice if you could test some of those armors or unique items from other mods using the footlocker and see if you get them all back. The message that i was referring to says to hide items somewhere else and no there aren't any penalties.

I think I will include Miloch's tweak for the footlocker to make it contain a lot but not infinite and buggy.

Well i though so that this isn't bug. I just though to inform about it.

It's easy to fix for example with Shadowkeeper .

I have a save before i started quest so can test it. I didn't put anything on the footlocker previously. I did put everything to container in one of the houses. Except the unremovable ones of course.

I can test this later tonight.

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#4 Hoppy

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Posted 26 January 2011 - 08:46 PM


Major problems are with NPC's whose items are obviously not going to be in the code. For this, put them (and other uniques) in the footlocker and you should get them back. If an NPC has unremovable things than there's the problem and they will be removed and never seen. I think the major or a message says that you may not get everything back so I would say everything works perfectly.

It would be nice if you could test some of those armors or unique items from other mods using the footlocker and see if you get them all back. The message that i was referring to says to hide items somewhere else and no there aren't any penalties.

I think I will include Miloch's tweak for the footlocker to make it contain a lot but not infinite and buggy.

Well i though so that this isn't bug. I just though to inform about it.

It's easy to fix for example with Shadowkeeper .

I have a save before i started quest so can test it. I didn't put anything on the footlocker previously. I did put everything to container in one of the houses. Except the unremovable ones of course.

I can test this later tonight.



Right on. If some NPC's have unremovable items like rings or necklaces (maybe newer NPCs like Ninde, xulaye or others I don't know) you might use Near Infinity or DLTCEP to edit the item and make it movable or droppable and disabling flags like quest item or such things. That is usually a good personal in game fix that doesn't cause any bugs or any more problems with compatibility like this one.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#5 micbaldur

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Posted 27 January 2011 - 04:45 PM

Right on. If some NPC's have unremovable items like rings or necklaces (maybe newer NPCs like Ninde, xulaye or others I don't know) you might use Near Infinity or DLTCEP to edit the item and make it movable or droppable and disabling flags like quest item or such things. That is usually a good personal in game fix that doesn't cause any bugs or any more problems with compatibility like this one.

I did the footlocker test and it went well. I did get all items back. Well i didn't test with all items that i have only selection of various mod items.

So only those unremovable items are problem. Well NPCs that i'm using at Soubar in future are Amber, Tashia and Saerileth. They have unremovable items.

CoM NPC mods Nikitalleria NPC (not available at moment), Yasraena NPC and Undying NPC Callisto don't let take their items away. If you take them away they take them back in their inventory. So i don't know what happens with them. At the moment i'm probably not going to use them at Soubar in the future. Their quests are done before party are ready to go Soubar. Well Nikitalleria doesn't even have working quest at the moment.

I forgot report game breaking bug at militia training camp. Those Trier Villagers don't know how to march at straight line. It was horrible to watch. He He :P

Maybe you should do something about it. :P Or maybe not. :ROFL:

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#6 Hoppy

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Posted 04 February 2011 - 02:03 PM


Right on. If some NPC's have unremovable items like rings or necklaces (maybe newer NPCs like Ninde, xulaye or others I don't know) you might use Near Infinity or DLTCEP to edit the item and make it movable or droppable and disabling flags like quest item or such things. That is usually a good personal in game fix that doesn't cause any bugs or any more problems with compatibility like this one.

I did the footlocker test and it went well. I did get all items back. Well i didn't test with all items that i have only selection of various mod items.

So only those unremovable items are problem. Well NPCs that i'm using at Soubar in future are Amber, Tashia and Saerileth. They have unremovable items.

CoM NPC mods Nikitalleria NPC (not available at moment), Yasraena NPC and Undying NPC Callisto don't let take their items away. If you take them away they take them back in their inventory. So i don't know what happens with them. At the moment i'm probably not going to use them at Soubar in the future. Their quests are done before party are ready to go Soubar. Well Nikitalleria doesn't even have working quest at the moment.

I forgot report game breaking bug at militia training camp. Those Trier Villagers don't know how to march at straight line. It was horrible to watch. He He :P

Maybe you should do something about it. :P Or maybe not. :ROFL:



Nothing will happen with your original items if NPC scripts give them their custom gear. It is just for balance reasons since SOS is so late in game and your fighting bandits, it's pretty obvious why so many restrictions but nothing negative will happen.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#7 micbaldur

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Posted 04 February 2011 - 02:48 PM

Nothing will happen with your original items if NPC scripts give them their custom gear. It is just for balance reasons since SOS is so late in game and your fighting bandits, it's pretty obvious why so many restrictions but nothing negative will happen.

Thank for answering and clearing things up. :coolthumb:

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible