Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.
Name:
Email:
Subject:
Message icon:

Verification:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
What color is grass?:
What is the seventh word in this sentence?:
What is five minus two (use the full word)?:

shortcuts: hit alt+s to submit/post or alt+p to preview


Topic Summary

Posted by: SimDing0
« on: October 19, 2005, 10:48:30 AM »

You can't pick up undroppable objects from dead characters.
Posted by: Bons
« on: October 18, 2005, 05:35:42 PM »

I'm not interested in that kind of extreme. What I wanted was an implementation where it wouldn't seem like a gaping hole in content if the the player could just sell off Finch's glasses at the first shop they came to, and I *didn't* make a big deal about her being blind without them.
Posted by: Gastong
« on: October 18, 2005, 04:52:28 PM »

Even if u make the item undroppable u can just kill her, take the item and revive her. correct me if im wrong
Posted by: cliffette
« on: September 02, 2005, 03:36:50 AM »


Initially, I thought about making losing/breaking her glasses a quest if I ever got around to SoA Finch.


What a great idea!

(The above comment might be construed as a hint.)
Posted by: Andyr
« on: September 01, 2005, 08:04:37 PM »

You have to set in the .CRE how many charges have been used up that day, too, so by tweaking you should have them all available without needing to rest. :)

I know as I had a similar headache with an item that didn't seem to be working too once... ;)
Posted by: Bons
« on: September 01, 2005, 07:49:11 PM »

OMG! OMG! OMG! It looks like flagging from the CRE file will work! I was able to identify something using them! There was something goofy I don't remember from the times I've purchased the glasses - Testbar had to rest before the glasses' charges became available. Maybe they've always been like that, and I just never had cause to see it. I'll play with this in-game some more, but this looks like it'll be the implementation of choice.

Thanks for the idea, Sim!  :D
Posted by: Bons
« on: September 01, 2005, 07:09:23 PM »

Have you tried flagging them as undroppable on her CRE rather than modifying the ITM itself?
Nope, I will test that immediately.

I vote for #4. It makes for even better roleplayability. If you went this route, you might even introduce a side quest where she loses them for a while.
Initially, I thought about making losing/breaking her glasses a quest if I ever got around to SoA Finch.
Posted by: Loriel
« on: August 31, 2005, 02:59:44 PM »

I vote for #4.  It makes for even better roleplayability.  If you went this route, you might even introduce a side quest where she loses them for a while.
Posted by: SimDing0
« on: August 31, 2005, 12:56:12 PM »

And yeh, for a personalized description, just change the string in the TLK.
Posted by: Andyr
« on: August 31, 2005, 12:46:53 PM »

That's really weird that changing the item itself seems to break the ability... Hmm.

I'm not sure what to suggest, but if you could get it working I think undroppable glasses of identification with a personalised description would be cool. :)
Posted by: SimDing0
« on: August 31, 2005, 04:32:38 AM »

The uses of Identify that function on the original glasses do not work when I make it undroppable, therefore any Identify ability has to be added as a separate custom unit.
Have you tried flagging them as undroppable on her CRE rather than modifying the ITM itself?
Posted by: flem
« on: August 31, 2005, 02:29:08 AM »

I don't think shortening the duration will do much; with BG2's pause-in-inventory she can pretty much ID everything everyone is carrying in no game time.

But then, except at the very start it's hard to find more than a few unIDable items per day anyway.
Posted by: Borsook
« on: August 31, 2005, 12:53:05 AM »

Do I understand corectly that flag Undroppable breaks item effect identify? But without it it works? Then why not just leave glasses as droppable? Is her eyesight that bad? If so, than lower her DEX and possilby Wisdom and make the glasses give bonus to those stats, so the player will be able to take them off/throw away, but then she'll have some problems. I mean I have -7 glasses, I see shit without them but I could take them off and wouldn't die (at least untill first attempt of street crossing)
Posted by: Bons
« on: August 30, 2005, 08:17:47 PM »

That's what I have now. Or at least, she's wearing undroppable glasses that used to be Glasses of Identification.

The uses of Identify that function on the original glasses do not work when I make it undroppable, therefore any Identify ability has to be added as a separate custom unit.
Changing the the Identify Spelll from Wizard to Innate breaks its function. The same thing goes when I've tried adapting the wizard scroll so it's usable by a priest.

I'm working under the assumption that, if I can't alter the moveability, name, charges, or usability of the glasses, changing the description string is likely to have a similiar problem.
Posted by: SimDing0
« on: August 30, 2005, 07:43:37 PM »

What stops you putting them on Finch and making them undroppable? (And why not personalize the description too, since Glasses of ID don't show up in BG1 normally.)