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[BUG] Creatures Lacking Items Due To Typos

KeithSKeithS Member Posts: 623
edited August 2012 in Fixed
Current Behaviour
Some creatures carry items that don't exist due to a typo in the filename.

Expected Behaviour
Correct files assigned.

Files altered: dead2, dead[REDACTED], jamie, lothan, sakul, drelik, flampun, flampun2, flamsco, flamwiz, kent, amaran, cultass

Fixed in: v0626+

Originally found and fixed in: BG1Fixpack

Post edited by Bhryaen on


  • BhryaenBhryaen Member Posts: 2,874
    edited July 2012
    Confirmed Not Fixed... [EDIT]

    I Just checked the inventory of all the above using Near Infinity, and I didn't find any item that was nonexistent as far as I could tell. All items in the "Items 0+" section had recognizable, CLUA-spawnable designations. But then I'm not sure how else to verify it since I don't know which items were misspelled in the first place...

    FLAMSCO, FLAMWIZ, CULTASS, and AMARAN have a few items (MAGEBRAC, MAGE04, MAGE01, MAGE02, MAGE05) which are not droppable once CLUA'd into inventory, but they do seem to be actual items (like the RING96-98 intended for creatures that are also not droppable).

    Post edited by Bhryaen on
  • BalquoBalquo Member, Developer Posts: 2,746
    edited July 2012
    @Bhryaen Little tip: You can turn override folder on and off in Near Infinity (I think it is under TOOLS). So when you want to check the unmodified (original) file just turn override off then you can compare the differences :)

    If a weapon is spelt right or wrong it will shown in Near Infinity as follows:

    (I'm making these up. They are just examples.)
    Wrong: "ax1ho5.itm (Unknown Item)" (or something similar)
    Correct: "ax1h05.itm (1 Handed Axe)" (or something similar)

    EDIT: Tip # 2. Get the pdf and I have shown exactly which ones were misspelt. This report shows how many of the bugs listed here are fixed.

    But for now here is a list of how the items should look (taken from the pdf report):
    dead2 Item 1 SW1H04.ITM (Long Sword)
    deadf uck Item 1 SW1H04.ITM (Long Sword)
    jamie Item 0 SW1H04.ITM (Long Sword)
    lothan Item 2 BOOT01 (The Paws of the Cheetah)
    aasim Item 2 SHLD04 (Medium Shield +1)
    sakul Item 7 SCRL1I (Hold Person)
    drelik Item 6 SCRL1L (Monster Summoning I)
    flampun Item 1 SW1H04.ITM (Long Sword)
    flampun2 Item 0 SW1H04.ITM (Long Sword)
    flamsco Item 1 SW1H04.ITM (Long Sword)
    flamwiz Item 1 SW1H04.ITM (Long Sword)
    kent Item 1 SW1H04.ITM (Long Sword)
    amaran Item 2 MAGE02.ITM (Ring)
    cultass Item 1 SW1H04.ITM (Long Sword)

    Post edited by Balquo on
  • CuvCuv Member, Developer Posts: 2,535
    AASIM.CRE still reads having SHIELD04 (null) when it should be SHLD04

    That is the only one in that list that is still not correct. Will look through the other creatures not listed

  • BalquoBalquo Member, Developer Posts: 2,746
    Funnily enough AASIM.CRE is the only one missing from @KeithS List.

  • CuvCuv Member, Developer Posts: 2,535
    Found one more:

    FLAMANG.CRE has SW1HO4 instead of SW1H04. The prior is a capital "oh" and not a zero.

  • BhryaenBhryaen Member Posts: 2,874
    Well, in that case there are still plenty of items- even with the Overrides still on- that state "(Unknown)" next to them. Is that the cue that it's a botched item? I first thought it was but I was able to spawn the item (or RANTRE0x), so I thought it must be normal. Thanks for the tip though! :-)

  • BhryaenBhryaen Member Posts: 2,874
    edited July 2012
    (EDIT: Nevermind... was checking with Overrides off... heh)

  • cmorgancmorgan Member Posts: 707
    There are some of those items in inventory and not equipped, according to the G3 Duburrerer. Hold on, I'll check, so you can recheck...

  • cmorgancmorgan Member Posts: 707
    edited July 2012
    ... yep - too much to log here, but for your purposes, the highlights for recheck just dealing with items on .cres, not dealing with equippage...-

    UNSHEY.CRE: Invalid weapon equipped
    VERLIN.CRE: Invalid weapon equipped
    ZHURLO.CRE: Invalid armor: SW1H07.itm
    RINNIE.CRE: Invalid armor: SW1H07.itm
    PRIDEM.CRE: Invalid amulet: SPEC02.itm
    PHEOARCH.CRE: Invalid quiver: arropheo.itm
    OLIVIA.CRE: Invalid weapon equipped
    NASHA.CRE: Invalid weapon equipped
    LUSSEL.CRE: Invalid weapon equipped
    MARCEL.CRE: Invalid cloak: CLCK13.itm
    KHALID4.CRE: Arrows with no bow
    KHALID2.CRE: Arrows with no bow
    KEELOR.CRE: Invalid weapon equipped
    IKOBOLD.CRE: Bow with no arrows
    IHOBGOB.CRE: Invalid quiver: AROW13.itm
    IHOBGOB.CRE: Invalid quiver: AROW13.itm
    IHOBGOB.CRE: Invalid quiver: AROW13.itm
    IHOBGOB.CRE: Bow with no arrows
    IKOBOLD.CRE: Invalid quiver: AROW13.itm
    IKOBOLD.CRE: Invalid quiver: AROW13.itm
    IKOBOLD.CRE: Invalid quiver: AROW13.itm
    HAFIZ.CRE: Invalid weapon equipped
    HALACA.CRE: Invalid weapon equipped
    GLOWTES2.CRE Invalid helm STALKE1.itm
    ERIK.CRE: Invalid quiver: AROW13.itm
    DRIZZT.CRE: Invalid gloves: SW1H16.itm
    DRIZZT.CRE: Invalid amulet: SW1H15.itm
    DEAD2.CRE: Bow with no arrows
    DEAD*bleep*.CRE: Bow with no arrows
    ARKANI.CRE: Equippable items in inventory: iBOW03.itm
    ARKANI.CRE: Arrows with no bow
    ARKION.CRE: Equippable items in inventory: AMUL13.itm
    ANDRIS.CRE: Invalid cloak: CLCK12.itm

  • SethDavisSethDavis Member Posts: 1,812
    @cmorgan - in your opinion, what amulet is pridem supposed to have? And any suggestions for the invalid weapons? Do glowtests appear in game or were they just for testing purposes?

  • WispWisp Member Posts: 1,102
    PRIDEM: the debugger is freaking because spec02 is a ring. In the amulet slot.

    Invalid weapon equipped: the message seems to simply mean that the selected-weapon index points to an empty slot.

    The glowtest creatures are unused.

    The invalid cloaks are armour placed in the cloak slot, which should probably be fixed.

  • SethDavisSethDavis Member Posts: 1,812
    @Wisp - Thanks, I was wondering as sometimes there wasn't an apparent issue (probably fixed since the post)

  • cmorgancmorgan Member Posts: 707
    yep - what Wisp said (and better than I could because I didn't know about glowtest.

    If you go farther than this, with the full logs in the other thread, most of the full debuggerer logs dealing with weapons that I didn't cull from the logs are situations where the .cre has the item in an inventory slot but not equipped - so Khalid may have both bows and arrows, but the bow is in hand and the arrows are in inventory rather than in a quiver. Some of the mods out there fix this so that .cres can use the equipment they were issued. Of course, that may interfere with inventory drops in some cases, but that is a question for folks who know more about this than I do.

  • NathanNathan Member Posts: 1,007
    Verified - all the changes were made by @KeithS and should be in the next build, including the list by @cmorgan.

  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    edited August 2012
    LOL, dead[redacted]. Maybe erase that file, haha. - well AR5403 uses it, so... meh. bad bad bioware
    Btw, it is dead, so there was no point in giving it arrows. Same for all dead critters. This just increased entropy.

  • BhryaenBhryaen Member Posts: 2,874
    Confirmed Fixed:

    Copy-pasted from NI to CLUA:

    DEAD2: actual SW1H04
    DEADFU-huh: actual SW1H04
    JAMIE: actual SW1H04
    LOTHAN: actual BOOT01
    AASIM: actual SHLD04
    SAKUL: actual SCRL1I
    DRELIK: actual SCRL1L
    FLAMPUN: actual SW1H04
    FLAMPUN2: actual SW1H04
    FLAMSCO: actual SW1H04
    FLAMWIZ: actual SW1H04
    KENT: actual SW1H04
    AMARAN: got an unremoveable ring as expected... MAGE02.
    CULTASS: actual SW1H04

  • BalquoBalquo Member, Developer Posts: 2,746
    @Avenger_teambg Some of the references they use in globals are interesting such as "shitnuts" etc

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