[Known] Euric's illogical choice
dreamrider
Member Posts: 417
Minor instance of illogical behavior, not of great impact, but confusing.Gate70 said:Duplicate quest items should not be taken from equipment slots if they are also present in inventory
1. Load attached save.
2. Enter the inn.
3. Speak to Euric.
*Observed*
Euric takes the worn amulet in preference to the inventory amulet.
*Expected*
Euric should take the inventory amulet.
*Note*
The quest amulet is a standard amulet so cannot be identified as unique.
(In this save the amulet given by Nadine is in inventory)
Switching the worn amulet to the next inventory slot sees the first (Euric's) amulet correctly being taken.
Game appears to be searching in character slot order so may be options around checking inventory first or searching backwards.
Expected behavior: In the Euric good luck charm quest, Euric should take the amulet (Protector +1) that was provided by his mother.
Bugged behavior:
Party met mother Nadine quite soon after arriving BG, accepted quest to find boy, give amulet.
Received Protector +1 amulet from Nadine.
Protagonist carried the provided amulet as the 1st item in inventory for several days, until Euric was located.
Protagonist was also wearing a different Protector +1 amulet acquired MUCH earlier, long before arriving BG.
Upon finding/talking to Euric, the boy accepted/took the amulet sent by his mom, according to dialogue.
Upon checking protagonist shortly after, the Protector +1 that had been provided by Nadine was still in inventory. (??)
**Upon further checking (including stopping game to go back and load up a save from several game days earlier to check earlier equipment), I realized that Euric had taken the amulet that was around the protagonist's neck, NOT the one in inventory that Nadine had provided.**
Now this is not a terribly big deal long term, since the protagonist can just put on the remaining necklace. However, for several game hours the protagonist was one AC less than expected because the +1 necklace was no longer around his neck, AND, due to my confusion, I stopped play, loaded an old save, and spent unnecessary time to investigate and understand the event.
Post edited by Dee on
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Comments
n.b. As Tresset has mentioned any solution might involve an item by item correction and the risks of doing that would have to be weighed up against current behaviours. Anyway, let's see what happens.
It could be fixed by making a .BCS script to lurk around your inventory and don't take the equipped one… Or just take whichever amulet and, if it was equipped, equip the other amulet back (stupid, but it _WILL_ work without breaking anything).
True, in that case the player could just intervene and transfer the item to inventory. Hmm...maybe that IS better.
Do you mean that if you have x-bow bolts in quiver, and a bundle in inventory for the quest, Fuller will take the bundle out of the quiver in preference to the bundle that you are carrying back just for him?
I usually ONLY buy the one packet of quarrels during my first pass through Winthrop's place. When I come back, after getting the 300 GP Easter egg from Firebead, and selling Fuller's dagger to Winthrop (after all, you didn't REALLY take a dagger proficiency, did you?), I have something like 700-800+ GP to work with and I can buy anything I want. I can usually buy a few things to equip Imo...er...any potential future companion, as well.
(With a strong Ranger or a Thief, maybe a Monk, and a little patience, and quick feet, you can even collect up the spare gear from the barracks footlockers, then choose from that and sell the spares to Winthrop before doing serious buying.)
(You're never going to get into the one "jewel case" upstairs, though, unless you start with a Thief totally skewed to Open Locks, or a previous runthrough character. I've tried everything.)
I'd recommend making a Feature Request instead to add a new BCS action "Take Inventory Item" and Take Inventory Items Party" their ACTION.IDS entries would be: TakeInventoryItem(O:Object*,S:Item*,I:Amount*) and TakeInventoryItemParty(S:Item*,I:Amount*).
Moving this to Feature Requests.
If that doesn't meet your definition of a bug.
(I happen to think that it should be considered a bug, as the game is not executing as a reasonable player would expect.)