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#18338 Equipping a cursed item should not prevent a character from detecting hidden doors

MoffMoff Member Posts: 13
edited January 2016 in BG:EE Bugs (v1.3)
1) Create a new game with Abdel pregen
2) Console in C:CreateItem("Sw2h03") and equip the cursed two-handed sword
3) Console in C:MoveToArea("AR4004")
4) Console in C:AddGold("500")
5) Move Abdel to 165.300
6) Wait for 5 minutes
7) Have Abdel go up the stairs
8) Talk to Alvenhandar and have him cast Remove Curse on Abdel
9) Move just Abdel to down the stairs to AR4004 (the stairs are found at 450.415)
10) Move Abdel to 165.300
11) Wait for 5 minutes

Observed

While he had a cursed item equipped Abdel couldn't see the hidden door

Expected

Wielding a cursed item shouldn't affect whether or not you can see a hidden door.



Original Post:
I'm on a solo playthrough with cursed 2H sword being my primary weapon and now that i got to Durlag's tower i found out that i can't spot secret doors. At first i thought that maybe it was just the door in the basement that was problematic. So i dragged Imoen in there to spot it for me, went down and it turned out that i can't spot any of the secret doors on first level of the dungeon either. I left my character standing in a room with two secret doors for like 20 minutes and she haven't spotted either of them. I couldn't think of anything else, so i went to the temple, removed the curse and voila - with cursed sword unequipped i was able to find all of the doors without issues.
Now that i think of it, it's not just doors in Durlag's tower. I went to Gullykin before that, and i couldn't find a secret door in one of the huts either, though somehow i could pass through without opening it.
Post edited by elminster on

Comments

  • MoffMoff Member Posts: 13
    Here's a save file. I have cursed sword unequipped in it, and you can walk up to and spot secret doors to the south and north of the main hall. If equip the sword, however, you won't be able to spot them. At least i can't.
  • TressetTresset Member, Moderator Posts: 8,268
    I can confirm this behavior. Probably has something to do with opcode 3 being in effect.

    Here is a save in the Gullykin temple with Kiel's Star equipped. You can experiment by using the temple to get a remove curse spell or just use the following console code:
    C:Eval("ActionOverride(Player1,ForceSpell(myself,\'Cleric_remove_curse\'))")
  • elminsterelminster Member, Developer Posts: 16,317
    Huh, if so thats pretty neat (in a clearly not supposed to happen, but still neat kind of way). I'll check it out.
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