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Trouble with Staff of Magi modification in NI

BaptorBaptor Member Posts: 347
Hello,

I am making a modified Staff of the Magi for fun. The staff loses the Spell Trap and Fireball/Lightning spells and instead provides 50% MR on equip and allows the casting of each of the BG1 wand effects 3/day per day each. Neat.

The problem came in when I added all of the wand functions. I copied+pasted each wand function into the staff, then changed the # of charges to 3, item recharges, and recharge on rest tags.

When you bring up the staff, two main problems emerge:
1. When you equip the staff it has no weapon icon on the game screen, just a fist as if nothing were there. I changed nothing about the staff's appearance in NearInfinity - it's still quarterstaff.
2. Once you rest, all the spells are there, 3/day as desired, but when you start casting them, it drains charges from several at once and not just the one you're using. Weirder still is that it doesn't do this consistently and so casting magic missile might drain charges from the many of the others, but not from say polymorph or sleep.

I've made lots of custom items and never run into this issue before. Can anyone help? Gonna tag @argent77 since they have a ton of experience with NI.

Comments

  • BaptorBaptor Member Posts: 347
    Update: SOLVED

    Hello community, I solved this one on my own. Leaving this up in case anyone else runs into these problems.

    1. 1. When you equip the staff it has no weapon icon on the game screen, just a fist as if nothing were there. I changed nothing about the staff's appearance in NearInfinity - it's still quarterstaff.
    Answer: The first special ability of a weapon must be the melee or ranged attack of the weapon, or the game gets confused about what it is. Put the melee ability first and this problem is solved.

    2. Once you rest, all the spells are there, 3/day as desired, but when you start casting them, it drains charges from several at once and not just the one you're using. Weirder still is that it doesn't do this consistently and so casting magic missile might drain charges from the many of the others, but not from say polymorph or sleep.
    Answer: Each item can have, at maximum, three charged abilities. You can see this in EEKeeper when you put such an item into an inventory, there are three "slots" for charges 0/0/0. This means anything beyond that will work but they will all share the last charge slot.
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