The Black Wyrm Lair Forums
The Black Wyrm's Lair Terms of Use Help Search Members Calendar

Welcome Guest ( Log In | Register )

 
Reply to this topicStart new topic
> 6.52 - Missing Warharmmer+2 - Ashideena
stevenc
post Aug 20 2020, 12:17 AM
Post #1





Forum Member
Posts: 4
Joined: 20-August 20




My protagonist is Fighter/Mage/Cleric.

The Warharmmer +2 - Ashideena was missing from the original place near the underground temple. It was replaced by a mundane warhammer+2. Also the ghost spider did not spawn either.

Just wondering is Warharmmer+2 - Ashideena moved into randomized item list as well?

Thank you.
Go to the top of the page
 
Quote Post
bulian
post Aug 20 2020, 01:19 AM
Post #2





Forum Member
Posts: 544
Joined: 20-November 09




No, it wasn't randomized.

Two ideas -
Are you playing with the no traps/no locks option installed by chance?
Did you import your protagonist from SOD with that item?

Can you check the value of "OH_IMPORT02" variable using the console? C:GetGlobal("OH_IMPORT02","Global")
Go to the top of the page
 
Quote Post
HTRT
post Aug 20 2020, 02:51 AM
Post #3





Forum Member
Tactical reputation: 1
Posts: 214
Joined: 4-August 08




This may not be the exact case here, but when I import from bg1/sod the Ashideena item, it spawns in the Irenicus dungeon and it is removed in that level you speak of. It is code implemented by Beamdog to prevent duplicating the item. One problem it arose with IA is that since you have Ashideena already (legitimately as it is a bg1 import) the ghost spider triggers right upon entering the area instead since you have it in your inventory.
Go to the top of the page
 
Quote Post
stevenc
post Aug 20 2020, 08:54 AM
Post #4





Forum Member
Posts: 4
Joined: 20-August 20




QUOTE(bulian @ Aug 20 2020, 11:19 AM) *
No, it wasn't randomized.

Two ideas -
Are you playing with the no traps/no locks option installed by chance?
Did you import your protagonist from SOD with that item?

Can you check the value of "OH_IMPORT02" variable using the console? C:GetGlobal("OH_IMPORT02","Global")


Hi Bulian,

Thank you for your reply.

Are you playing with the no traps/no locks option installed by chance?
Yes. However I was playing with a fighter/mage protagonist with exactly the same mods/components installed, and Ashideena was spawning correctly.

Did you import your protagonist from SOD with that item?
No. Both the F/M/C and F/M protagonist were started fresh from SOA.

Can you check the value of "OH_IMPORT02" variable using the console? C:GetGlobal("OH_IMPORT02","Global")
The value is currently 100.

Thank you.
Go to the top of the page
 
Quote Post
stevenc
post Aug 20 2020, 09:06 AM
Post #5





Forum Member
Posts: 4
Joined: 20-August 20




I just used console command to teleport to Ashideena map right at the beginning of the F/M/C game.

Only mundane Warharmmer+2 was present at that location.
Go to the top of the page
 
Quote Post
critto
post Aug 20 2020, 10:08 AM
Post #6



Group Icon

Premium Member
Tactical reputation: 2
Posts: 6008
Joined: 23-February 08




It doesn't matter whether the character was imported or not. If it's a custom one and has the cleric component in his class, I suspect the EE code would still place Ashideena into the starting dungeon, and remove it from its original location beneath the sewers.

Stevenc, if you have a save before entering this area for the first time, I'll come up with some way to fix the issue. Later today or tomorrow morning.
Go to the top of the page
 
Quote Post
critto
post Aug 22 2020, 05:51 AM
Post #7



Group Icon

Premium Member
Tactical reputation: 2
Posts: 6008
Joined: 23-February 08




So, I've checked this out and decided not to mess with the whole import system without thinking this through. Stevenc, to achieve the desired effect, do a C:SetGlobal("OH_IMPORT02","Global",100) command before you enter the forgotten temple area for the first time. This will solve the issue locally.
Go to the top of the page
 
Quote Post
stevenc
post Aug 25 2020, 09:29 AM
Post #8





Forum Member
Posts: 4
Joined: 20-August 20




QUOTE(critto @ Aug 22 2020, 03:51 PM) *
So, I've checked this out and decided not to mess with the whole import system without thinking this through. Stevenc, to achieve the desired effect, do a C:SetGlobal("OH_IMPORT02","Global",100) command before you enter the forgotten temple area for the first time. This will solve the issue locally.


Hi Critto,

Thank you for your reply.

I agree with your decision. This is a very minor issue as 99% protagonist will not be cleric. Please do not waste your time on this.

The command centre solution is good enough.

This post has been edited by stevenc: Aug 25 2020, 09:30 AM
Go to the top of the page
 
Quote Post

Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:



- Lo-Fi Version Time is now: 17th May 2024 - 02:59 PM