Removal of the belt has a little bit of residue left. IMOEN.BCS still has a block for
CODE
IF
HP(Myself,1)
Global("ImoenRunning","LOCALS",0)
THEN
RESPONSE #100
SetGlobal("ImoenRunning","LOCALS",1)
StartDialogue("ImoenP",Player1)
END
This should be removed, because every time you cast Raise Dead on Immy, it triggers.
Even worse-this dialog block does NOT send her to AR1512! It sends her to Limbo, courtesy of EscapeArea().
CODE
LeaveParty()
Wait(1)
GivePartyAllEquipment()
EscapeArea()
Wait(1)
GivePartyAllEquipment()
EscapeArea()
This will need to be yanked, as well (in case you ever kick Immy out for some reason, at the point of 1HP).
Don't get me wrong--I agree with removal of the belt. I did the same thing when I made continuous Immy for BP-BGT back in 2002. Except I originally had a clumbsy script block that "jerked" her back to life.
Oh, one other bit---you should give her CRE files Effect 295--Graphics:Disable Chunking Death. This should keep any unfortunate messes from happening along the way, and busting the BG2 plot in half.