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[BUG in v1.22] Citzal's Enchanted Armory produces permanent items


Boeroer

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Hi!

 

Duping great sword of Enchanted Armory:

  1. cast Citzal's Enchanted Armory
  2. cast Concalhaut's Draining Touch
  3. end the fight with Draining Touch still active

You'll end up with a one handed great sword that can be used like any other item. You can put into your stash and so on.

dual_greaties.png?dl=1

 

 

Duping the breastplate:

  1. cast Citzal's Enchanted Armory
  2. cast Form of the Fearsome Brute
  3. end the fight with Fearsome Brute still active

You'll end up with a permanent armory breastplate that you can put into your stash.

 

armory_guy.gif?dl=1

 

No console involved...

 

So far only Citzal's Enchanted Armory seems to be affected. I can't do the same with Spiritual Weapons for example.

Edited by Boeroer
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Deadfire Community Patch: Nexus Mods

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Subbing.

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

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Hehe - nice.

 

I also kind of like the effect. And you have to do some very special contortions to get those things. So - maybe not no. 1 on the bug squishing priority list. ;)

Deadfire Community Patch: Nexus Mods

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Not that they noticed the topic at all apparently.

^

 

 

I agree that that is such a stupid idiotic pathetic garbage hateful retarded scumbag evil satanic nazi like term ever created. At least top 5.

 

TSLRCM Official Forum || TSLRCM Moddb || My other KOTOR2 mods || TSLRCM (English version) on Steam || [M4-78EP on Steam

Formerly known as BattleWookiee/BattleCookiee

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So... The bug with the breastplate seems to be fixed with 2.0.

 

But the duping of the one-handed great sword still works perfectly well with the method I described above.

Edited by Boeroer
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Deadfire Community Patch: Nexus Mods

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Bumping this. This thread is still one of the top browser search results for the this bug, and the steps to reproducing it are right there. Aloth's AI script has done this twice in my game now, eliminating some of the unique wands from the world and replacing them with Great Swords of Citzal's Enchanted Armory.

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So this might actually be a very simple bug to fix.

In short summoned weapon abilities have a conditional that prevent their use whilst the caster is under the effect of something that changes their form. Citzal's Enchanted Armory being such an ability that changes the caster form. All summoned weapons seem to follow this logic, with the exception of Concelhaut's Draining Touch (the only conditional this ability has is that the player is level 3 or higher). So by adding this conditional to Draining Touch it prevents these effects being used together.

IsLevel(Player, GreaterThanOrEqualTo, 3)
and not HasStatusEffectType(This, ChangeForm)

Steps to apply this as mod:

Spoiler

1. Go to your "PillarsOfEternityII_Data" directory and inside "Override" create a new folder call it "Draining Touch Fix".

2. Open Notepad and paste the following:

{
  "GameDataObjects": [
    {
      "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
      "DebugName": "Concelhauts_Draining_Touch",
      "ID": "05085c58-119f-49d7-8bc0-ccf138650e44",
      "Components": [
        {
          "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
          "ActivationPrerequisites": {
            "Conditional": {
              "Operator": 0,
              "Components": [
                {
                  "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
                  "Data": {
                    "FullName": "Boolean IsLevel(Guid, Operator, Int32)",
                    "Parameters": [
                      "b1a8e901-0000-0000-0000-000000000000",
                      "GreaterThanOrEqualTo",
                      "3"
                    ]
                  },
                  "Not": false,
                  "Operator": 0
                },
                {
                  "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
                  "Data": {
                    "FullName": "Boolean HasStatusEffectType(Guid, StatusEffectType)",
                    "Parameters": [
                      "7d150000-0000-0000-0000-000000000000",
                      "ChangeForm"
                    ]
                  },
                  "Not": true,
                  "Operator": 0
                }
              ]
            }
          }
        }
      ]
    }
  ]
}

3. Save it as ".gamedatabundle" inside of "Draining Touch Fix"

It may be that Draining Touch was intended to be able to be used with Spiritshift or other abilities like it. But in the final implementation it just seems to cause the character to get stuck in a loop that leads to them eventually being unable to make any attacks at all...

Edited by Kvellen
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