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How to update an item in a savegame?


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#1 Guest_Lord E_*

Posted 13 January 2003 - 04:28 AM

Sorry for being slightly off-topic, but I though to ask here as this is my usual Internet hangout.

I have this problem. I designed an item for my character, who is currently level 6, chapter 1, in the official NWN campaign. He is carrying the item in his inventory.

However, later I made the item look niftier (it was originally created into the Prelude module), and now I want to update the item my character is carrying.

How the HECK do I do this? I have tried importing it, placing it into a chest in the City Core area, updating all its instances... nothing so far worked. And as building the module takes ages, I am a bit fed up with experimenting. Sorry if it is something blatantly stupid, but I just can't figure out how to do this.

#2 Guest_CHuK'chSS'raGKH_*

Posted 13 January 2003 - 05:26 AM

I'm not too much of an expert myself, but my suggestion would be to start from the beginning of chapter one. I don't think there is anything you can do, but I can't be entirely sure. That is what I believe. I noticed that there may be some claims to restart your saved game from the beginning if you want an updated version if it, if you get what I'm saying. But, as I said, I am no expert in how the programing of games work. Perhaps you should see if they say anything at bioware's site. Maybe they might say something.

#3 Guest_Lord E_*

Posted 13 January 2003 - 05:30 AM

Gah! Aaargh! I can't possibly go through all the quests yet again!

But thanks for your effort anyway.

#4 Guest_Tenebrous_*

Posted 13 January 2003 - 07:07 AM

Unfortunately...it can't be done. Sorry. There's just no way to do it. What I suggest is, after Chapter one ends, at the beginning of Chapter 2, export the character and build a separate one-room module with the item in the middle of the floor. Import the character, play that module, picking up the new item and discarding the old one. Export this character. Import and start Chapter 2.

There is one possible problem to this approach, that being that you might break your henchman's conversation path (i.e. you won't count as having previously completed that henchman's quest, so they won't assign you additional ones). That's only a possibility, though - I haven't looked at the henchman scripts and I don't know how they set variables, so I don't know whether it does or not (and in any case it should be easy to test).

#5 Guest_Lord E_*

Posted 13 January 2003 - 03:40 PM

Thank you for your help!




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