i will soon release a major update to this script, which fixes a few dupe/exploit problems and some other quirks.. stay tuned...
Posted by Silverti at on06/12/04
Well, I have been using this for a long time and now the bugs are really comming out. Right now, if I open a chest, anotehr player will click on it and get the "locked" status. So while he is keeping it open, I can then pick it and get into his stuff (actually it dup's). _________________________ Creater / Designer / Host Adventure Island 1: NWN Adventure Island 2: NWN2 Link
Posted by mynzai at 2003-09-1719:11:00
Yeah, some of my items do not get stored. Looks like 'custom' ones. Not sure if they have a resref, but if it's custom it won't be in .2da, is that right? Is there anyway to get it to work with requiring resref strings? Such as storing the object? I know it's 'less' efficient, but i'd rather have it working. Any thoughts? otherwise great work Knat! m
Posted by Knat at 2003-08-0404:11:00
@Vain: yes, works fine with custom items @howdie: items without a resref get rejected for obvious reasons (i convert items into strings and a resref is a critical part of those item informations i need. storing them as strings is a lot more efficient compared to storing them as complete objects). but you should not have a problem with items aquired after version 1.30 because bioware fixed most/all of the blank-resref problems. gold HAS a resref and gets stored properly (it_gold if i remember properly)..
Posted by Vain at 2003-07-2911:01:00
Hmmm... is this supposed to work with custom items?
Posted by HOWDIE at 2003-07-1308:01:00
edit: *** WITHOUT a resref WONT be stored
Posted by Howdie at 2003-07-1307:23:00
i think you should warn people that items with a module res ref wont be stored .. eg GOLD :(