View Full Version : Mods and Braehg Flask


Shrikant
Wed, 5th Nov '03, 4:05am
Today was the first time Im playing this game with mods.
I installed the 2.01 patch, Weimer Merchant (BGII shopkeeper) mod (V 3)and Ease of use mod (V 15) in that order.

Now The trader in the Salty Dog no longer has the bhareg flask for sale.
Already there are more than a few changes to the entire landscape (Goblins using Scimitars :eek: ). Is there any way to ensure that such this doesnt affect my game adversely? Patches or otherwise.

Please respond fast as I dont want to be stuck in Targos for long.

[ November 07, 2003, 21:59: Message edited by: Taluntain ]

Kezardin
Wed, 5th Nov '03, 7:20am
There have been suggestions that these problems are due to the 'Randomized Treasure' component of the Ease-of-Use MOD.

Uninstalling that particular component may solve the problem - unequip all items from every character first though :)

motub
Wed, 5th Nov '03, 12:32pm
Yes, I can confirm that it was the Randomized Treasure component of Weimer's Ease-of-Use mod which made me unable to get the flask normally (by pretending to play, running off with the flask to heal the seer, then coming back--- because the flask was a Yeti Skin Hat :eek: ). I also tried lifting (pickpocketing) it, but I only got money or the transformed Wolf Charm (don't remember what it was, but the Wolf Charm was actually better).

This seems to me to be a bug in the mod, since a quest item should not be transformed this way.

What I did (since I had a save right before I spoke to the trader, which I always suggest having before any encounter, major or minor, since you never know) was to remove that component of the mod, then save the game in a new slot in the same place, then load both saves in DaleKeeper 2 to see what had changed.

If you want to continue using the mod after this encounter, you'll have to move your items around, since many of them will become illegal (the boots your character has equipped is really a book, for instance, which naturally can't be in a "boots" slot).

Ultimately, I continued playing without the "Randomized Treasure" component of the mod because I found that the changed treasure was less useful then the real treasure-- most especially that all of the bottles of Flaming Oil on the Palisade became Potions of Invisibility. Not that the PoIs weren't nice-- for Chapter 1-- but to survive to get to Chapter 1, the Flaming Oil was vastly more useful, since Oswald doesn't have much of it to sell, and selling him Potions of Invisibility doesn't magically create more in his store inventory ;) .

Further, iirc, the other important thing that was changed was the Fireball Scroll found in the Goblin Warrens, which any Wizard in the party actually does need, as it is the only findeable one, and I don't think you get the chance to buy it (buy??! what say you, sir??!!??) for quite some time.

Overall, I found this the least useful of the Ease-of-Use components that I actually wanted to use. I'd be interested to know if you find the same.

Nakia
Fri, 7th Nov '03, 12:17pm
I removed that component of Ease-of Use for the prior posted reasons. But it was rather interesting to see the problems it caused. One game I got the Brhage (spelling?) using the Create Item cheat. It showed as an identify Scrol in my inventory but no one could use it and when I went back to the mage the AI said I had braghe. The guy woke up and all was as should be.