Nice work! I also have the BadResRef problem, even with a blank module where nothing should conflict. I was able to fix this by giving the Animatedwhips the same name as regular whip: 83617. But feats don’t work. Neither those you can add to items by default nor can you level up and get them. Numbers are correct as far as I can see – did you change something in the feats.2da? Or spells? Those are not in the pack included so maybe that’s the problem?
Even without working feats, real nice work. Thanks!
You're right, it looks like I forgot to include feats.2da in the package. Sorry for that. Maybe uploading feats.2da will fix everything, but it's been a long time, let me first check I didn't change this file too much since I released this package!
Whips are not ranged weapons in the sense they don't use ammunitions, but instead of the usual 1.5 m distance for long swords, they can cause damage at 7.5 m from the target.
The feats weapon focus, weapon specialization, improved critical and their epic counterparts have also been reactivated.
That's weird. Are you using several mods, with two (or more) baseitems.2da? The base item should either be "Fouet" or "AnimatedWhip", depending on the blueprint you chose (lines 180 and 181 of baseitems.2da). Did you try with an empty override?
Sorry for the delay, I somehow missed your question. Do you mean in game or in the toolset? It won't show in game unless you add it in a module. If you're familiar with the console, you could use: DebugMode 1 rs spawnitem w_whip DebugMode 0 and you'll get it in the inventory of the currently selected character.
In the toolset, you'll find it under Weapons\Ranged (depending on the language you use).
Hi 4760, I can't seem to get your whip working properly, it does not show up in the store when i add it to the inventory of a store. When i add the item using the debug console it shows up and everything but the base item shows as Bad STRREF
I don't have the "Bad STRREF" message in the toolset, and when I add the whip to the store's inventory, it shows up as expected. In game, it's the same: the icon shows up, and the whip can be bought and sold normally. Are you using other custom contents, that could conflict with lines 180 and 181 of baseitems.2da?
Sure, all you have to do is add it to the shop's weapons inventory (and set a price for it of course). However, if you'd like to get the whip in the original campaign or the expansions, I'm afraid you'll have to modify the modules.
18 comments
I also have the BadResRef problem, even with a blank module where nothing should conflict.
I was able to fix this by giving the Animatedwhips the same name as regular whip: 83617.
But feats don’t work. Neither those you can add to items by default nor can you level up and get them. Numbers are correct as far as I can see – did you change something in the feats.2da? Or spells? Those are not in the pack included so maybe that’s the problem?
Even without working feats, real nice work. Thanks!
Maybe uploading feats.2da will fix everything, but it's been a long time, let me first check I didn't change this file too much since I released this package!
But in any case real nice work, greatly appreciated.
The feats weapon focus, weapon specialization, improved critical and their epic counterparts have also been reactivated.
in the toolset the base item is bladed gauntlet instead of whip. in game it is a "bad strref"
removing the custom baseitems.2da turns it into a gauntlet for combat.
with the 2da it isnt being recognized as a "whip" for weapon finess or any whip related feat
The base item should either be "Fouet" or "AnimatedWhip", depending on the blueprint you chose (lines 180 and 181 of baseitems.2da).
Did you try with an empty override?
Please pardon for my english.
Do you mean in game or in the toolset?
It won't show in game unless you add it in a module. If you're familiar with the console, you could use:
DebugMode 1
rs spawnitem w_whip
DebugMode 0
and you'll get it in the inventory of the currently selected character.
In the toolset, you'll find it under Weapons\Ranged (depending on the language you use).
In game, it's the same: the icon shows up, and the whip can be bought and sold normally.
Are you using other custom contents, that could conflict with lines 180 and 181 of baseitems.2da?