Can't spawn items in SoU interlude

So I’m trying to spawn a few specific items, but I can’t get past the very first one (not that I bothered with the rest, I want all of them).

I keep trying to spawn the Flesh Ripper, and it simply refuses to be spawned.

I tried with a similar item on a hunch, Ventrue’s Rod Of Majesty, and it failed to spawn as well.

My hunch is that some items with a resref starting with “x1” are specific to a different module, so they can’t be carried over using conventional methods, which has me stuck on trying to get past it.

Edit: I played around with Leto to import it into the save, but while it’s listed in the items list, I don’t see it at all in-game.

Edit #2: I’m resolving myself to just restarting the Interlude and carrying the Flesh Ripper - and any other items I can’t spawn - on my person instead.

Edit #3: The same problem repeated with other items - Eliak’s Vengeance, Klonk’s Ice Blade, and Robe Of Elemental Resistance - , which leads me to believe it extends to all items unique to Act 1, especially since I already have Eliak’s Vengeance.

To spawn an item you need to use the blueprint-id, not the tag. This is case sensitive (in case of the blueprint-id all lower case).

The second precondition is that a blueprint exists within the current module. I.e. Klonks blade has a blueprint in chapter 1 only. This is probably the reason for your problem. Lack of blueprints in the interlude.

Note: it is possible that items are created directly on a creature or container without a blueprint anywhere.

To spawn an item you need to use the blueprint-id, not the tag.

Pretty sure almost everyone would use an items code list, which contains the blueprint ResRef of each item, so I dunno why you felt the need to say that.

The second precondition is that a blueprint exists within the current module. I.e. Klonks blade has a blueprint in chapter 1 only. This is probably the reason for your problem. Lack of blueprints in the interlude.

Pretty much what I was thinking, it doesn’t exist in the Interlude, so unless it’s carried over, it won’t exist at all.

Note: it is possible that items are created directly on a creature or container without a blueprint anywhere.

I did think of using Lilith’s cache/stash to carry the items over, but it’s saved onto the save, so I’d have to restart the Interlude regardless unless I can copy-paste Lilith’s data from one save to another.

So, the issue is solved?

Unless restarting the Interlude counts as a solution, no.

Very well, do you know how to install stuff into a saved game? or do I need to tell you the secrets?

I would prefer to know the secrets, given that my attempts were useless.

Besides, in all likelihood, I’ll need to know this just in case this happens again. Which it probably will, knowing this game.

Ah, forget it, there is an easier way. Get Nwn-Explorer. Open XP1-Chapter 1 and find the blueprint under the blueprint items folder. (in this case Klonks blade)
Export it into override.
After restarting the game, the item should be available for summoning
in every module.

I let out a cackle when I read the word “override”. Apparently, most problems are solved in that folder. I just hate how it’s so cluttered in 1; 2 let me sort everything into folders.

Anyway, took a while of thinking and attempts to get on your wavelength, courtesy of the Vault link for NWN Explorer confusing me on where I’d get its latest update, and then NWN Explorer itself requiring me to find the campaign file directly in a folder that’s not even titled something obvious like “campaigns”.

But I got there anyway, did the thing, tested it, and it works.

Thank you very much.