I’m playing a Ranger (L8), Rogue (1), Sorcerer (1). I’m a big fan of dual-wielding, and have been playing such. I also have Exotic weapons proficiency.
Up until recently, I’ve been using longsword +1 and dagger +2, with no problems.
Then I found a kukri named Cutter (or something like that), which has 1d6 fire damage as well as normal kukri damage. I’ve been dual-wielding Cutter + dagger, but something will periodically un-wield the kukri and move dagger to primary weapon. It also removes the kukri from the quick-wield slot.
Apparently it’s actually okay for me to dual-wield these two weapons, because the game allows me to re-wield the weapon, but then awhile later I’ll notice it’s un-wielded again, and I’m only wielding the dagger !!
One action that causes this is loading my quick-save, but I think other actions are doing it as well.
Interestingly, entering/exiting combat does not do it.
Has anyone seen this before?? Any idea what is causing it?? I’m very confused!!
Later note:
Well, I switched back to a long sword, and this quirk stopped happening.
I suspect this has something to do with exotic weapons, since the same thing happened earlier with a katana as well.
I’m playing the main module, at this point… I’m still in the second area, outside Port Llast.
If you’re asking what mods I’m using, I’m using several;
Trening, BetterFonts, StylishGUI, henchman AI, rest duration.
This issue occurred with multiple different weapons; the one thing they had in common is that they were all exotic weapons (kukri, can’t recall what the other was; I said katana, but that’s not right.). Once I switched back to a ‘normal’ longsword, it stopped happening.
I doubt the fonts and gui mod can have such effect.
I presume so far you are referring to the PC, so the henchman mod should not be the cause.
Perhaps the rest duration is causing it?
You have not mentioned which campaign/module you are playing on, so I presume it is one of the original games.
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The exotic weapons list includes the bastard sword, dire mace, dwarven waraxe*, double axe, kama, katana, kukri, scythe, shuriken, whip*, and two-bladed sword.
]
Yeah, I’m playing the ‘default game’, which started out in Academy and the Port Llast, which I’ve completed and I’m now in outside region, and Luskin is next. I don’t know anything about any campaign/module names, which is why I didn’t include that !!
Trening is a module from Nexus, which adds two items via a separate module:
You have to start a new character in the module, pick up the items, export the character, then start a new game and import that character. Doesn’t seem like it would have any reason to be changing any game rules, though I don’t actually know. It does change alot of player characteristics, so maybe it did create this effect. I’ll ask the author about that, he’s been responsive to a previous post that I sent him.
For ‘rest duration’ mod, which merely speeds up the ‘resting’ time, it’s less likely, since it doesn’t have anything to do with game rules.
You need to understand that while many things remain the same between games, some behaviors were changed by the devs. So essentially both are separate games, and should not be mixed.
I tried Importing a nwn1 script into nwn2 toolset and got errors, eventhough the script language is the same for both games.
I certainly understand that!! I wouldn’t normally expect mods to be usable between versions at all. Somehow, I didn’t notice the NWN2 section header at all, when I downloaded this mod… it’s definitely surprising it works at all !!
I guess I’m a little surprised that I didn’t get an error message when trying to load the module, saying the module was for a different game…