#[ERN] Talisman Pouch with ItemTableParam

10 messages · Page 1 of 1 (latest)

wild flame
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Does anyone know how to properly make the Talisman Pouch behave like the vanilla merchant version in Nightreign/Elden Ring?

Right now, I added it as a reward through the Sorceror's Rise / Ruined Rise ItemTable. The pouch correctly grants an additional talisman slot, but the item itself is NOT consumed afterward. It remains in the inventory and can be dropped/traded to other players, which obviously causes problems.

What I’m trying to achieve is the normal vanilla behavior:

  • the pouch is consumed immediately upon acquisition
  • the extra talisman slot becomes a permanent upgrade

Since the slot increase already works, I assume the issue is specifically tied to the “consume on acquisition” logic or an event flag not triggering when obtained through ItemTable.

Would this require EMEVD/HKS edits (something I absolutely want to avoid to keep my "easy" mod to merge with others), or is there a known way to force special items like the Talisman Pouch to properly consume themselves when obtained from custom rewards?

dire portal
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I cant speak on NR too much but dont fuss about making your mod easy to merge, even simple stuff trips up most people fatdog

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looks like there is a RemoveItemFromPlayer instruct in emevd yeah

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that's probably the easiest way to acheive what you are trying to do

wild flame
wild flame
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I’ll get back to you, but I don’t know anything about EMEVD; could someone help me ?

wild flame
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Here is what I am currently doing in common.emevd :

In function $Event(0, Default, function() I added at the bottom of the function $InitializeEvent(0, 99990000);

Then at the end of common.emevd I added:

$Event(99990000, Restart, function() {

    WaitFor(PlayerHasItem(ItemType.Goods, 10040));
    RemoveItemFromPlayer(ItemType.Goods, 10040, 1);
    WaitFixedTimeFrames(30);
    RestartEvent();
});

But that doesn’t work, the player still keeps the Talisman Pouch once the reward is selected in a Sorceror’s Rise and after choosing the location in the consumable.

wild flame
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Up !

rustic gate
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Can you check if the waitfor even gets triggered?

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By using award item lot or smth like that