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Author Topic:   sockets disappear
student
Serf

Posts: 6
From:
Registered: Jan 2002

posted 30 January 2002 11:37     Click Here to See the Profile for student   Click Here to Email student        Reply w/Quote   
i cant get 6 sockets on armor to stick in a non-mod game.i have seen armor,shields,and helms with 6,6 and 4 sockets...and they show up in a non-mod game...how?¿

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Myhrginoc
Honorary Warlord

Posts: 1326
From: Percussion U
Registered: Dec 2001

posted 30 January 2002 15:05     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc        Reply w/Quote   
That is not a good idea. Bringing a modded character into an unmodded game, or mixing characters from one mod into another mod, can produce unexpected results. If you have seen items from a mod go into a normal game with the mod benefits, that is unusually lucky. Sometimes you'll "newbify" your character back to the beginning, sometimes you'll crash completely.

In the case you mention, it may be that the particular item has the large number of sockets in ItemTypes, and lower restrictions in Armor or Weapons. In that case I think the item, once already defined with the excess sockets, would be permitted to keep all of them. In other cases they WILL be reduced. For example, I wondered for a long time why Grand Matron bows could not be found with six sockets (to make Silence), even though so many websites say that is possible. I found out (here on Phrozen Keep, of course!) that ItemTypes will override the individual weapon definitions. So Amazon bows in ItemTypes have a maximum of five sockets, even though GM bows in Weapons authorizes six. I tested that by making a six-socket GM bow, imported it into a normal character, loaded a game...and it had only five sockets!

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