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For stuck weapons or armors, use "Kingdoms of Amalur (Re-)Reckoning Save Editor"
https://www.nexusmods.com/kingdomsofamalurreckoning/mods/10
For NON weapon/armor items, use the "Quest item unstick" script written by weaaddar:
https://www.nexusmods.com/kingdomsofamalurreckoning/mods/18?tab=description
NOTE: the author of this script made rather simple instructions and you may run into issues, so let me clear it up:
-Download and extract the mod file
-Put "unstick.lua" file in game root directly!! like "D:\Program Files\Kingdoms of Amalur Re-Reckoning"
-Run the game, switch to f2console, type run('.\unstick.lua'), NOT "run unstick" like the author wrote.
-Back to the game, check your inventory and see if the NON-weapon/armor items can be sold now.
You can get f2console from:
https://www.nexusmods.com/kingdomsofamalurrereckoning/mods/14
https://github.com/mburbea/koar-item-editor/releases
However, what eludes me is how to figure out the core component locations for an item.
The sad part is that as I was removing them - same principle, toggle the junk flag - I noticed they don't actually use any inventory slots while flagged as quest items...
Just wanted to say thanks for everyone's help for getting me on the right track to clearing that crap out! Esp. SotiCoto for the Inv/Stash nod that got the ball rolling!
One solution I currently am looking at is to search the bytes between two strings and try to locate the inventory size from there based on user input.
I am also hijacking the data structure explained here to add additional functionalities to the editor (if I can).
I guess for this one would need:
- a list of all quest names internally
- the knowledge of how quests are stored in the save file
(I saw something like "quest started", "quest finished")
- checking this out
(I guess, if I "delete" a quest, it should internally marked as new again - so that the person who gives the quest has a mark over his head again)
Does someone know something about this topic?
I was also looking for some way to manually edit the hex values like some people discribed in the comments, but I couldn't figure out, how... So if anyone is still active in this guide please help ;)
I gave up on the quick fix lua script, but I was able to tweak it manually.
I've confirmed a few things about that 41st byte though:
40 sets an item as unstashable
80 sets an item as unsellable / unjunkable
So their combination, C0, which is common for most quest items, indicates they can't be stashed, junked, nor sold. As such, I'd recommend setting all such items to 00 instead of 40. At least then they can be stored away safely in the home stash in case they're needed again.
That aside, bytes 17 to 20 seem to vary between items in the personal inventory and those in the stash. My items generally have 67 00 4C 02 when in my inventory, but 87 04 04 05 for those items stored in my home stash. I'm guessing these are some sort of container IDs or something, which would make them differ by character / playthrough.
I wanted to use it to get rid of non-equippable quest items (since I could change equippable ones in that Chinese equipment editor)...
I always get "0 items changed" when I run the script though...
I've tried changing the "68" at the end of the search part to a wildcard since it is usually 67 on my saves (but not consistently), but still.... 0 items changed.
Additionally, I'm not sure Cheat Engine 6.7 can even save properly. As in I click "Save Item", but on the window it opens up, it says "Open" instead of "Save" ... Am I doing something completely wrong there? Maybe I should get an older version of Cheat Engine...