Ultima IX - Tidbits #22: More Object Wielding Glitch Details
As known by some and as you see in some of my videos in more detail, if you pull an armour or wieldable equipment piece into inventory or backpack, you can pull on any object to be wielded (or destroyed if you used an armour). As I found, you also can do this with inventory objects if all of your item slots are full.
Now we go into more detail.
1. The first and most interesting is that as you can see here if you pull the object you want to glitch-wield into an item slot it becomes glitch-wielded just like if you pulled it on the Avatar and with the exact same rules. That might just be good for something later. So far I don't see it possible with inventory items, since you'd need exactly that all item slots we occupied, but we will see later.
2. Although we know that quest objects are recognized, manual uses don't seem to be possible. I put possessed bones on myself, yet they don't assemble into a skeleton when approaching a pile of bones. I needed to remove my bones and only then did they assemble.
3. The regular state is kept of the multi-state objects, but while wielded, the default model is used. See, for the oil lamp, it turns extinguished while being wielded but then it's lit again.
4. The unintended state is not maintained. When I shoot arrows into something, glitch-wield it and put it down again, the arrows are not there anymore.
EDIT new finds (2022-01-27)
- if you put a weapon/shield/lantern into inventory/toolbelt just before a Wizard Eye cast, then after the cast but before moving you can glitch wield inventory objects directly from your backpack no matter if you have empty slots or not. Wizard Eye actually disables all collision so much that you can't pick up objects and can't talk to NPCs.
- Pulling an object onto the attack or defense bar normally does nothing, but when you do it to glitch-wield an object it will be nicely glitch-wielded
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