manually fix it by adding:
5398#Bonehead#
to the following files in Gravity/RO/Data
idnum2itemresnametable.txt
idnum2itemdisplaynametable.txt
num2itemresnametable.txt
num2itemdisplaynametable.txt
Just copy the line on top to prevent unwanted replacement with whatever is below
Now go to data\sprite\¾ÆÀÌÅÛ if that map doesn't exist "¾ÆÀÌÅÛ" then just create it by exactly copying the gibberish
either download a .act and .spr file and rename it to Bonehead.act and Bonehead.spr.spr (Yes no typo there, Bonehead.spr with the extension spr )
and place them in that map
also place another bonehead.act and bonehead.spr.spr in data\sprite\¾Ç¼¼»ç¸®\¿© i bolded out the slashes here to indicate that they are different maps.
Lastly place bonehead.act and bonehead.spr.spr in data\sprite\¾Ç¼¼»ç¸®\³²
then go to data\texture\À¯ÀúÀÎÅÃÆäÀ̽º\item and data\texture\À¯ÀúÀÎÅÃÆäÀ̽º\collection again make those maps if they dont exist.
Create and add a 24x24 BMP image (Just make it in paint and fill it with a random colour) and call it Bonehead, place it in \item
Create and add a 75x100 BMP image (Fill etc) and call it bonehead, place it in \collection
I'm assuming you haven't equipped them yet, don't do that as this only fixes the error when they are on the ground and appearing in your inventory. gl
ps, it doesn't matter what you call it, bonehead, stupidhat hat shoe as long as the ID corresponds with the item..
also note that every line of text on top of the file in the idnum2/num2 .txt files will not overwrite the rest of the txt. ONLY txt that is UNDER the txt above, for example
1108#Blade#
1108#Blade2#
Every .act .spr and .bmp file for Blade2 will overwrite Blade if it exists.
arcticnomenclature/aorticnomenclature