Here is the script I use. Where the names in quotes are the items I've added. // All module events // Original Script:John Vanderbeck // Modified by: Tyler Pigott #include "utility_h" #include "wrappers_h" #include "events_h" void main() { event ev = GetCurrentEvent(); int nEvent = GetEventType(ev); Log_Events("", ev); switch (nEvent) { //////////////////////////////////////////////////////////////////////// // Sent by: The engine // When: The module loads from a save game, or for the first time. // This event can fire more than once for a single module or game // instance. //////////////////////////////////////////////////////////////////////// case EVENT_TYPE_MODULE_LOAD: { // get the object which contains the player object oPlayer = GetHero(); //check if player has item and if not add item object addedItem = GetObjectByTag("tp_amulet_of_the_war_mage"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_amulet_of_the_war_mage.uti",1); addedItem = GetObjectByTag("tp_band_of_fire"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_band_of_fire.uti",1); addedItem = GetObjectByTag("tp_bergens_honor"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_bergens_honor.uti",1); addedItem = GetObjectByTag("tp_blood_dragon_armor"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_blood_dragon_armor.uti",1); addedItem = GetObjectByTag("tp_blood_dragon_boots"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_blood_dragon_boots.uti",1); addedItem = GetObjectByTag("tp_blood_dragon_gloves"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_blood_dragon_gloves.uti",1); addedItem = GetObjectByTag("tp_blood_dragon_helm"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_blood_dragon_helm.uti",1); addedItem = GetObjectByTag("tp_dalish_promise_ring"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_dalish_promise_ring.uti",1); addedItem = GetObjectByTag("tp_embris_many_pockets"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_embris_many_pockets.uti",1); addedItem = GetObjectByTag("tp_feral_wolf_charm"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_feral_wolf_charm.uti",1); addedItem = GetObjectByTag("tp_final_reason"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_final_reason.uti",1); addedItem = GetObjectByTag("tp_grimoire_of_frozen_waste"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_grimoire_of_frozen_waste.uti",1); addedItem = GetObjectByTag("tp_guildmasters_belt"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_guildmasters_belt.uti",1); addedItem = GetObjectByTag("tp_helm_of_the_deep"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_helm_of_the_deep.uti",1); addedItem = GetObjectByTag("tp_lucky_stone"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_lucky_stone.uti",1); addedItem = GetObjectByTag("tp_memory_band"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_memory_band.uti",1); addedItem = GetObjectByTag("tp_the_edge"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_the_edge.uti",1); addedItem = GetObjectByTag("tp_the_lions_paw"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_the_lions_paw.uti",1); addedItem = GetObjectByTag("tp_wicked_oath"); if(!IsObjectValid(addedItem)) UT_AddItemToInventory(R"tp_wicked_oath.uti",1); break; } default: { break; } } }