I've been creating some of the magic items and found some of them dont seem to be working as indicated. this is using ted's 1.20 allyn's tofee set up vest of escape, worn in chest slot, freedom of movement works, does not register as having the thieves tools. arch mage robes, good, does not give the 5 ac bonus, shows the spell resistance. adding the spell reisistance (13) to armor, shows up as spell resistance (0) on the character display. ioun stones ac one doesnt seem to stack with anything else. ioun stones cha, str or dex does not seem to stack with any other item that gives stat pluses.gloevs of dex gloves or belt of str or circlet or cloak of cha.
The Vest of Escape will only register as having thieves tool when you do something that requires them, and then only if you look in the dice rolls window and click on success or failure to see the actual rolls and bonuses. All the Robes of the Archmagi should be giving the 5 AC bonus. It is in the protos. But it will not stack with actually armor or Bracers of Defense. Adding spell resistance to armor is broken. It is a known bug from the original game. It is hardcoded and we haven't been able to fix it yet. The Dusty Rose Ioun Stone should stack with armor and bracers, but not with rings of protection. If the ability score bonus ioun stones don't stack with other items, that is also hard coded into the game. I am not sure, but I think in 3.5 rules they shouldn't stack anyway. But there are others here that are far more qualified to answer that question.
with the spell resistance thing could you add a monster spell resistance thing to it instead?(in the protos of course)
Spell resistance from the protos works, but adding spell resistance from the crafting menu is broken.
Figured it out the good arch mage robes have a max dex bonus set to 0 so if you wear the robes you get no dex bonus. That's why my ac was going down. and they dont stack with armor or bracers like cerelean said, but they did staack with the magic tattoos. Hmm might want to fix them so that they are like senshock's robes which does not limit the dex bonus or the magic celtic tattoos. checked the evil and neautral robes too they exhibit the same thing, max dex bonus of 0.
So...using what you've deduced, it should be easy enough for a modder to take Senshock's robes & fix the other robes...a sort of pattern, if you will.
I checked the protos, and the max dex bonus for Robes of the Archmage is set to 100, same as Senshocks Robes. I'm using Allyx's Toffee version of Ted's 1.2.0 as well. I tested it in the game though, and you are right, no dex bonus. I looked at the protos again and I think I may have spotted the problem, but I don't have time to fix and test it tonight. If I (or anyone else for that matter) can fix it, it will get into the upcoming new release.
Thanks for the vote of confidence but I think the Craft Arms and Armor is hard coded - I could add the prerequisites to craft other abilities, but they wont show up in the crafting menu. If fixed the robes of the archmagi and cloaks of resistance +4 and +5 (and the other magical robes I made - the problem was that when I made them I put hem in th 12000 - 12999 range in protos, but when I moved them to the 6000 - 6999 range the dex bonus was figured out correctly look for my recent fix in the "of Damagon and Allyx" thread.