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EEex to the rescue #102

@sgunciner

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@sgunciner

Hi, first of all thanks for the amazing EEex,

I have been on to an issue in enhanced editions I believe EEex may help fix. It is a variable corruption regarding clones and spell books.
To see the issue on a debug level, open you UI.MENU file, find "name 'MAGE'" line where the spell book menu resides and add these lines to the onOpen section:

local charId = 'EEex ID:' .. EEex_Sprite_GetSelectedID() .. ', Engine ID:' .. id
C:DisplayText(charId)

After that boot the game with EEex. To see the issue clearly enable auto-pause on spell cast (not a must but makes the issue consistent).

Use a mage character preferably (all casters have the issue but not as pronounced as a mage). Cast "Simulacrum" (or Mislead). Now select your original PC not your clone and open your spell book. You will see EEex ID and Engine ID values are different and voila you are seeing the spell book of your clone.

Even if you don't use auto-pause, this issue crops up randomly when you open your spell book. One second you get your clones id and its spell book another you are seeing the correct one. When beamdog fixed clones losing their names and items after save, or during new ui integration I can't say clearly, they cause this issue where clone id poisons the original character id. If there's a way to update engine's id value with EEex_Sprite_GetSelectedID somehow on spell book open for example, issue would be fixed I guess. Classic versions don't have this issue btw.

It would be great if you can confirm this and offer a solution. Thanks in advance.

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