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Compatibility issue with Useful Houses mod(22.7+) #233
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Hi @BouncyWouncyWoo, this is in fact a regression from fb0ad1a. A workaround is to put bWriteAllRefInventoryReference to 0 inside the obse.ini in Data\OBSE |
I think I'm understanding what the issue is. The mod have 2 udf, one initial that create IR of specific objects using GetInvRefsForItem and another script cycling the inventory using a for loop. Solutions: Another solution may be to update all IR referring to an item, when a mirroring call is made. |
Proper per Script IR are to complex to implement for this release. This is becouse while the actual implementation isn't complex, it have quite the interactions with other part of the code, as User defined functions, that could return or have passed as argument IRs in some way. We will need a way to properly track the lifetime of what is passed between UDFs and their caller script. Also some IRs are used inside event handlers, and so they need their special handling. Second solution is incorrect. If the engine alter the xData of a reference it's transparent. What we can do here, is to have a "backup" ExtraDataList, freezed from the container state, and check with it to see if it's edited. |
Recent versions of OBSE appear to have an issue with the mod Useful houses by theNiceOne. I've tried running it with several different versions and the last compatible version was 22.6.1. The mod uses OBSE to alter some of the properties of repair hammers and the players repair efficacy depending on whether or not they are in a player or faction owned cell.
With the 22.7 and over versions of OBSE the mod breaks player repair entirely, any attempt repair will cause the durability number to go up, but then it will reset if another item is selected for repair, and after closing the repair menu, non of the changes will be applied to the weapons or armours repaired.
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