Skip to content

Conversation

@TwelveEyes
Copy link
Contributor

Occasionally activating a loot container (e.g. a loot pile, a corpse, a store shelf, a quest reward, etc) would open the inventory and the lootTarget would somehow be null — the inventory would open but the loot column on the right would just be the ground instead of the loot container. It seems to always happen upon the very first activation of a loot container after a load of a save game.

The cause may be a possible race condition between the lootTarget being set and the UI message queue being processed. Pushing the UI window directly instead of going through the UI message queue seems to solve this.

Dungeon wagon access prompts and knightly order armor reward prompts have been changed as well, just in case this bug affects them too.

@TwelveEyes
Copy link
Contributor Author

Added a commit to fix selecting yes on the dungeon wagon access prompt.

@KABoissonneault
Copy link
Collaborator

I think it would be simpler to just limit the change to the Inventory. I get the dependence on a real-world object in the case of the loot, but the wagon and knight reward seem to handle it in their own way, not needing an actual loot pile in the world to exist.
As you've seen, changing the order of events can cause regressions, and with mods I'm concerned we could silently break other things.

@TwelveEyes
Copy link
Contributor Author

I reverted the changes to knightly order and wagon prompts. I think they were very likely unnecessary anyway.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants