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loose as in it's not equiped anymore, or loose as in it's gone from your inventory?Standard storyline: I loose the yellow cuirass every time passing a gate or door.
Some times it comes and goes as it like it self.
Loose as in it's not equipped anymore is the way it act now.loose as in it's not equiped anymore
Do you have a save for us to test with?Loose as in it's not equipped anymore is the way it act now.
Immediately confirmed.Yes! Here it comes.
Shouldnt affect it indeed....This is affecting the player character? Why would the player not remain initialized?
Should only happen once per character, no?
So then.... what function DO we have that effects either item equipping or character model that is executed on each location reload also for already initialized characters?Shouldnt affect it indeed....
I just confirmed that is NOT it, though removing that line does cause issues elsewhere.I just remembered in Leveling.c in FinishCharInit I placed this line:
ExecuteCharacterEquip(chr);
void FinishCharInit(ref chr)
{
if(DEBUG_EXPERIENCE>1) trace("XP LOG: Finish character init");
//Try to select another perk to compensate for the lack of try during init
SelectPerksForCharacter(chr, 2);
//Set the skills right
ResetEffectiveSkillAll(chr);
//Set the HP right
ResetMaxHP(chr);
//Equip things if not done yet
trace("FinishCharInit: Equipping character " + GetMySimpleName(chr) + " with weapons");
ExecuteCharacterEquip(chr);
FinishCharInit: Equipping character Andrew Quarrell with weapons
FinishCharInit: Equipping character Flann Merriman with weapons
ExecuteCharacterEquip(character);