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[MOD] EEex (v1.3.1)

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  • BubbBubb Member Posts: 1,030
    EEex v1.1.6

    EEex Fixes
    • Characters with a small view radius (e.g. blinded characters) should no longer cause a crash if they walk near a wall.
    • Quick saves / auto saves should no longer cause a black flicker when using EEex's FPS uncap feature.
    • Adjusted a few of the "Uncap FPS" option descriptions to reflect changes made in EEex v1.1.0.
  • BubbBubb Member Posts: 1,030
    EEex v1.1.7

    EEex Fixes
    • Fixed a bug introduced by EEex v1.1.6 which caused the engine's DirectX "Alternate Renderer" to crash when saving.
    • Saving should no longer cause portraits to flicker when using the DirectX renderer with EEex's FPS uncap feature.
  • BubbBubb Member Posts: 1,030
    edited August 12
    EEex v1.2.0

    Vanilla Fixes
    • op135 will no longer cause a creature's equipment to be considered unequipped when performing a form-to-form transition. (Thanks Luke)!

    • The engine's alternative DirectX renderer will no longer exhibit a few frames of graphical glitches when saving.
    Modder Features
    • Lifted the spell state limit from 255 to 4,294,967,295.

    • Added EEex_Opcode_AddDeferredListsResolvedListener(). This hook is similar to the legacy EEex_Opcode_AddListsResolvedListener(), but runs at most once per AI tick, which should improve performance. (Thanks Luke)!
    EEex Fixes
    • The EEex_Menu_LuaHook_BeforeListRenderingItem() hook will now only run when needed; this previously caused stuttering in the journal with an uncapped FPS.

    • The Lua Garbage Collection Steps setting will now only take effect when EEex's FPS uncap is enabled, otherwise the vanilla Lua garbage collection strategy is used.

    • Improved how EEex handles the projector engine (playing videos) when the FPS is uncapped.
  • morpheus562morpheus562 Member Posts: 786
    edited September 9
    Anyone know the cause for the following error and how to correct?
    [!][InfinityLoaderCommon.dll] initExePath() - Failed to find any of the executables defined by [General].ExeNames
    Press any key to continue . . .

    EDIT: For some reason, Steam deleted the actual game executable. Manually adding the executable back corrected the issue.
  • BubbBubb Member Posts: 1,030
    EEex v1.3.0

    New Features
    • Attack info module: Show to-hit chances when hovering attack cursor over target.
    EEex Fixes
    • The "EEex Options" menu will now pause the game when opened, and can no longer be opened via its keybind in weird situations, (e.g. dialog, cutscenes).
  • _DD__DD_ Member Posts: 87
    Anyway to deactivate the creation of "InfinityLoader_Crash" archives when the game crash?
  • BubbBubb Member Posts: 1,030
    No, but I suppose I could add an InfinityLoader.ini toggle for that.
  • BubbBubb Member Posts: 1,030
    EEex v1.3.1

    New Features
    • Added keybind support to the attack info module.
    • Updated Chinese translation. (Thanks MephistoSatanDevil)!
    EEex Fixes
    • InfinityLoader will no longer fail to launch the game on certain systems.
    • The attack info module should no longer show a hit value 5% more than the actual chance.
    • The EEex Options menu should no longer layout incorrectly for certain languages.
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