Issues with Neshke's Extendable Spawning System (NESS) v8.1.3 in NWN:EE

Has anyone encountered issues using this in NWN:EE? I am experiencing some issues with it such as zones with waypoints using SA_ crashing the client upon entering, and spawns continuously spawning without limit when using SD05M01 but not if I use not variance (such as SD05). I have also seen the number spawned when using a variable number SN03M01 being more than the max, but seemed to respect non-variable tags like SN03. Have I done something wrong or is there some sort of incompatibility with NWN:EE and NESS?
To note, for anyone who tries to test. Make sure you do a build of the module before testing. I imported the NESS erf into a fresh module just to test and I crash upon entering if I use SA on the waypoints. If anyone has a solution I'd love to hear it cause I really like how the system works and would prefer not to switch to something different if possible.
To note, for anyone who tries to test. Make sure you do a build of the module before testing. I imported the NESS erf into a fresh module just to test and I crash upon entering if I use SA on the waypoints. If anyone has a solution I'd love to hear it cause I really like how the system works and would prefer not to switch to something different if possible.
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Comments
They declared an integer outside of the scope of where it gets used. I guess this lets it pass compilation, but when it tries to increment it, nothing happens. This makes a memory leak, in that: it spawns until your RAM is full.
in spawn_main line 239, copy and delete that whole line. "int jCount;"
On line 1407 press enter and paste that line.
Should look something like:
Compile all the scripts, and try it again.
Obviously there is something wrong with that code since moving it to an expected scope fixed the issue.
There's no reason for it to have not worked as it was written so randomly moving it to a new location in the code text should not have changed anything. But, maybe you have a non broken compiler so when you moved it you recompiled.
See the thread on the vault.
Any compiler for nwscript in which it is not possible to code that the way it was originally done is broken and not implementing nwscript correctly.