Before Patch 7 - Debugging mode operates normally
After Patch 7, with reinstalling BG3-VS Code link (extension and debug adapter), recreating ScriptExtenderSettings.json
Debugging mode can still stop the game with breakpoints and view local variables before the breakpoint, including error cases
*This is not always the case, sometimes the game ignores breakpoints even when it's clear it should stop the server, i haven't been able to figure out what makes it work and what doesn't
Changes to the script in Data/Mods/mod name/ScriptExtender/Lua after saved are not recognised by the game, it still seems to use the script in .pak file, example
local Dicesize = math.floor(math.exp(Get("Dicesize") * math.log(10))) is present in the base code, and will cause a nil error if commented out
The line is commented out in Data/Mods/mod name/ScriptExtender/Lua, but the same line in the base script in .pak is uncommented
-> on launching the game and trigger necessary condition for the line to execute, it generates a normal number as usual instead of stopping the game and report a nil error at the nearest line using Dicesize
Did I miss something after the new patch ?
Does this have anything to do with GustavDev mod somehow appearing in the in-game mod manager without being installed and the constant asking for updating 3rd party mod everytime a save is loaded (all made after patch 7)
Thank you
Update: I blanked the whole script file, the mod still functions normally, any mod
Indications
I guess it's because the debugger uses Script Extender ?
This issue is circumvented by removing the mod pak file from the mod folder in Appdata and placing mod loose files into the game installation Data folder, or make symblink leading to it,
should I close the issue ?
I have attempted solutions to common problems
No
I have checked that my game version is supported
Yes
OS
Windows 11
Platform
Steam
Description
Before Patch 7 - Debugging mode operates normally After Patch 7, with reinstalling BG3-VS Code link (extension and debug adapter), recreating ScriptExtenderSettings.json
local Dicesize = math.floor(math.exp(Get("Dicesize") * math.log(10)))
is present in the base code, and will cause a nil error if commented out The line is commented out in Data/Mods/mod name/ScriptExtender/Lua, but the same line in the base script in .pak is uncommented -> on launching the game and trigger necessary condition for the line to execute, it generates a normal number as usual instead of stopping the game and report a nil error at the nearest line using Dicesize Did I miss something after the new patch ? Does this have anything to do with GustavDev mod somehow appearing in the in-game mod manager without being installed and the constant asking for updating 3rd party mod everytime a save is loaded (all made after patch 7) Thank you Update: I blanked the whole script file, the mod still functions normally, any modIndications
I guess it's because the debugger uses Script Extender ?
Diagnostic Files
No response
Steps to Reproduce
Prerequisite: Finish Debugger installation detailed in https://github.com/Norbyte/bg3se/blob/main/Docs/Debugger.md 1.Install a mod with script
Expected Behavior
The expected result would be VSCode stopping the game due to an error
Actual Behavior
The game runs normally