Originally Posted by Baertram
I thought it will be "overwritten" in the player activation event too.
But if I think about it further: Right, this makes sense
I'll retest it globally in the addon's file again then.
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Yes it will still overwrite it from inside the player activation event, but the code that needs to be overwritten runs BEFORE the player activation event and that is the only time it runs.
So if you place it in the player activation event, it does overwrite it, but its to late. The "original" code has already been run & does not get run again until you reload the ui, but then the process starts all over again. The game uses the original code until player activation when you overwrite it again, but again its to late the code already ran...so it never actually fixes anything that way.