diff --git a/apps/openmw/mwrender/npcanimation.cpp b/apps/openmw/mwrender/npcanimation.cpp index b1f506e116..e94c25e582 100644 --- a/apps/openmw/mwrender/npcanimation.cpp +++ b/apps/openmw/mwrender/npcanimation.cpp @@ -994,7 +994,7 @@ void NpcAnimation::permanentEffectAdded(const ESM::MagicEffect *magicEffect, boo bool loop = (magicEffect->mData.mFlags & ESM::MagicEffect::ContinuousVfx) != 0; // Don't play particle VFX unless the effect is new or it should be looping. if (isNew || loop) - addEffect("meshes\\" + castStatic->mModel, magicEffect->mIndex, loop, ""); + addEffect("meshes\\" + castStatic->mModel, magicEffect->mIndex, loop, "", magicEffect->mParticle); } } diff --git a/apps/openmw/mwworld/inventorystore.cpp b/apps/openmw/mwworld/inventorystore.cpp index e8a4d1c4d7..326e96bb3f 100644 --- a/apps/openmw/mwworld/inventorystore.cpp +++ b/apps/openmw/mwworld/inventorystore.cpp @@ -415,7 +415,7 @@ void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor) // Basically we don't want sounds when the actor is first loaded, // the items should appear as if they'd always been equipped. mListener->permanentEffectAdded(magicEffect, !mFirstAutoEquip, - !mFirstAutoEquip && effectIt == enchantment.mEffects.mList.begin()); + !mFirstAutoEquip); } if (magnitude)