How to fix the Aura of the Sword/Stealth/Feather Walk/Swiftness and similar effects being attached to the mesh after death:
This is about what @WhiteBambo asked specifically, I've seen a lot of clients having this and this is not relevant to togglable slots and skills. The reason this is happening is because of the server's 3-second stun-death (classic mechanism from YMIR) and this should be an easy fix by this guide:
Please adjust changes for your own source!!!
Normally, when a monster or player kills you, the server first sends a stun packet and only 3 seconds later the real death with the affect clear. The client handles that stun packet by calling Die() at once for your own character, and Die() wipes the affect flags without running each affect's off path. When the server's "flags off" update arrives 3 seconds later, the client sees no change and never detaches the visuals that live outside the affect slot array, such as the Aura of the Sword weapon glow, the reach scale and the stealth alpha. That is why only your own corpse shows it, never other players' screens, and why /kill and one-shot deaths are clean: those skip the stun packet. The client fix below makes the early clear run every off path properly. Making deaths instant server-side also avoids it, but that is a gameplay decision, not a fix.
Some client-side fixes:
Swiftness and Feather Walk can survive this fix in some clients, as well as overwrite eachother, or show to observer clients even if the character's movement has stopped! Test whether you have this before applying the following fix:
Catching false-positive flags and disabling them (the actual client-side fix for this issue):