Necromancy+ v2.2 (Although now mostly Spiritmancer)

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
pyroflare77
Wayist
Posts: 17
Joined: Tue Apr 01, 2014 10:34 pm

Re: Necromancy+ v2.1.3

#136 Post by pyroflare77 »

The Spiritmancer seems interesting, but I'm using Eternal Darkness for my Necromancer tweaks. I imagine this wouldn't get along nicely with that mod, so is there anyway to make a Spiritmancer separate from this?

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Necromancy+ v2.1.3

#137 Post by HousePet »

Disable the Necromancer tweaks in the game options.
My feedback meter decays into coding. Give me feedback and I make mods.

Thexare
Halfling
Posts: 105
Joined: Sun Aug 24, 2014 7:09 am
Location: A Holding Pattern on the Eidolon Plane

Re: Necromancy+ v2.1.3

#138 Post by Thexare »

EDIT: Once again I seem to hav ebeen a version behind without realizing it, one moment...

EDIT2: Still happens.


Unfortunately that doesn't seem to work. I still get a freeze trying to load the New Game class menu when trying to enable both after ensuring that option is set to No.

Code: Select all

FROM	mod.class.Actor	mimic	loading special.
FROM	mod.class.Actor	great	loading special.
FROM	mod.class.Actor	current-actor	loading special.
FROM	mod.class.Actor	callback-position-seen	loading special.
Lua Error: /engine/Birther.lua:46: /data-necromancy+/birth/classes/mage.lua:76: table index is nil
	At [C]:-1 
	At [C]:-1 error
	At /engine/Birther.lua:46 loadDefinition
	At /hooks/necromancy+/load.lua:16 
	At [string "return function(l, self, data) local ok=false..."]:1 
	At /mod/load.lua:271 
	At [C]:-1 require
	At /engine/Module.lua:160 load
	At /engine/Module.lua:955 instanciate
	At /engine/utils.lua:2197 showMainMenu
	At /engine/init.lua:162 
	At [C]:-1 dofile
	At /loader/init.lua:204  

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Necromancy+ v2.1.3

#139 Post by HousePet »

Strange, it says it can't find the Ghost Lights spell.

Does Eternal Darkness have a spell/spirit category?
My feedback meter decays into coding. Give me feedback and I make mods.

Thexare
Halfling
Posts: 105
Joined: Sun Aug 24, 2014 7:09 am
Location: A Holding Pattern on the Eidolon Plane

Re: Necromancy+ v2.1.3

#140 Post by Thexare »

It does not.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Necromancy+ v2.1.3

#141 Post by HousePet »

Confused. :?
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Necromancy+ v2.1.3

#142 Post by HousePet »

I found the problem, Eternal Darkness does have a Spirit category (and an Acid category) but they aren't available to anyone.
My feedback meter decays into coding. Give me feedback and I make mods.

64legos
Thalore
Posts: 136
Joined: Wed Nov 14, 2012 2:24 am

Re: Necromancy+ v2.1.3

#143 Post by 64legos »

Found a bug with Indignation:
Image

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Necromancy+ v2.1.3

#144 Post by HousePet »

:o I am a bad person!
My feedback meter decays into coding. Give me feedback and I make mods.

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Necromancy+ v2.1.3

#145 Post by Micbran »

HousePet wrote::o I am a bad person!

Agreed. All these mods are just more and more sins. :P
A little bit of a starters guide written by yours truly here.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Necromancy+ v2.1.4

#146 Post by HousePet »

Updated:
Fixed Indignation.
Fixed using Undead Explosion on Will O' Wisps.
Spiritmancer Wisps and Sprites have slightly more life and do more damage when they die.
Altered Undead Explosion takes Undead Empathy into account for avoiding damage to you.
My feedback meter decays into coding. Give me feedback and I make mods.

64legos
Thalore
Posts: 136
Joined: Wed Nov 14, 2012 2:24 am

Re: Necromancy+ v2.1.4

#147 Post by 64legos »

You broke something in that last update:
Image

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Necromancy+ v2.1.4

#148 Post by HousePet »

Repatched...
My feedback meter decays into coding. Give me feedback and I make mods.

jayseesee
Higher
Posts: 51
Joined: Fri Dec 21, 2012 12:33 pm

Re: Necromancy+ v2.1.4

#149 Post by jayseesee »

For Blighted Summon & Spiritmancer:
Tooltip for Ghostly Bulwark lists Bone Grab, mine has Blood Boil.
Tooltip for Ghostly Berserker lists Execution, mine has Blood Boil.
Tooltip for Banshee lists Pacification Hex, mine has Blood Boil.

Tooltip for Clay Golem lists Emphatic Hex, mine has nothing.
Tooltip for Ghost Lights lists Blindside, mine has nothing.
Tooltip for Sprites lists Shock, mine has nothing.

At least things are consistent!

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Necromancy+ v2.1.4

#150 Post by HousePet »

:\
My feedback meter decays into coding. Give me feedback and I make mods.

Post Reply