Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack
Posted: Sat Mar 11, 2017 10:16 am
All fine now thanks to the fix ok_hand
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*whew*dadito wrote:All fine now thanks to the fix ok_hand
[sound F/X: source diving] Hmm, that stack trace goes through ZOmnibus, but I don't think ZOmnibus is the cause; the level generator is choking on a store it can't find, and I'm pretty sure nothing in ZOmnibus adds any stores or changes any level maps. What zone and level were you entering when this happened? Do you have any other addons enabled for this character?teraunce wrote:http://pastebin.com/JwPHnUej Getting the level error on the steam version. Look at the bottom error.
It's probably one of your other addons, zomnibus doesn't touch level gen at all/touches it very little. Maybe arcanum?teraunce wrote:http://pastebin.com/JwPHnUej Getting the level error on the steam version. Look at the bottom error.
Turns out it was probably Ye Olde Crossbow mod from way back when. That has been fixed.Zizzo wrote:[sound F/X: source diving] Hmm, that stack trace goes through ZOmnibus, but I don't think ZOmnibus is the cause; the level generator is choking on a store it can't find, and I'm pretty sure nothing in ZOmnibus adds any stores or changes any level maps. What zone and level were you entering when this happened? Do you have any other addons enabled for this character?teraunce wrote:http://pastebin.com/JwPHnUej Getting the level error on the steam version. Look at the bottom error.
*whew* Good to hear.teraunce wrote:Turns out it was probably Ye Olde Crossbow mod from way back when. That has been fixed.
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Lua Error: /data/general/events/vagrant-npcs.lua:39: attempt to index global 'uniques_by_zones' (a nil value)
At [C]:-1 __index
At /data/general/events/vagrant-npcs.lua:39 on_enter
At /mod/class/Game.lua:1169 changeLevelReal
At /mod/class/Game.lua:849 base_changeLevel
At /mod/addons/zomnibus/superload/mod/class/Game.lua:104 changeLevel
At /mod/class/Game.lua:2013
At /engine/KeyBind.lua:242
*whew*Peppersauce wrote:Don't worry about that Zizzo, it's a problem on my end.
…Well, more details would certainly help. What kind of conflict are you seeing? Are you getting errors?Dracos wrote:Hey Zizzo, there's some conflict with auto-rest and explore and auto-restart sustains, but I'm not too saavy at doing cross-mod compatibility. Got any guidance?
[sound F/X: source diving] Ah, yes, you're overloading Player:restCheck(), which is where Restart Sustains does most of its work. I can see you're making a lot of complex changes that really wouldn't be amenable to converting it to a superload. Hmm…Dracos wrote:No lua error. People started poking in the comments that it was disabling restart sustain when both were on, and testing, that does seem to be the case. You can set the details but resting won't trigger it. Both addons are overriding the rest function but not sure how that gets made to play nicely together.
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local function passthru(ret, msg)
if self.restCheck_restartSustains then
-- If Restart Sustains is present, hand off to it.
return self:restCheck_restartSustains(ret, msg)
else
-- Otherwise, return what we were going to return anyway.
return ret, msg
end
end
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return true
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return passthru(true)
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return false, "reason we stopped resting"
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return passthru(false, "reason we stopped resting")