The Trench Strider: Celestial Melee/Caster of Moon and Sea

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Chronosplit
Archmage
Posts: 318
Joined: Fri Oct 09, 2015 2:27 pm

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#61 Post by Chronosplit »

It's been a while, but I went back to the class and I think I found the problem. Hexkin and Nullpack seem to have nothing to do with it either.

Apparently, Trench Strider only works for me with Midnight enabled. Can anyone confirm this one?

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#62 Post by astralInferno »

It... should. I know I tested it initially, although it's possible something changed since then. Will test when I have a chance.

Chronosplit
Archmage
Posts: 318
Joined: Fri Oct 09, 2015 2:27 pm

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#63 Post by Chronosplit »

Hate to be confusing, but now it's working without Midnight. To say this is weird is an understatement but it is working as intended now.

Some more information in the report: before it had the same errors I had reported earlier only with Shalore and other races. I also had Arcanum and Verdant installed at the time, however it would only work at the time with Midnight in. I had altered Arcanum's hooks to disable the Archmage tweaks and Midnight to disable the Sceptres, but that's the only thing I have of note. When I removed Midnight, Verdant, and Arcanum it worked fine.

I think it might be misbehaving with one of the bigger mods, but it seems to work right now for me in any rate. If anyone could add to or replicate any of this at all it would probably help a lot; I'm pretty sure this isn't just me as my installation checks out and everything, as well as the addon file downloads. I'll check with the bigger addons when I have a little more time myself.

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

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#64 Post by HousePet »

Why are you hacking my addons when there are settings to disable things? :cry:
My feedback meter decays into coding. Give me feedback and I make mods.

Chronosplit
Archmage
Posts: 318
Joined: Fri Oct 09, 2015 2:27 pm

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#65 Post by Chronosplit »

HousePet wrote:Why are you hacking my addons when there are settings to disable things? :cry:
Oh... haha. I see now. I feel rather stupid.

I apologize, I thought that was how the settings for addons worked at the time. I was wrong. :oops:

Vestphiliac
Posts: 3
Joined: Thu Dec 10, 2015 3:42 am

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#66 Post by Vestphiliac »

Okay, so I did some mucking around, and it seems that arcane and celestial classes mostly work for me, but the rest fail. This first error is from initialization

Code: Select all

Lua Error: /mod/dialogs/LevelupDialog.lua:246: attempt to index local 'req' (a function value)
	At [C]:-1 __index
	At /mod/dialogs/LevelupDialog.lua:246 computeDeps
	At ...dons/Infinite500/superload/mod/dialogs/LevelupDialog.lua:115 generateList
	At /mod/dialogs/LevelupDialog.lua:92 init
	At /engine/class.lua:104 new
	At /mod/class/Player.lua:1399 playerLevelup
	At /mod/class/Game.lua:294 at_end
	At /mod/dialogs/Birther.lua:306 fct
	At /mod/dialogs/Birther.lua:191 checkNew
	At /mod/dialogs/Birther.lua:241 atEnd
	At /mod/dialogs/Birther.lua:63 fct
	At /engine/ui/Button.lua:62 fct
	At /engine/Mouse.lua:56 receiveMouse
	At /engine/Mouse.lua:94 delegate
	At /engine/ui/Dialog.lua:602 mouseEvent
	At /engine/ui/Dialog.lua:343 fct
	At /engine/Mouse.lua:56 
And this one is from attempting to open the level-up menu.

Code: Select all

Lua Error: /mod/dialogs/LevelupDialog.lua:246: attempt to index local 'req' (a function value)
	At [C]:-1 __index
	At /mod/dialogs/LevelupDialog.lua:246 computeDeps
	At ...dons/Infinite500/superload/mod/dialogs/LevelupDialog.lua:115 generateList
	At /mod/dialogs/LevelupDialog.lua:92 init
	At /engine/class.lua:104 new
	At /mod/class/Player.lua:1399 playerLevelup
	At /mod/class/Game.lua:1893 
	At /engine/KeyBind.lua:235 
I am running a ton of addons though. A lot of them.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#67 Post by astralInferno »

Well the only addon I can see in that error is Infinite 500, which is /infamous/ for addon conflcits, and I don't use myself...

Vestphiliac
Posts: 3
Joined: Thu Dec 10, 2015 3:42 am

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#68 Post by Vestphiliac »

It looked like that at first but the error still triggers when I disable Infinite 500. I could try to dig up an error without the infinite 500 added if it helps.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#69 Post by astralInferno »

Error messages always help.
If you could tell me what addons you're using, I can compare it to my own list of thirty-odd and see what's not in common.

Vestphiliac
Posts: 3
Joined: Thu Dec 10, 2015 3:42 am

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#70 Post by Vestphiliac »

Adventurer Plus, Alt talent Req's, Arcanum, Blighted, Bonus Escorts
Commando, Deathknight, Effigy Race, Elemental woes,
Faster adventurer, Firmamancer, Forgeknight, Ghoul buff, Grayswandir Weaponry
hedgeknight, ID Variety, Zizzo's Ignore RC locks, Infinite 500, Midnight, More tales, Necromancy+
Null New gems, Nullpack, shadowmancy, Sk cursed tweaks, Sk Darkfire
Sk dream hammer tweaks, Multiclass challenge, Sk subrace pack,Spellsword
stoic, taints, tempus fugit, verdant.
Yes, I did just grab every pretty much any addon I saw.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#71 Post by astralInferno »

Well, first off, have you tried disabling alt talent reqs? Given you're getting errors whenever it tries to look at talent reqs...


I don't have these mods.

Alt talent Req's
Commando, Elemental woes,
Faster adventurer, Forgeknight, Ghoul buff, Grayswandir Weaponry
ID Variety, Infinite 500, More tales,
Null New gems, shadowmancy, Sk cursed tweaks, Sk Darkfire (I used to have Darkfire, but my Emblazoned addon includes/overwrites it.)
Spellsword
taints

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

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#72 Post by Thexare »

Hi. I've still never been able to get this mod to work. Errors on new game.

Code: Select all

Lua Error: /data-trenchstrider/birth/classes/celestial.lua:4: attempt to index field 'world' (a nil value)
	At [C]:-1 __index
	At /data-trenchstrider/birth/classes/celestial.lua:4 locked
	At /mod/dialogs/Birther.lua:649 getLock
	At /mod/dialogs/Birther.lua:807 generateClasses
	At /mod/dialogs/Birther.lua:118 init
	At /mod/addons/ashes-urhrok/superload/mod/dialogs/Birther.lua:24 init
	At /mod/addons/orcs/superload/mod/dialogs/Birther.lua:24 init
	At /engine/class.lua:147 new
	At /mod/class/Game.lua:246 newGame
	At /mod/class/Game.lua:136 runReal
	At /mod/class/Game.lua:93 run
	At /engine/Module.lua:1034 instanciate
	At /engine/utils.lua:2221 showMainMenu
	At /engine/init.lua:165 
	At [C]:-1 dofile
	At /loader/init.lua:217 
This is with nothing active but Trench Strider, ToME, Ashes, Embers, Item Vault, and Stone Warden.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#73 Post by astralInferno »

Whoooops. I have a race/class unlocker mod that I've had since I started, so I wasn't noticing this error. I'll try to get it fixed; if I don't post again before you see this, using this addon will allow you to create characters of any race/class despite unlocks, including Trench Strider.

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

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#74 Post by Thexare »

Compatibility problems!

First off, Null Tweaks. This is the other mod causing Null Tweaks weapon mastery to revert to the vanilla talents, probably because of Ocean Step. Unfortunately, it's not just a problem for this class, it affects others when I have this addon active.

Second, Spellsword of all things. I lost the error and I'm having trouble getting it to show up again, but I remember it was related to an overload or superload. It showed up mostly when I killed things on bump attacks, might've been related to Beat the Shore? Sorry, I'll post the error if I can get it to show up again but I'm having a hell of a time getting a repeat performance. The error mentioned Spellsword, but it even showed up when there were no rare mobs in sight. Again, I'll keep trying to track down another copy of it.

Last, not a compatibility problem, just a weird bug - on character generation, I have -1 stat points available. Further levelups add from there - level 2 gives me 2, then three per level after that.

That being said, from what I've played so far I do like the class, and alongside the Firmamancer and Midnight it does a great job of fleshing out the Celestial options. It seems a bit lacking in survivability options, which has been giving me some trouble; the shield's kinda weak. Also, this is the first time I've ever seen a class themed around moons and tide together, which is weird because it makes perfect sense, so kudos for that.

Edit: Oh, this is weird. The NullTweaks weapon mastery skills return when I max Ocean Step.

Edit2: Spellsword problem identified and logged. The problem's caused by Wash Away.

Code: Select all

[LOG]	You collect a new ingredient: #LIGHT_GREEN##UID:19:0#red crystal shard (1)#WHITE#.
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:254: in function </engine/interface/ActorTalents.lua:238>
Lua Error: /engine/interface/ActorTalents.lua:277: /engine/interface/ActorTalents.lua:254: /engine/interface/ActorTalents.lua:150: /hooks/Spellsword/load.lua:19: attempt to index local 'target' (a nil value)
stack traceback:
	/hooks/Spellsword/load.lua:19: in function </hooks/Spellsword/load.lua:17>
	[string "return function(l, self, data) local ok=false..."]:1: in function 'triggerHook'
	/data/damage_types.lua:119: in function 'defaultProjector'
	/data/damage_types.lua:667: in function 'projector'
	/mod/class/interface/Combat.lua:573: in function 'base_attackTargetWith'
	...dons/Spellsword/superload/mod/class/interface/Combat.lua:50: in function 'attackTargetWith'
	/mod/class/interface/Combat.lua:209: in function 'attackTarget'
	/data/talents/misc/misc.lua:75: in function </data/talents/misc/misc.lua:54>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:277 bumpInto
	At /mod/class/Actor.lua:3399 attack
	At /engine/interface/ActorLife.lua:42 check
	At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
	At /engine/Actor.lua:209 move
	At /mod/class/Actor.lua:1289 move
	At /mod/class/Player.lua:300 moveDir
	At /mod/class/Game.lua:1750 
	At /engine/KeyBind.lua:230 

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

#75 Post by astralInferno »

Okay, so. The stat point thing first cause it's known; this occurs when the minimum stats for your starting talents are above the stats you can get with startng stat points. It might occur because you have armor training, despite that being changed to cunning, but I'm not entirely sure. If it's a huge issue I could give them a couple of free stat points to start with, just to avoid the negative number. :wink:

Spellsword is a little tougher, as I've never tried the addon. I grabbed it to go code-diving, and I posted a possible issue in the Spellsword thread. I'm working on the assumption they're more competent than I am, so we should get it fixed soon enough.

Nulltweaks is a strange problem, coming from how it does the changes:
Nulltweaks edits base Weapon Mastery to be generic, turns Dagger into Agile, turns Exotic into Greatweapon - and then adds a new talent for Greatweapons. I'm assuming that the Exotic one doesn't show up; as it's annoyingly hard to make exotic weapon mastery show at chargen, thus why I made Ocean Step unlock it.

Now bear with me!
Because of Ocean Step, I have a hook that changes the requirements of each of these talents. As they have the same true name, this hook still applies. Crucially, this will (I think) change the now generic Weapon Mastery to use a stat again.
Then, at level five, it unlocks Exotic. Which is now a second Greatweapon, but presumably with the higher cunning requirement?

Basically it's a huge mess. I'll see if someone on the IRC can untangle it, and I ought to make a trench strider with nulltweaks active to see what happens. I only use this part of nulltweaks for whip-based charries, and they don't tend to work ell. :oops:

Thanks for the compliments! I tend to play on really easy modes, so I vastly underrate survivability options. It's a flaw in most of my classes. Maybe a Celestial/Moon category could complement Light by giving you more indirect protection...

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