ToME: the Tales of Maj'Eyal

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PostPosted: Sun Dec 06, 2015 8:25 pm 
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Wyrmic

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 251
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?


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PostPosted: Mon Dec 07, 2015 2:54 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 697
It... should. I know I tested it initially, although it's possible something changed since then. Will test when I have a chance.


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PostPosted: Tue Dec 08, 2015 9:46 pm 
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Wyrmic

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 251
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.


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PostPosted: Wed Dec 09, 2015 12:18 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5759
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.


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PostPosted: Wed Dec 09, 2015 1:04 am 
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Wyrmic

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 251
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:


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PostPosted: Thu Dec 10, 2015 4:04 am 
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Joined: Thu Dec 10, 2015 3:42 am
Posts: 3
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:
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:
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.


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PostPosted: Fri Dec 11, 2015 4:20 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 697
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...


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PostPosted: Sat Dec 12, 2015 1:41 am 
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Joined: Thu Dec 10, 2015 3:42 am
Posts: 3
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.


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PostPosted: Sat Dec 12, 2015 4:59 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 697
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.


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PostPosted: Mon Dec 14, 2015 5:16 am 
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Joined: Thu Dec 10, 2015 3:42 am
Posts: 3
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.


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PostPosted: Mon Dec 14, 2015 5:06 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 697
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


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PostPosted: Sun Feb 28, 2016 3:30 am 
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Higher

Joined: Sun Aug 24, 2014 7:09 am
Posts: 69
Location: A Holding Pattern on the Eidolon Plane
Hi. I've still never been able to get this mod to work. Errors on new game.

Code:
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.


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PostPosted: Sun Feb 28, 2016 6:39 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 697
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.


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PostPosted: Wed Mar 02, 2016 8:22 am 
Offline
Higher

Joined: Sun Aug 24, 2014 7:09 am
Posts: 69
Location: A Holding Pattern on the Eidolon Plane
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:
[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


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PostPosted: Wed Mar 02, 2016 4:00 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 697
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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