The Trench Strider: Celestial Melee/Caster of Moon and Sea
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- Archmage
- Posts: 318
- Joined: Fri Oct 09, 2015 2:27 pm
Re: The Trench Strider: Celestial Melee/Caster of Moon and S
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?
Apparently, Trench Strider only works for me with Midnight enabled. Can anyone confirm this one?
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: The Trench Strider: Celestial Melee/Caster of Moon and S
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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- Archmage
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Re: The Trench Strider: Celestial Melee/Caster of Moon and S
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.
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.
Re: The Trench Strider: Celestial Melee/Caster of Moon and S
Why are you hacking my addons when there are settings to disable things? 

My feedback meter decays into coding. Give me feedback and I make mods.
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- Archmage
- Posts: 318
- Joined: Fri Oct 09, 2015 2:27 pm
Re: The Trench Strider: Celestial Melee/Caster of Moon and S
Oh... haha. I see now. I feel rather stupid.HousePet wrote:Why are you hacking my addons when there are settings to disable things?
I apologize, I thought that was how the settings for addons worked at the time. I was wrong.

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- Joined: Thu Dec 10, 2015 3:42 am
Re: The Trench Strider: Celestial Melee/Caster of Moon and S
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
And this one is from attempting to open the level-up menu.
I am running a ton of addons though. A lot of them.
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
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
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: The Trench Strider: Celestial Melee/Caster of Moon and S
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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- Joined: Thu Dec 10, 2015 3:42 am
Re: The Trench Strider: Celestial Melee/Caster of Moon and S
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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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: The Trench Strider: Celestial Melee/Caster of Moon and S
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.
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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- Posts: 3
- Joined: Thu Dec 10, 2015 3:42 am
Re: The Trench Strider: Celestial Melee/Caster of Moon and S
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.
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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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: The Trench Strider: Celestial Melee/Caster of Moon and S
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
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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- 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
Hi. I've still never been able to get this mod to work. Errors on new game.
This is with nothing active but Trench Strider, ToME, Ashes, Embers, Item Vault, and Stone Warden.
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
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: The Trench Strider: Celestial Melee/Caster of Moon and S
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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- 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
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.
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
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: The Trench Strider: Celestial Melee/Caster of Moon and S
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.
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.
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...

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.

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...