[v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite

A place to post your add ons and ideas for them

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Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#286 Post by Zizzo »

sajberhippien wrote:Zizzo, there might be an issue with your latest version. It might be a compability issue with another mod, but in that case it's a new issue to the 15e. Starting a completely fresh Ghoul Alchemist got me an overflow error. Reverting to the 15d version I had no issues with otherwise identical mods.
It's entirely possible; that Talent Point Planner mod was clearly NRFPT… :oops: Can you post a stack trace?

[Edit: Oh, just to be sure: since you specifically mentioned v15e, was the bug still present in v15e.1? There was a spectacularly stupid bug in v15e that I found almost immediately after releasing v15e, and I had to push out v15e.1 to fix it; that might have been what you were tripping over (I hope…)]
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sajberhippien
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#287 Post by sajberhippien »

I'm fairly certain it was e1, though I can test again later today and post the error log (I'm in a bit of a rush now).

On another note, would it be okay to make a request for a quality of life change? Specifically, Wards are kind of a nuisance to use now, because they can't be set to auto-use. Would it be possible to separate them into two skills; choose ward and activate ward? That way you can choose a ward that you want to use, and have it on auto-use or at least easily accessible.

(And personally, I don't think they should necessarily be time limited either, but that's got a lot more balance implications and I guess is outside the scope of this mod).

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#288 Post by Zizzo »

sajberhippien wrote:On another note, would it be okay to make a request for a quality of life change? Specifically, Wards are kind of a nuisance to use now, because they can't be set to auto-use. Would it be possible to separate them into two skills; choose ward and activate ward? That way you can choose a ward that you want to use, and have it on auto-use or at least easily accessible.
(shrug) No idea; I don't generally bother with wards myself, so I don't have much experience with them. I'll poke around in the code and see if it looks too difficult. If I do put something together, of course, it'll almost certainly end up being a separate addon.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#289 Post by Zizzo »

"Blessed are the yeeks, for they shall inherit Arda..."

Thexare
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#290 Post by Thexare »

Got a weirdass bug that forced me to kill ToME via task manager in the final dungeon of Embers. Because of course it doesn't happen in the first dungeon.

Code: Select all

[LOG]	#{bold}#Marrakor the Demolisher's Strafe performs a ranged critical strike against Shadow!#{normal}#
[LOG]	Shadow shrugs off the critical damage!
[LOG]	Marrakor the Demolisher's Strafe hits Shadow for #aaaaaa#354 physical#LAST# damage.
[LOG]	#{bold}#Marrakor the Demolisher's Strafe killed Shadow!#{normal}#
[LOG]	#UID:5118:0##fbd578#Marrakor the Demolisher#LAST# receives #LIGHT_GREEN#35 healing#LAST#.
[LOG]	Umbral horror's creeping dark hits #fbd578#Marrakor the Demolisher#LAST# for #GREY#(39 resist armour)#LAST#, #SLATE#(1 absorbed)#LAST#, #GREY#0 darkness#LAST# (0 total damage).
[LOG]	
[LOG]	#UID:5118:0##fbd578#Marrakor the Demolisher#LAST# receives #LIGHT_GREEN#35 healing#LAST#.
AI took for target	473606	titan battlesmasher	::	5118	Marrakor the Demolisher	81	<	100
[LOG]	
[LOG]	#LIGHT_BLUE#Marrakor the Demolisher's embedded restoration system activate.
[STEAM CRIT %]	49.1
[LOG]	#{bold}#Marrakor the Demolisher's tinker attains critical power!#{normal}#
Cloned shader 123
[SHADER] setting reset param	tick_start	7886634
Cloned shader 124
[SHADER] setting reset param	tick_start	7886634
[LOG]	#UID:5118:0##fbd578#Marrakor the Demolisher#LAST# receives #LIGHT_GREEN#780 healing#LAST#.
[LOG]	The shield around Marrakor the Demolisher crumbles.
[LOG]	Marrakor the Demolisher is no longer inspired.
[LOG]	#UID:5118:0##fbd578#Marrakor the Demolisher#LAST# receives #LIGHT_GREEN#35 healing#LAST#.
Lua Error: /mod/class/uiset/Minimalist.lua:1147: bad argument #2 to 'long_desc' (number expected, got nil)
	At [C]:-1 
	At [C]:-1 long_desc
	At /mod/class/uiset/Minimalist.lua:1147 handleEffect
	At /mod/class/uiset/Minimalist.lua:1352 super_displayBuffs
	At ...addons/zomnibus/superload/mod/class/uiset/Minimalist.lua:141 displayBuffs
	At /mod/class/uiset/Minimalist.lua:1993 display
	At /mod/class/Game.lua:1732 
Deleting shader 128 (is clone 1)
Deleting temp shader	awesomeaura[alpha=0.6,flame_scale=0.6,time_factor=5500]
[LOG]	Saw horror uses Kinetic Leech.
checkHit	45	vs	50	=> chance to hit	38
[LOG]	Marrakor the Demolisher slows down.
checkHit	48	vs	50	=> chance to hit	45
[LOG]	#ORANGE#Titan battlesmasher shrugs off the effect 'Slow'!
Lua Error: /mod/class/uiset/Minimalist.lua:1147: bad argument #2 to 'long_desc' (number expected, got nil)
	At [C]:-1 
	At [C]:-1 long_desc
	At /mod/class/uiset/Minimalist.lua:1147 handleEffect
	At /mod/class/uiset/Minimalist.lua:1352 super_displayBuffs
	At ...addons/zomnibus/superload/mod/class/uiset/Minimalist.lua:141 displayBuffs
	At /mod/class/uiset/Minimalist.lua:1993 display
	At /mod/class/Game.lua:1732 
[LOG]	
[ed. note: lua error repeats indefinitely after this with no changes] 
Grabbed a somewhat larger chunk of log than normal, because this was an extremely abrupt error and I'm hoping it'll narrow down what caused it. It's entirely possible, unfortunately, that whatever it is isn't in the log specifically *because* of whatever caused the error.

I'd just gone around a corner and got this error, with the screen blinking to black every second or so. I had a similar problem in Minimalist.lua several versions ago from Dominate, but I believe that was before installing ZOmnibus.

It's entirely possible that this is a mod conflict, as I run a number of them. However, I believe all the enemies in my vicinity were standard EoR spawns, no Rares or anything of the sort.

astralInferno
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#291 Post by astralInferno »

If I remember right, that bug is associated with you getting hit by a poorly coded status effect that has its Description done wrong.
(...it's a bug I inflict on myself a lot while testing.)

My first assumption would be that you went around a corner and a rare (that you hadnt seen cause they were just around the corner) slapped you with a misdone status.

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#292 Post by Zizzo »

astralInferno wrote:If I remember right, that bug is associated with you getting hit by a poorly coded status effect that has its Description done wrong.
(...it's a bug I inflict on myself a lot while testing.)

My first assumption would be that you went around a corner and a rare (that you hadnt seen cause they were just around the corner) slapped you with a misdone status.
[sound F/X: source diving] Yeah, that tracks with what I'm seeing in the code. ZOmnibus' superloaded Minimalist:displayBuffs() passes straight through to the parent method at that point (and it's passing through all the parameters it's receiving, which is a bug I've tripped over before), so I don't think that could be the cause of it.

My preliminary assessment is the same as astralinferno's: something hit you with a status effect that has a buggy long_desc() method. Can't tell from the stack trace what the offending effect might have been; it mentions a Saw Horror using Kinetic Leech, but that can only apply Sleep and Slow effects, neither of which should trigger this.
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Thexare
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#293 Post by Thexare »

THat makes sense. It wasn't at the beginning of the level, so maybe I can catch him from a better angle and identify the offending issue that way. Of course, at that point it's someone else's bug. Thanks for the info.

Seems a bit odd it'd wig out before an ability use notification, though. Unless it's from a sustain.

EDIT: I cleared the entire floor on a reload and there were no rares. So I'm at a loss.

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#294 Post by Zizzo »

Quickie release 15e.3, with fixes to Restart Sustains and Talent Point Planner.
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astralInferno
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#295 Post by astralInferno »

Zizzo, I just want you to know that you are an amazing person, and that your ability to keep track of all these amazing utility addons is inspiring and mildly terrifying. :lol:

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#296 Post by Zizzo »

astralInferno wrote:Zizzo, I just want you to know that you are an amazing person, and that your ability to keep track of all these amazing utility addons is inspiring and mildly terrifying. :lol:
*blush* [bows]
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Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#297 Post by Zizzo »

A commenter on Steam posed the question of whether ZOmnibus is purely cosmetic/informational/UI-improvement or whether it materially affects the game; of course I had to respond that it's the latter, if only for Opt-in Adventurers Parties. Between that and the whole Randventurer thing, though, it's got me wondering whether it would be worth the effort to split off a "lite" version of ZOmnibus that does meet those conditions. That would, of course, depend heavily on which of ZOmnibus' addon components would be disqualified under those criteria, and so I thought I'd solicit opinions on the matter.

As a reminder, ZOmnibus currently includes the following addons: Of those, I think the most obvious disqualifiers are Opt-in Adventurers Parties and Alternate Zones Option; likely also Pragmatic Heroism and/or Prodigious Progress, since they provide information that wouldn't otherwise be available; maybe Tier-1 Short Circuit Option, but I'm not convinced on that one. Any others?

[For reference, this is not to suggest that I have plans to begin wholesale incorporating significantly game-affecting addons into future ZOmnibus releases (absent strong user consensus that I should, of course).]
Last edited by Zizzo on Thu Mar 15, 2018 11:30 pm, edited 1 time in total.
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Nevuk
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#298 Post by Nevuk »

Zizzo wrote:A commenter on Steam posed the question of whether ZOmnibus is purely cosmetic/informational/UI-improvement or whether it materially affects the game; of course I had to respond that it's the latter, if only for Opt-in Adventurers Parties. Between that and the whole Randventurer thing, though, it's got me wondering whether it would be worth the effort to split off a "lite" version of ZOmnibus that does meet those conditions. That would, of course, depend heavily on which of ZOmnibus' addon components would be disqualified under those criteria, and so I thought I'd solicit opinions on the matter.

As a reminder, ZOmnibus currently includes the following addons: Of those, I think the most obvious disqualifiers are Opt-in Adventurers Parties and Alternate Zones Option; likely also Pragmatic Heroism and/or Prodigious Progress, since they provide information that wouldn't otherwise be available; maybe Tier-1 Short Circuit Option, but I'm not convinced on that one. Any others?

[For reference, this is not to suggest that I have plans to begin wholesale incorporating significantly game-affecting addons into future ZOmnibus releases (absent strong user consensus that I should, of course).]
Tier-1 Short Circuit is generally negative game play impact if one uses it on higher difficulties.
The only exceptions might be rhaloren camp + heart of the gloom of the t1s on higher difficulties, none of the others are generally threatening on level 1/2. Though I guess it may occasionally be worth it to skip to floor 3, kill the boss, then go back and clear the higher floors on the difficulties with lots of hero mobs.

Pragmatic heroism is probably one that a fair amount of people would think affects gameplay in a meaningful way (otherwise I can't imagine why it isn't in normal tome). The prodigies one I think fewer would care about (as you could just google the prodigy in question if you aren't sure).

Zizzo
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#299 Post by Zizzo »

Nevuk wrote:Tier-1 Short Circuit is generally negative game play impact if one uses it on higher difficulties.
The only exceptions might be rhaloren camp + heart of the gloom of the t1s on higher difficulties, none of the others are generally threatening on level 1/2. Though I guess it may occasionally be worth it to skip to floor 3, kill the boss, then go back and clear the higher floors on the difficulties with lots of hero mobs.
Yeah, I've just about convinced myself that with the advent of the "do you want to skip ahead?" dialog, Tier-1 Short Circuit Option is effectively a pure UI tweak: it includes a game option to turn itself off, and the practical effect of turning it on basically amounts to automating the act of always choosing "don't skip ahead" on that dialog.
Nevuk wrote:The prodigies one I think fewer would care about (as you could just google the prodigy in question if you aren't sure).
…? Prodigy requirements themselves are not spoilers; the game gives you that information freely. What Prodigious Progress does is show you how much progress you've made toward completing those requirements. So for instance, Cauterize requires you to have cast 1000 spells and taken 7500 fire damage; Prodigious Progress modifies the Cauterize requirement description to include how many spells you've cast and how much fire damage you've taken. [Which told me, for instance, that my Archmage needed to splash Fireflash on himself several times and my Gunslinger needed to spam her Phase Door rune for a while.]

And thinking further on the matter, I'm now starting to wonder whether Low Health Popup would need to be excluded. Judging from the original thread that inspired it, some people would probably view it as "protection from not paying attention", and thereby materially game-affecting.
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Lokean
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Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack

#300 Post by Lokean »

Restart Sustains might be game-altering according to some people, for the same basic reason as low heath popups.

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