Search found 8 matches
- Tue Feb 10, 2015 12:30 pm
- Forum: Addons
- Topic: Addons modifying Ashes content
- Replies: 8
- Views: 1784
Re: Addons modifying Ashes content
Okay, yeah, I wasn't very clear. 0player's suggestion fixed things, so I'll try to lay out what I was trying to do, and what eventually worked, in case this is useful for anyone else. I wanted to modify individual parameters of a talent. With core talents, this is pretty straightforward - just super...
- Tue Feb 10, 2015 7:19 am
- Forum: Addons
- Topic: Addons modifying Ashes content
- Replies: 8
- Views: 1784
Re: Addons modifying Ashes content
Okay, cleaned that up, posted something from a failed attempt. The problematic piece of code looks like this. function hookLoad() Talents.talents_def.T_BLEAK_OUTCOME.sustain_vim = 2 end I tried a more normal hook (loading a race definition) in this same function, and if I don't try the Talents call,...
- Tue Feb 10, 2015 2:24 am
- Forum: Addons
- Topic: Addons modifying Ashes content
- Replies: 8
- Views: 1784
Re: Addons modifying Ashes content
Okay, so I set up the hook (note, set hooks to true in init.lua or you'll spend an hour staring dumbly at your code wondering why your addon won't admit hooks exist) and ... now, instead of not seeing the Ashes-specific entries in Talents, my attempted changes can't see Talents at all. Lua Error: /d...
- Mon Feb 09, 2015 2:04 pm
- Forum: Addons
- Topic: Addons modifying Ashes content
- Replies: 8
- Views: 1784
Addons modifying Ashes content
I'm messing with modifying the Ashes DLC content with another addon, and I've run into an issue. I understand that I have to make sure my addon loads after Ashes to make its changes appear, and that appears to be happening in te4_log.txt. I'm trying to superload some talent changes ... but TOME does...
- Sun Aug 24, 2014 8:50 am
- Forum: Addons
- Topic: Need some help with making new zones
- Replies: 1
- Views: 973
Need some help with making new zones
I'm having a lot of trouble working out how persistent zones (ala Kor'Pul or Trollmire) are added to the game. I've sort have gotten to the idea that persistent ones need to be specifically called out on the game's Map instance, while others (like Ancient Elven Ruins) are added in via the encounter ...
- Wed Aug 06, 2014 2:43 am
- Forum: Addons
- Topic: Stupid Questions About Coding Addons
- Replies: 2
- Views: 1128
Re: Stupid Questions About Coding Addons
...
Yeah, that would help.
Thanks!
Yeah, that would help.
Thanks!
- Tue Aug 05, 2014 10:31 pm
- Forum: Addons
- Topic: Stupid Questions About Coding Addons
- Replies: 2
- Views: 1128
Stupid Questions About Coding Addons
So, I've been mucking around with coding addons lately, and the biggest problem has been the lack of documentation. I'm stumbling around, cribbing stuff from other addons and relying on trial-and-error to get things done. So: I'm going to ask stupid questions about modding. Hopefully, someone answer...
- Wed Feb 20, 2013 7:18 am
- Forum: Ideas
- Topic: Forthcoming Solipsist Nerfing: Life After Mind Sear
- Replies: 1
- Views: 904
Forthcoming Solipsist Nerfing: Life After Mind Sear
So, solipsists are getting nerfed shortly. This is ... only to be expected, as they are stupidly good. I managed to clear the game with one, so they must be overpowered. One part of the changes that are coming which sort of worries me, though, are the likely changes to Mind Sear. At the moment, it's...