Midnight (v1.13)
Moderator: Moderator
Re: Midnight (v1.7)
You cannot apply an addon to an existing character.
Even updating an addon while still playing a character can do bad things.
As for darkness penetration, its about average rarity. But none of these classes rely on it anyway.
Even updating an addon while still playing a character can do bad things.
As for darkness penetration, its about average rarity. But none of these classes rely on it anyway.
My feedback meter decays into coding. Give me feedback and I make mods.
-
- Archmage
- Posts: 393
- Joined: Thu Dec 12, 2013 7:28 pm
Re: Midnight (v1.7)
So I should finish with any Sun Paladin/Anorithil/Necromancer-with-Lichward-aspiration characters that I might have before installing this addon?HousePet wrote:You cannot apply an addon to an existing character.
Even updating an addon while still playing a character can do bad things.
As for darkness penetration, its about average rarity. But none of these classes rely on it anyway.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.
-
- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: Midnight (v1.7)
Yeah, that's almost always the best idea, for pretty much every addon ever.malboro_urchin wrote:So I should finish with any Sun Paladin/Anorithil/Necromancer-with-Lichward-aspiration characters that I might have before installing this addon?
Finish your character with the same game version and same addon setup you had when you started that character.
New game version or new addons => make a new character.
Re: Midnight (v1.7)
Doesn't matter, addons are bound to save files, so adding this addon won't apply to existing characters.malboro_urchin wrote:So I should finish with any Sun Paladin/Anorithil/Necromancer-with-Lichward-aspiration characters that I might have before installing this addon?
My feedback meter decays into coding. Give me feedback and I make mods.
-
- Archmage
- Posts: 393
- Joined: Thu Dec 12, 2013 7:28 pm
Re: Midnight (v1.7)
Would this affect all future characters, or would I be able to choose whether I'm playing with vanilla or Midnight? Sorry for filling your addon thread with dumb questions, but this mod looks like it'll be the first one I'll be installing!HousePet wrote:Doesn't matter, addons are bound to save files, so adding this addon won't apply to existing characters.malboro_urchin wrote:So I should finish with any Sun Paladin/Anorithil/Necromancer-with-Lichward-aspiration characters that I might have before installing this addon?
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.
Re: Midnight (v1.7)
You can choose which addons are active in the addons menu before you create the character.
Maybe we need a sticky about addons in the dumb questions forum.
Maybe we need a sticky about addons in the dumb questions forum.
My feedback meter decays into coding. Give me feedback and I make mods.
-
- Archmage
- Posts: 393
- Joined: Thu Dec 12, 2013 7:28 pm
Re: Midnight (v1.7)
I didn't know there was this much functionality in applying addons! This is really cool! I'll now cease cluttering your thread with dumb questions (though I second that sticky about addons, I reckon said sticky would be useful both in the addons subforum and the dumb questions subforum) and start downloading Midnight!HousePet wrote:You can choose which addons are active in the addons menu before you create the character.
Maybe we need a sticky about addons in the dumb questions forum.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.
Re: Midnight (v1.7)
So is anyone feeling creative enough to draw up a zone for the Midnight training camp?
Or do I have to hold a competition and give the winner an artifact?
Or do I have to hold a competition and give the winner an artifact?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Midnight (v1.7.1)
Updated:
Sigils now scale that same as Glyphs
Celestial Aegis buffed.
Chromatic Flash buffed and corrected.
Anorithil's have gained the new Star-Fury category.
Starslingers have gained Excellence.
The Astrologer nerfed.
Corrupted Starscape no longer turns doors into walls and cannot be teleported out of.
Sigils now scale that same as Glyphs
Celestial Aegis buffed.
Chromatic Flash buffed and corrected.
Anorithil's have gained the new Star-Fury category.
Starslingers have gained Excellence.
The Astrologer nerfed.
Corrupted Starscape no longer turns doors into walls and cannot be teleported out of.
My feedback meter decays into coding. Give me feedback and I make mods.
-
- Archmage
- Posts: 393
- Joined: Thu Dec 12, 2013 7:28 pm
Re: Midnight (v1.7.1)
The order/level requirements of the new Star Fury tree make no sense.HousePet wrote:Updated:
Sigils now scale that same as Glyphs
Celestial Aegis buffed.
Chromatic Flash buffed and corrected.
Anorithil's have gained the new Star-Fury category.
Starslingers have gained Excellence.
The Astrologer nerfed.
Corrupted Starscape no longer turns doors into walls and cannot be teleported out of.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.
Re: Midnight (v1.7.1)
I cannot do anything about that.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Midnight (v1.7.1)
Had a LUA error. One of the infinite ones where the creature keeps using a ability over and over and pops up endless error messages.
In this case it was trying to cast Sigil of Facination.
In this case it was trying to cast Sigil of Facination.
Re: Midnight (v1.7.1)
Any chance of giving me said error?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Midnight (v1.7.1)
Nevermind, I found it.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Midnight (v1.7.1)
I'm playing a Moon Paladin running Disciple of Dusk, and every time the melee critical hit triggers the darkness burst I'm getting the LUA error below. (also, when this happens, whatever ability I triggered it with doesn't go on cooldown).
Also, for some reason I can't tell, I'm now permanently invisible - or at least I have the invisibility screen effect always active, even though my character sheet has Invisibility at 0. This is kind of distracting.
(edit: okay, it went away somehow, if it happens again I'll try and spot why. First time was when I cast Cloak in Night during an overworld ambush and left the zone with it still active, I think.)
Code: Select all
error = "Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /hooks/midnight/load.lua:29: attempt to index global 'tg' (a nil value)\
stack traceback:\
\9/hooks/midnight/load.lua:29: in function </hooks/midnight/load.lua:25>\
\9[string \"return function(l, self, data) local ok=false...\"]:1: in function <[string \"return function(l, self, data) local ok=false...\"]:1>\
\9/mod/class/interface/Combat.lua:927: in function 'attackTargetWith'\
\9/mod/class/interface/Combat.lua:179: in function 'attackTarget'\
\9/data/talents/misc/misc.lua:71: in function </data/talents/misc/misc.lua:51>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/ActorTalents.lua:174 bumpInto\
At /mod/class/Actor.lua:2928 attack\
At /engine/interface/ActorLife.lua:41 check\
At [string \"return function(self, x, y, what, ...) local ...\"]:1 checkAllEntities\
At /engine/Actor.lua:184 move\
At /mod/class/Actor.lua:1032 move\
At /mod/class/Player.lua:273 moveDir\
At /mod/class/Game.lua:1555 \
At /engine/KeyBind.lua:229 "
seen = true
reported = false
