Verdant Class Pack: v2.3
Moderator: Moderator
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: Verdant Class Pack: v2 Released!
ok so I kept testing my alternate woodland/jungle talents for awoken, and then decided to compare/contrast with base verdant and. they seem broken here too? It could be a /different/ addon conflict, I suppose.
Pitcher plants don't seem to gain melee damage from spellpower, and more importantly, hedge is causing an error on cast.
[LOG] Player casts Hedge.
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:150: in function </engine/interface/ActorTalents.lua:140>
Lua Error: /engine/interface/GameTargeting.lua:119: /engine/interface/ActorTalents.lua:150: /engine/Entity.lua:125: Entity definition has a closure: act has upvalue Talents
stack traceback:
[C]: in function 'error'
/engine/Entity.lua:125: in function 'init'
/engine/Object.lua:38: in function 'init'
/mod/class/Object.lua:84: in function 'init'
/engine/class.lua:147: in function 'new'
/data-verdant/talents/gifts/jungle.lua:281: in function 'damtype'
/engine/interface/ActorProject.lua:218: in function 'project'
/data-verdant/talents/gifts/jungle.lua:277: in function </data-verdant/talents/gifts/jungle.lua:263>
[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/GameTargeting.lua:119 fct
At /engine/interface/GameTargeting.lua:125 targetMode
At /engine/interface/GameTargeting.lua:254 targetMouse
At /mod/class/Game.lua:2157 fct
At /engine/Mouse.lua:58 receiveMouse
At /engine/Mouse.lua:98 delegate
At /mod/class/uiset/Minimalist.lua:2030 on_mouse
At /engine/LogDisplay.lua:190 mouseEvent
At /mod/class/uiset/Minimalist.lua:1697 fct
At /engine/Mouse.lua:58
I have no idea what that error means or I'd try to find why for you.
Pitcher plants don't seem to gain melee damage from spellpower, and more importantly, hedge is causing an error on cast.
[LOG] Player casts Hedge.
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:150: in function </engine/interface/ActorTalents.lua:140>
Lua Error: /engine/interface/GameTargeting.lua:119: /engine/interface/ActorTalents.lua:150: /engine/Entity.lua:125: Entity definition has a closure: act has upvalue Talents
stack traceback:
[C]: in function 'error'
/engine/Entity.lua:125: in function 'init'
/engine/Object.lua:38: in function 'init'
/mod/class/Object.lua:84: in function 'init'
/engine/class.lua:147: in function 'new'
/data-verdant/talents/gifts/jungle.lua:281: in function 'damtype'
/engine/interface/ActorProject.lua:218: in function 'project'
/data-verdant/talents/gifts/jungle.lua:277: in function </data-verdant/talents/gifts/jungle.lua:263>
[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/GameTargeting.lua:119 fct
At /engine/interface/GameTargeting.lua:125 targetMode
At /engine/interface/GameTargeting.lua:254 targetMouse
At /mod/class/Game.lua:2157 fct
At /engine/Mouse.lua:58 receiveMouse
At /engine/Mouse.lua:98 delegate
At /mod/class/uiset/Minimalist.lua:2030 on_mouse
At /engine/LogDisplay.lua:190 mouseEvent
At /mod/class/uiset/Minimalist.lua:1697 fct
At /engine/Mouse.lua:58
I have no idea what that error means or I'd try to find why for you.
Re: Verdant Class Pack: v2 Released!
Will fix the upvalue, but I can't see anything that would break the Pitcher Plant damage.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: Verdant Class Pack: v2 Released!
Are they working for you, then? Cause I have 18 spellpower, and my pitcher plants have damage 1 on their character sheet...
Also, another bug. Rare using treant aspect. I didn't see the details as something had thrown darkness tiles everywhere and I was frantically spamming my summons.
http://i.imgur.com/4yfo2DP.png
Also, another bug. Rare using treant aspect. I didn't see the details as something had thrown darkness tiles everywhere and I was frantically spamming my summons.
http://i.imgur.com/4yfo2DP.png
Re: Verdant Class Pack: v2 Released!
Haven't got around to bug stomping yet.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Verdant Class Pack: v2 Released!
Updated:
Psiclaws should now display on Embers races. Thanks Rexo.
Various dodgy bugs should be less dodgy and buggy.
Psiclaws should now display on Embers races. Thanks Rexo.
Various dodgy bugs should be less dodgy and buggy.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Low Yeek
- Posts: 9
- Joined: Fri May 14, 2010 7:16 pm
Re: Verdant Class Pack: v2 Released!
I've been looking for mods for my game, but since I have trouble uninstalling them, I'd like to know how stable and balanced these classes are.
Re: Verdant Class Pack: v2 Released!
Errr... Well obviously all my mods are very stable and balanced. 

My feedback meter decays into coding. Give me feedback and I make mods.
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- Wayist
- Posts: 22
- Joined: Wed Aug 24, 2016 7:41 am
Re: Verdant Class Pack: v2 Released!
I second that you CAN uninstall Verdant if you want too. Just tested. How long ago did you attempt to mod the game and how did you do it? I have never had any trouble uninstalling any mods except custom sprites.
Re: Verdant Class Pack: v2 Released!
Shin Majin wrote:I've been looking for mods for my game, but since I have trouble uninstalling them, I'd like to know how stable and balanced these classes are.
Currently, it is impossible to "uninstall" most addons that are already active in a current save unless you remove the addon from your addons folder or remove the addon from the addon list with a bit of save editing. I don't suggest either of these as they'll will both most likely break the game... Depending on the addon removed.
A little bit of a starters guide written by yours truly here.
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- Low Yeek
- Posts: 9
- Joined: Fri May 14, 2010 7:16 pm
Re: Verdant Class Pack: v2 Released!
It was the Beholder race. I manage my mods through the Steam workshop, and it would never disappear from my race selection, even after uninstalling and reinstalling the game. In the end, I had to delete all game files manually, which of course had other consequences.
Re: Verdant Class Pack: v2 Released!
By going into the addons menu, you can choose to specifically to disable certain addons. Of course, deleting an addon from the Tales of Maj'Eyal main game folder (via. Tales of Maj'Eyal<game<addons), but if you are subscribed to an addon thru steam workshop, it will redownload the addon whenever it sees it missing from the addons folder or there is a new update for said addon.
So, in order to solve your problem either A.) disable the addon via. The main menu<addons, click on the addon until it's manual:disabled and then start a new game or... B.) unsubscribe from the addon on the steamwork shop, delete it from your addon folder and then start a new game.
I hope I didn't make any grammatical mistakes.
So, in order to solve your problem either A.) disable the addon via. The main menu<addons, click on the addon until it's manual:disabled and then start a new game or... B.) unsubscribe from the addon on the steamwork shop, delete it from your addon folder and then start a new game.
I hope I didn't make any grammatical mistakes.
A little bit of a starters guide written by yours truly here.
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: Verdant Class Pack: v2 Released!
(comes in, wincing apologetically)
Either I have an addon conflict or I found another problem...
Fertilize doesn't seem to be proccing. at all. Like, I hacked myself to have so many levels in it the chance was 100% and it wasn't proccing. I have the fertilize code copied and doubled for the Awoken's clone version, but they should work without affecting each other. Maybe there's another addon somewhere that's messing with takehit after we are?
Either I have an addon conflict or I found another problem...
Fertilize doesn't seem to be proccing. at all. Like, I hacked myself to have so many levels in it the chance was 100% and it wasn't proccing. I have the fertilize code copied and doubled for the Awoken's clone version, but they should work without affecting each other. Maybe there's another addon somewhere that's messing with takehit after we are?
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- Archmage
- Posts: 362
- Joined: Tue Nov 09, 2010 7:43 pm
Re: Verdant Class Pack: v2 Released!
Currently the druids antimagic-harmony effect is not working correctly for me I get the buff instead of the antimagic thing but it still makes my sustains fail (tested with both normal druid and multiclass druid/woodsman).
Re: Verdant Class Pack: v2 Released!
Could be another addon conflicting. I have to do a bad function overwrite to do that bit. 

My feedback meter decays into coding. Give me feedback and I make mods.
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- Archmage
- Posts: 362
- Joined: Tue Nov 09, 2010 7:43 pm
Re: Verdant Class Pack: v2 Released!
Issue with latest verdant in 1.5:
##Use Talent Lua Error## T_ATTACK Actor: 10018 fire drake hatchling
Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /data-verdant/talents/gifts/woodland.lua:230: attempt to index global 'Talents' (a nil value)
stack traceback:
/data-verdant/talents/gifts/woodland.lua:230: in function 'check'
/engine/interface/ActorLife.lua:91: in function 'die'
/mod/class/Actor.luain function 'die'
/mod/addons/ashes-urhrok/superload/mod/class/Actor.lua:25: in function 'die'
/mod/addons/orcs/superload/mod/class/Actor.lua:123: in function 'die'
[string "if engine.version_compare(game.__mod_info.ver..."]:143: in function 'die'
/mod/class/interface/PartyDeath.lua:39: in function 'die'
/mod/class/interface/ActorLife.lua:33: in function 'takeHit'
/mod/class/Actor.luain function 'basetakeHit'
/mod/addons/verdant/superload/mod/class/Actor.lua:46: in function 'basetakeHit'
/mod/addons/midnight/superload/mod/class/Actor.lua:61: in function 'basetakeHit'
...
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function 'defaultProjector'
/data/damage_types.lua:702: in function 'projector'
/mod/class/interface/Combat.lua:600: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:225: 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:160: in function </engine/interface/ActorTalents.lua:149>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:322 useTalent
At /mod/class/interface/Combat.lua:37 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:1317 move
At /engine/ai//simple.lua:140 runAI
At /engine/ai//simple.lua:196 runAI
At /engine/ai//talented.lua:67 doAI
At /mod/class/NPC.lua:75 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1386 base_tick
At /mod/addons/turn_separators/superload/mod/class/Game.lua:45 base_tick
At ...addons/improved_combat_text/superload/mod/class/Game.lua:61
---------------- Stack Dump ----------------