[v1.3.0+] Wall Clock

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Zizzo
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Re: [v1.3.0+] Wall Clock

#16 Post by Zizzo »

As HousePet says, judging from the part of the stack trace you show, this looks like a temporary effect with a bad long_desc() method. If you still have the savefile and can reproduce the error, I could probably whip up a 1.7-compatible version of the debugging addon I tried earlier.
"Blessed are the yeeks, for they shall inherit Arda..."

rexorcorum
Graphical God
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Re: [v1.3.0+] Wall Clock

#17 Post by rexorcorum »

Sure, I'll nudge bunny then, cause it seems it's something connected with her LL class and if need be, will drop the save file and log here as well. Thanks! :)
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Zizzo
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Re: [v1.3.0+] Wall Clock

#18 Post by Zizzo »

Okay, I've attached the debugging addon. Copy this into your addons/ folder (renamed from .zip to .teaa, of course) and edit it into the savefile's desc.lua (the tag for the addon is 'ui_harden'). That should prevent the UI from flatlining, and will put a blue border on the icon for the effect that's breaking.
Attachments
tome-ui_harden.zip
(11.67 KiB) Downloaded 154 times
"Blessed are the yeeks, for they shall inherit Arda..."

rexorcorum
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Re: [v1.3.0+] Wall Clock

#19 Post by rexorcorum »

Thanks, Zizzo! The current save looks like is beyond salvation, but will keep testing stuff with this enabled, to see what does not explode, but has a nice blue border. :)
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

rexorcorum
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Re: [v1.3.0+] Wall Clock

#20 Post by rexorcorum »

A quick update - apparently the debugging addon does not play well with 1.7 and the official dlc's git branches, cause the game kinda exploded and DG received a puzzling error log from me :mrgreen:.
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

liondriel
Cornac
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Joined: Sun Apr 01, 2012 5:42 am

Re: [v1.3.0+] Wall Clock

#21 Post by liondriel »

This isn't working in 1.7.4 anymore, does it? I got it as part of Zomnibus Lite

rexorcorum
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Re: [v1.3.0+] Wall Clock

#22 Post by rexorcorum »

Nah, it's working perfectly with 1.7.4, the problem was with some future stuff that isn't out yet :).
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Zizzo
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Re: [v1.3.0+] Wall Clock

#23 Post by Zizzo »

liondriel wrote: Wed Nov 09, 2022 8:22 pm This isn't working in 1.7.4 anymore, does it? I got it as part of Zomnibus Lite
[sound F/X: testing] It's working for me. Remember, if you're getting it via ZOmnibus or ZOmnibus Lite, it'll be turned off by default; you'll have to turn it on in the game options.
"Blessed are the yeeks, for they shall inherit Arda..."

liondriel
Cornac
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Joined: Sun Apr 01, 2012 5:42 am

Re: [v1.3.0+] Wall Clock

#24 Post by liondriel »

Yeah, this was one of this user errors. Turns out, you actually need to turn it on in the settings, and it hadn't occured to me to check the Zomnibus settings.
Sorry. :)

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