Verdant Class Pack: v2.3

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sajberhippien
Halfling
Posts: 114
Joined: Thu Jan 14, 2016 11:10 am

Re: Verdant Class Pack: v2 Released!

#241 Post by sajberhippien »

HousePet wrote:Updated to fix a Giant Bug.
That made me chuckle.

Thanks a lot for all the great work you're doing.

astralInferno
Uruivellas
Posts: 757
Joined: Mon Jan 27, 2014 10:40 am

Re: Verdant Class Pack: v2 Released!

#242 Post by astralInferno »

With verdant enabled, wyrmic is not receiving Undead Drake talents (unlockable in Embers). Without it, it is. I suspect verdant just needs to put
getBirthDescriptor("subclass", "Wyrmic").unlockable_talents_types = getBirthDescriptor("subclass", "Wyrmic").unlockable_talents_types or {}
at the start, same as Embers has.

nukularpower
Halfling
Posts: 82
Joined: Tue Nov 06, 2012 5:37 am

Re: Verdant Class Pack: v2 Released!

#243 Post by nukularpower »

What the guy above me said ^

HousePet
Perspiring Physicist
Posts: 6166
Joined: Sun Sep 09, 2012 7:43 am

Re: Verdant Class Pack: v2 Released!

#244 Post by HousePet »

Updated for 1.4.5 and Embers.
My feedback meter decays into coding. Give me feedback and I make mods.

Hellcommander
Archmage
Posts: 359
Joined: Tue Nov 09, 2010 7:43 pm

Re: Verdant Class Pack: v2 Released!

#245 Post by Hellcommander »

Found error
[LOG] Girin become impervious to physical effects.
[ENGINE] Setting requested FPS to 60 (16 ms)
Lua Error: /data-verdant/talents/gifts/winds.lua:47: attempt to index global 'target' (a nil value)
At [C]:-1 __index
At /data-verdant/talents/gifts/winds.lua:47 do_zephyr
At /hooks/verdant/load.lua:242
At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
At /mod/addons/midnight/superload/mod/class/Actor.lua:214 actBase
At /engine/GameEnergyBased.lua:119 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1277
---------------- Stack Dump ----------------

Melac
Wayist
Posts: 25
Joined: Wed Mar 16, 2016 10:05 am

Re: Verdant Class Pack: v2 Released!

#246 Post by Melac »

Finished the quest that would normally unlock fungal, and now gives Wild Drake Aspect, I believe? But instead of getting that, it said I gained Fungal, got a lua error, and then left me stuck talking to Myssil, only able to keep gaining the Fungal tree repeatedly.

astralInferno
Uruivellas
Posts: 757
Joined: Mon Jan 27, 2014 10:40 am

Re: Verdant Class Pack: v2 Released!

#247 Post by astralInferno »

It should give both, I think...

HousePet
Perspiring Physicist
Posts: 6166
Joined: Sun Sep 09, 2012 7:43 am

Re: Verdant Class Pack: v2 Released!

#248 Post by HousePet »

:|
My feedback meter decays into coding. Give me feedback and I make mods.

billxu
Posts: 1
Joined: Tue Apr 19, 2016 4:02 am

Re: Verdant Class Pack: v2 Released!

#249 Post by billxu »

Melac wrote:Finished the quest that would normally unlock fungal, and now gives Wild Drake Aspect, I believe? But instead of getting that, it said I gained Fungal, got a lua error, and then left me stuck talking to Myssil, only able to keep gaining the Fungal tree repeatedly.
There are something wrong with the lua file (/hooks/load.lua), where all "who" should be replaced with "player" (for "who" seems not been defined in the load.lua).

I've also changed the mastery while unlocked so you will get all of the new trees at 1.3 (if you use the -1.3 file), or at 1.0 as the original file (-1.0 file).

The fixed add-on files can be downloaded here: https://megaupload.net/d-d20eaa85. Just unzip it, select one of the two .teea files, rename it as "tome-verdant.teaa" and copy it to \TalesMajEyal\game\addons to replace the original file.

Good luck!

Melac
Wayist
Posts: 25
Joined: Wed Mar 16, 2016 10:05 am

Re: Verdant Class Pack: v2 Released!

#250 Post by Melac »

billxu wrote:
Melac wrote:Finished the quest that would normally unlock fungal, and now gives Wild Drake Aspect, I believe? But instead of getting that, it said I gained Fungal, got a lua error, and then left me stuck talking to Myssil, only able to keep gaining the Fungal tree repeatedly.
There are something wrong with the lua file (/hooks/load.lua), where all "who" should be replaced with "player" (for "who" seems not been defined in the load.lua).

I've also changed the mastery while unlocked so you will get all of the new trees at 1.3 (if you use the -1.3 file), or at 1.0 as the original file (-1.0 file).

The fixed add-on files can be downloaded here: https://megaupload.net/d-d20eaa85. Just unzip it, select one of the two .teea files, rename it as "tome-verdant.teaa" and copy it to \TalesMajEyal\game\addons to replace the original file.

Good luck!
Is there anywhere else the file can be found? Megaupload is kind of... dead. At least, it won't open for me.

HousePet
Perspiring Physicist
Posts: 6166
Joined: Sun Sep 09, 2012 7:43 am

Re: Verdant Class Pack: v2 Released!

#251 Post by HousePet »

Oh, I need to update this, and I'm going away for most of the weekend. :(
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6166
Joined: Sun Sep 09, 2012 7:43 am

Re: Verdant Class Pack: v2 Released!

#252 Post by HousePet »

Updated.
Fixed something to do with Zephyr.
Myssil should correctly grant Wild Drake category to Wyrmics.
Temporal Wyrm Heart should grant Blink Drake Aspect to any non antimagic character.
My feedback meter decays into coding. Give me feedback and I make mods.

Chronosplit
Archmage
Posts: 312
Joined: Fri Oct 09, 2015 2:27 pm

Re: Verdant Class Pack: v2 Released!

#253 Post by Chronosplit »

Bit of a slight request for convenience, would it be at all possible to update the new Runes and Infusions in both Arcanum and Verdant to work with the Enhanced Object Compare addon? There's some details at this post in the ZOmnibus Addon Pack's thread of how to do so.

They certainly work without bugs and whatnot without such support so it's not an immediate need at all, but the runes also act like you don't have another one on your body when you attempt to compare them. The weapons all work with this no problem, so it's only the added runes/infusions that need attention.

HousePet
Perspiring Physicist
Posts: 6166
Joined: Sun Sep 09, 2012 7:43 am

Re: Verdant Class Pack: v2 Released!

#254 Post by HousePet »

Can do.
My feedback meter decays into coding. Give me feedback and I make mods.

astralInferno
Uruivellas
Posts: 757
Joined: Mon Jan 27, 2014 10:40 am

Re: Verdant Class Pack: v2 Released!

#255 Post by astralInferno »

Avatar of Seasons is broken, again. I've looked up why; the hook is looking for HP_AVATAR_OF_NATURE and yet...
short_name = "HP_AVATAR_OF_SEASONS",

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