Midnight (v1.13)

A place to post your add ons and ideas for them

Moderator: Moderator

Post Reply
Message
Author
HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7)

#76 Post by HousePet »

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

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Midnight (v1.7)

#77 Post by malboro_urchin »

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.
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.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Midnight (v1.7)

#78 Post by Doctornull »

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?
Yeah, that's almost always the best idea, for pretty much every addon ever.

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.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7)

#79 Post by HousePet »

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?
Doesn't matter, addons are bound to save files, so adding this addon won't apply to existing characters.
My feedback meter decays into coding. Give me feedback and I make mods.

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Midnight (v1.7)

#80 Post by malboro_urchin »

HousePet wrote:
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?
Doesn't matter, addons are bound to save files, so adding this addon won't apply to existing characters.
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!
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.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7)

#81 Post by HousePet »

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

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Midnight (v1.7)

#82 Post by malboro_urchin »

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.
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!
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.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7)

#83 Post by HousePet »

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

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7.1)

#84 Post by HousePet »

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

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Midnight (v1.7.1)

#85 Post by malboro_urchin »

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.
The order/level requirements of the new Star Fury tree make no sense.
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.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7.1)

#86 Post by HousePet »

I cannot do anything about that.
My feedback meter decays into coding. Give me feedback and I make mods.

Taelzen
Wayist
Posts: 20
Joined: Sun Jan 13, 2013 5:02 am

Re: Midnight (v1.7.1)

#87 Post by Taelzen »

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.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7.1)

#88 Post by HousePet »

Any chance of giving me said error?
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Midnight (v1.7.1)

#89 Post by HousePet »

Nevermind, I found it.
My feedback meter decays into coding. Give me feedback and I make mods.

Dallan
Low Yeek
Posts: 5
Joined: Sat Jan 26, 2013 6:16 am

Re: Midnight (v1.7.1)

#90 Post by Dallan »

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).

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
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. :D (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.)

Post Reply