Improved Glutton mod for Glutton mod
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- Archmage
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- Joined: Tue Nov 09, 2010 7:43 pm
Improved Glutton mod for Glutton mod
I created this mod to fix issues with the glutton, re-balance the talents a bit, adding passive tree to glutton, and make it a more enjoyable class (still being worked on by me but you can help be get it working if you want). Included my planning txt document for the mod so far in the 7zip. Link to file at https://www.dropbox.com/s/y9r852lsi1rko ... glutton.7z. 3 of 4 new generic talents should hopefully work but I've not tested and it will likely not. I might need help completing the planned abilities of the last talent (it effects multiply talents and some damage types). Included in the txt document are copied ideas i posted before on the now locked for editing glutton forum post. I well also need some way to id if the talent chosen by rnd is a generic or not. Some of the changes I have included: divided the talent pools into class talents (this includes anything not labeled as a generic talent) and a generic pool (takes 6 con for every generic instead of 4 as the class pool is), created passives to increase the available talent pools of each (each point in skill includes equal increase to the number of max talent levels), it now rounds down instead of up to improve balance somewhat for the talent calculations, excluded none working talents (for player) from possible talents and excluded getting talents that you begin with masteries in, reduced the cool down of a number of talents to make more available, added tweak subjected by Zonk to allow the player/glutton to devour trees, added passive to reduce rate glutton gets hungry, others tweaks I can't recall, and I'm open to more tweaks and improvements. Link to authors addon page http://forums.te4.org/viewtopic.php?f=5 ... t=+glutton sorry if I forgot to link it in the post readme (does have credits) author of the mod is desophos and this was just meant as a addon for me to try adding features and fixes to the great mod.
Last edited by Hellcommander on Mon Jul 21, 2014 2:42 am, edited 1 time in total.
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- Archmage
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- Joined: Tue Nov 09, 2010 7:43 pm
Re: Improved Glutton mod for Glutton mod
New update on mod fix some things so that the conditions should would. Made some edits and added ideas for talent bonuses at max. https://www.dropbox.com/s/y9r852lsi1rko ... glutton.7z
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- Archmage
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Re: Improved Glutton mod for Glutton mod
added comments to file with some plans, added ability to consume randarts with consume artifect, need method to cap the max amount that you can get from consume artifect to prevent unbalanced abuse (at least now it can be used on more items), need idea for better bonus for consuming antimagic and what the cap should be, and some other things any help would be good. (author of glutton mod is welcome to merge my mod into his)
- Attachments
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- improved-glutton.7z
- (23.71 KiB) Downloaded 222 times
Re: Improved Glutton mod for Glutton mod
Fixed.Hellcommander wrote:(author of glutton mod is welcome to consume my mod)

My feedback meter decays into coding. Give me feedback and I make mods.
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- Archmage
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Re: Improved Glutton mod for Glutton mod
Want to help me finish up the last skill (skill itself is blank passive stuff just will need to check for the skill level) and do you know a way I can put a maximum cap on consume artifact? I'm very much a newbie at modding TOME any help would be great (got ideas for righting most of code by looking at random mods and tome module file).
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- Archmage
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- Joined: Tue Nov 09, 2010 7:43 pm
Re: Improved Glutton mod for Glutton mod
Going to merge into his mod anyway and release as a reworked branch anyway (credits to creator of course) so that I can fix superload added functions and more easily edit his talents and class (now starts with 4 more con and 10 less hp btw).
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- Archmage
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Re: Improved Glutton mod for Glutton mod
Can't seem to get this to so up in my addons list. Can someone help me put a cap on the consume artifact ability and get the unlearn function to work with nullpack and marson ui.
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- tome-reworked-glutton.7z
- (102.14 KiB) Downloaded 192 times
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- Archmage
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Re: Improved Glutton mod for Glutton mod
Here are my current notes for the mod so far
- Attachments
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- plans for glutton fix addon.txt
- (9.16 KiB) Downloaded 234 times
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- Archmage
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Re: Improved Glutton mod for Glutton mod
Here is latest version of the reworked glutton mod not showing up for class selection yet (needs fixed) fix anyone can fix it it would be nice so I can start testing it at least.
- Attachments
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- tome-reworked-glutton.7z
- (104.51 KiB) Downloaded 242 times
Re: Improved Glutton mod for Glutton mod
You should upload it to te4.or (with the ingame tools) ; more easily tested this way
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Improved Glutton mod for Glutton mod
You should start by changing version = {1.1.5} to version = {1,1,5} in init.lua. Then you will start seeing errors in te4_log.txt
I tried to correct some, but there are too many and i dont understand code too well.
Still can try to comment all the erros that i dont know how to fix and upload here if you want.
I tried to correct some, but there are too many and i dont understand code too well.
Still can try to comment all the erros that i dont know how to fix and upload here if you want.
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- Archmage
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- Joined: Tue Nov 09, 2010 7:43 pm
Re: Improved Glutton mod for Glutton mod
Thanks I haven't uploaded yet because it doesn't show in addon manager yet (not finished yet still stuff to do also)
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- Archmage
- Posts: 362
- Joined: Tue Nov 09, 2010 7:43 pm
Re: Improved Glutton mod for Glutton mod
With that change it still does not show up.......
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- Archmage
- Posts: 362
- Joined: Tue Nov 09, 2010 7:43 pm
Re: Improved Glutton mod for Glutton mod
Could you post the errors please?
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- Archmage
- Posts: 362
- Joined: Tue Nov 09, 2010 7:43 pm
Re: Improved Glutton mod for Glutton mod
Good the mod to load copying all files into already loaded glutton mod and found error gets stuck at 100 percent but at least it is able to read.
Lua Error: /engine/utils.lua
/data-glutton/talents/feast.lua:39: '<name>' expected near '('
At [C]:-1
At [C]:-1 error
At /engine/utils.lua:1534 loadfilemods
At /engine/interface/ActorTalents.lua:31 loadDefinition
At /engine/interface/ActorTalents.lua:38 load
At /data-glutton/talents/gluttony.lua:45 f
At /engine/interface/ActorTalents.lua:41 loadDefinition
At /hooks/glutton/load.lua:12
At [string "return function(l, self, data) local ok=false..."]:1
At /mod/load.lua:309
At [C]:-1 require
At /engine/Module.lua:158 load
At /engine/Module.lua:796 instanciate
At /engine/utils.lua:1902 showMainMenu
At /engine/init.lua:153
At [C]:-1 dofile
At /loader/init.lua:196
Lua Error: attempt to call a nil value
At [C]:-1
Lua Error: /engine/utils.lua
At [C]:-1
At [C]:-1 error
At /engine/utils.lua:1534 loadfilemods
At /engine/interface/ActorTalents.lua:31 loadDefinition
At /engine/interface/ActorTalents.lua:38 load
At /data-glutton/talents/gluttony.lua:45 f
At /engine/interface/ActorTalents.lua:41 loadDefinition
At /hooks/glutton/load.lua:12
At [string "return function(l, self, data) local ok=false..."]:1
At /mod/load.lua:309
At [C]:-1 require
At /engine/Module.lua:158 load
At /engine/Module.lua:796 instanciate
At /engine/utils.lua:1902 showMainMenu
At /engine/init.lua:153
At [C]:-1 dofile
At /loader/init.lua:196
Lua Error: attempt to call a nil value
At [C]:-1