Arcanum Class Pack v2.3
Moderator: Moderator
Re: Arcanum Class Pack v2.2.3
Neither of those error messages appear to be caused by hitting with a zircon enhanced weapon.
And the line number have changed since then, so a fresh error message would be helpful.
And the line number have changed since then, so a fresh error message would be helpful.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2.2.3
Oops, I am a big sorry for wrong point.HousePet wrote:Neither of those error messages appear to be caused by hitting with a zircon enhanced weapon.
And the line number have changed since then, so a fresh error message would be helpful.
Here, fresh and new error log:
Code: Select all
error = "Lua Error: /engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:148: ...arcanum/talents/spells/advanced-martial-enchantments.lua:109: attempt to index field 'gem' (a nil value)\
stack traceback:\
\9...arcanum/talents/spells/advanced-martial-enchantments.lua:109: in function <...arcanum/talents/spells/advanced-martial-enchantments.lua:108>\
\9/mod/class/interface/Combat.lua:825: in function 'attackTargetWith'\
\9/mod/class/interface/Combat.lua:172: in function 'attackTarget'\
\9/data-arcanum/talents/spells/inanimation.lua:40: in function </data-arcanum/talents/spells/inanimation.lua:32>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:145: in function </engine/interface/ActorTalents.lua:138>\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/GameTargeting.lua:118 fct\
At /engine/interface/GameTargeting.lua:124 targetMode\
At /engine/interface/GameTargeting.lua:253 targetMouse\
At /mod/class/Game.lua:2113 fct\
At /engine/Mouse.lua:56 "
seen = true
reported = false
Re: Arcanum Class Pack v2.2.3
Okay, finally fixed it.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2.2.3
Should Alchemist protection, protect golem from going to sleep if hit with chloroform bomb? Most of their talent don't hit each other.
Re: Arcanum Class Pack v2.2.3
The golem isn't sleep immune? 

My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2.2.3
(enchanted) Sandy ritual blade when used by Flying Weapon crashes inanimation script:
... when used by standart atttack, it is crashed script too:
te4 1.3.1, arcanum 2.2.7
Code: Select all
error = "Lua Error: /engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:148: /data/damage_types.lua:2336: attempt to index local 'dam' (a number value)\
stack traceback:\
\9/data/damage_types.lua:2336: in function 'projector'\
\9/mod/class/interface/Combat.lua:533: in function 'attackTargetWith'\
\9/mod/class/interface/Combat.lua:172: in function 'attackTarget'\
\9/data-arcanum/talents/spells/inanimation.lua:40: in function </data-arcanum/talents/spells/inanimation.lua:32>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:145: in function </engine/interface/ActorTalents.lua:138>\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/GameTargeting.lua:118 fct\
At /engine/interface/GameTargeting.lua:124 targetMode\
At /engine/interface/GameTargeting.lua:185 accept\
At /engine/interface/GameTargeting.lua:192 fct\
At /engine/interface/PlayerHotkeys.lua:316 \
At /engine/KeyBind.lua:229 "
seen = true
reported = false
Code: Select all
error = "Lua Error: /engine/interface/ActorTalents.lua:271: /engine/interface/ActorTalents.lua:248: /engine/interface/ActorTalents.lua:148: /data/damage_types.lua:2336: attempt to index local 'dam' (a number value)\
stack traceback:\
\9/data/damage_types.lua:2336: in function 'projector'\
\9/mod/class/interface/Combat.lua:533: in function 'attackTargetWith'\
\9/mod/class/interface/Combat.lua:172: in function 'attackTarget'\
\9/data/talents/misc/misc.lua:75: in function </data/talents/misc/misc.lua:54>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:145: in function </engine/interface/ActorTalents.lua:138>\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/ActorTalents.lua:271 bumpInto\
At /mod/class/Actor.lua:3342 attack\
At /engine/interface/ActorLife.lua:41 check\
At [string \"return function(self, x, y, what, ...) local ...\"]:1 checkAllEntities\
At /engine/Actor.lua:198 move\
At /mod/class/Actor.lua:1260 move\
At /mod/class/Player.lua:296 move\
At /engine/interface/PlayerMouse.lua:61 mouseMove\
At /engine/interface/PlayerMouse.lua:133 mouseHandleDefault\
At /mod/class/Game.lua:2151 fct\
At /engine/Mouse.lua:56 "
seen = true
reported = false
Re: Arcanum Class Pack v2.2.3
Oh, I'm guessing it does the sand damage type, which has to have a table as the damage value or it breaks.
I've got a fix for it in Verdant.
Will look into it.
I've got a fix for it in Verdant.
Will look into it.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2.2.3
Description (may be code too) bug: Metal Alchemy - Shrapnel Shell :
"<...> attacker will take 0.0 damage" regardless of a talent level.
btw, FR: Angolwen Academy - Training:
Along with a class in gem-consuming category give to PC 'Create Alchemist Gems' for a free? Namely, Explosive Admixtures and Golemancy.
"<...> attacker will take 0.0 damage" regardless of a talent level.
btw, FR: Angolwen Academy - Training:
Along with a class in gem-consuming category give to PC 'Create Alchemist Gems' for a free? Namely, Explosive Admixtures and Golemancy.
Re: Arcanum Class Pack v2.2.3
one more thing with alchemist after activating poison or metal infusion, activating another will not take them off, so you end up with 2 infusion active at one time.
another way look fine (having fire/cold/lighting/acid infusion, and activating poison/metal, turn of first infusion)
another way look fine (having fire/cold/lighting/acid infusion, and activating poison/metal, turn of first infusion)
Re: Arcanum Class Pack v2.2.3
It appears that Shrapnel Shell requires the golem alive so it can calculate if the golem is altering the amount of damage the Shell does. Does it work fine with the golem active?
tokariew: That should be working okay, do you have any other addons altering alchemist talents active?
tokariew: That should be working okay, do you have any other addons altering alchemist talents active?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2.2.3
Yes, with active golem it displays correct value.HousePet wrote:It appears that Shrapnel Shell requires the golem alive so it can calculate if the golem is altering the amount of damage the Shell does. Does it work fine with the golem active?
Re: Arcanum Class Pack v2.2.3
i think i have only not conflicting addons: https://www.dropbox.com/s/bceldx4brvtzz ... 7.mp4?dl=0
i don't even install nullpack, which i know can conflict.
i don't even install nullpack, which i know can conflict.
Re: Arcanum Class Pack v2.2.3
Disenchant on vampire with active {shielding, vampiric gift, fiery hands, shock hands} gave script error. Second disenchant removed remained sustains (fiery & shock hands) without problems.
Code: Select all
error = "Lua Error: /engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:148: /engine/Entity.lua:922: attempt to perform arithmetic on a table value\
stack traceback:\
\9/engine/Entity.lua:922: in function 'recursive'\
\9/engine/Entity.lua:959: in function 'removeTemporaryValue'\
\9/data-arcanum/timed_effects.lua:285: in function 'deactivate'\
\9/engine/interface/ActorTemporaryEffects.lua:199: in function 'removeEffect'\
\9/data-arcanum/talents/spells/disenchantment.lua:152: in function </data-arcanum/talents/spells/disenchantment.lua:105>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:145: in function </engine/interface/ActorTalents.lua:138>\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/GameTargeting.lua:118 fct\
At /engine/interface/GameTargeting.lua:124 targetMode\
At /engine/interface/GameTargeting.lua:185 accept\
At /engine/interface/GameTargeting.lua:192 fct\
At /engine/interface/PlayerHotkeys.lua:316 \
At /engine/KeyBind.lua:229 "
seen = true
reported = false
Re: Arcanum Class Pack v2.2.3
Casting Runestaff crashes script:
And side note about Disenchant Item. Why not to allow use disenchant modes from previous skill levels. e.g., on 2+ skill level caster may select to save item or save gem|rune, and so on.
Code: Select all
error = "Lua Error: /data-arcanum/talents/spells/enchanted-trinkets.lua:204: attempt to index global 'combat' (a nil value)\
At [C]:-1 __newindex\
At /data-arcanum/talents/spells/enchanted-trinkets.lua:204 action\
At /mod/dialogs/ShowInventory.lua:95 use\
At /mod/dialogs/ShowInventory.lua:40 fct\
At /engine/ui/Inventory.lua:121 fct\
At /engine/ui/ListColumns.lua:462 onUse\
At /engine/ui/ListColumns.lua:134 fct\
At /engine/Mouse.lua:56 receiveMouse\
At /engine/Mouse.lua:94 delegate\
At /engine/ui/Inventory.lua:189 mouseEvent\
At /engine/ui/Inventory.lua:135 fct\
At /engine/Mouse.lua:56 receiveMouse\
At /engine/Mouse.lua:94 delegate\
At /engine/ui/Dialog.lua:602 mouseEvent\
At /engine/ui/Dialog.lua:343 fct\
At /engine/Mouse.lua:56 "
seen = true
reported = false