Intrinsic Deception - No Cloak Required (Issue Resolved)

A place to post your add ons and ideas for them

Moderator: Moderator

Post Reply
Message
Author
Steven Aus
Archmage
Posts: 366
Joined: Sat Dec 13, 2014 3:38 pm

Intrinsic Deception - No Cloak Required (Issue Resolved)

#1 Post by Steven Aus »

Fork of the Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions if you have beaten Outpost Leader John with two different Tinker classes in Embers of Rage DLC.

There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. NOTE: this addon overloads the Maj'Eyal undead starting quest details, chats and Necromancer lore notes that are in the starting dungeon, so any other mod that touches those would be incompatible. They make it known that the reason the ritual failed to bind you to the necromancer was because it was constructed to make you appear human.

Currently the Necromancer has 50% chance to drop a basic item, and a 50% chance to drop some gold. If I have it right, you have 25% chance to get both, 50% chance to get either the item or the gold, or 25% chance to get nothing. Let me know if you'd rather have one guaranteed item in the next version.

EDIT: I've looked at the original game code and found that the choice to upgrade the Cloak of Deception to a permanent ability only appears if you have that Cloak, so this question won't come up with this addon activated (and your undead character having intrinsic deception).

Also, give me your suggestions whether you would like, or what powers you think would be appropriate, for some kind of "Show True Form" ability for Maj'Eyal undead, which gives a bonus in exchange to making all normally friendly or neutral NPCs temporarily hostile.

Steven Aus
Archmage
Posts: 366
Joined: Sat Dec 13, 2014 3:38 pm

Re: Intrinsic Deception - No Cloak Required (Issue Resolved)

#2 Post by Steven Aus »

NOTE: I have discovered that because the check in the unmodded game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended.

So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators.

To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5).

Steven Aus
Archmage
Posts: 366
Joined: Sat Dec 13, 2014 3:38 pm

Re: Intrinsic Deception - No Cloak Required (Issue Resolved)

#3 Post by Steven Aus »


Steven Aus
Archmage
Posts: 366
Joined: Sat Dec 13, 2014 3:38 pm

Re: Intrinsic Deception - No Cloak Required (Issue Resolved)

#4 Post by Steven Aus »

I have had an issue reported on Steam regarding no escorts appearing for a ghoul made using this addon. For those who are interested, can you take a look at the code? AFAIK it's to do with the latest version of this addon, which is available here:

https://te4.org/games/addons/tome/intrinsicdeception

Specifically, I need to find out why the escorts didn't appear.

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

Re: Intrinsic Deception - No Cloak Required (Issue Resolved)

#5 Post by HousePet »

Haven't looked at the code (sorry), but did you know that some of the escort locations are defined in the races birth file? (or they used to be)
I'm guessing you could have accidently removed it.
My feedback meter decays into coding. Give me feedback and I make mods.

Steven Aus
Archmage
Posts: 366
Joined: Sat Dec 13, 2014 3:38 pm

Re: Intrinsic Deception - No Cloak Required (Issue Resolved)

#6 Post by Steven Aus »

Yes, I was aware of something like that. I wonder how that could have happened though, since I didn't entirely replace the birth file, I just added a superload to it.

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

Re: Intrinsic Deception - No Cloak Required (Issue Resolved)

#7 Post by HousePet »

I am also puzzled, since the escort locations has its own table attached to the race definition.

Perhaps you could check the log file when the character is created, as that is when the locations are determined and printed in the log?
My feedback meter decays into coding. Give me feedback and I make mods.

Zizzo
Sher'Tul Godslayer
Posts: 2512
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: Intrinsic Deception - No Cloak Required (Issue Resolved)

#8 Post by Zizzo »

Steven Aus wrote:I have had an issue reported on Steam regarding no escorts appearing for a ghoul made using this addon. For those who are interested, can you take a look at the code? AFAIK it's to do with the latest version of this addon, which is available here:

https://te4.org/games/addons/tome/intrinsicdeception

Specifically, I need to find out why the escorts didn't appear.
Hmm, escort locations are computed in Player:onBirth(); are you touching that? [downloads addon] [sound F/X: source diving] Ah, yes, you're superloading it — and you forgot to call super_onBirth(). That would pretty much do it. :wink:
"Blessed are the yeeks, for they shall inherit Arda..."

Post Reply