Arcanum Class Pack v2.3
Moderator: Moderator
Re: Arcanum Class Pack v2.1.2
Seems to have been a disconnection between the te4 version and the steam workshop version.
Have corrected it.
Also corrected Glowing Orb and made Fiery/Shock Hands work on ranged weapons.
Have corrected it.
Also corrected Glowing Orb and made Fiery/Shock Hands work on ranged weapons.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2.1.2
ah...well. thank you, but it didn't seem to work. unless i have to make something in order for the update to being effective?
well, just in case here's a copy of the log for each lua error, if it can help.
when i press c (resis and such, i use default setting), that's the same as thexare.
when i press m (idem, default setting)
when my mouse pass over the ancient rune icon, i thought it was the same as thexare but after a more carefull view, it seem to be a little different :
and finally when i right click on the hotkeys bar :
can't understand a single lign out of it but, well, i guess maybe someone else can. i let you see if it is usefull. if you need any other feedback just ask, i'll test it.
oh and if it is relevant my currents addons are : arcanum of course, item vault, stone warden (currently disabled), enhanced escort. i tried to switch all of them on/off (except for arcanum, i thought that might be a bad idea). i did have a few other addon when i start this game and some others while this game was already running but i deleted them. was just doing some test in parallel of my start and i don't like having a lot of addons running in the same time if i don't use them.
well, now as i have to pause from my anorithil, i'll work on unlocking wildfire with a class that have a little more fire power.
well, just in case here's a copy of the log for each lua error, if it can help.
when i press c (resis and such, i use default setting), that's the same as thexare.
when i press m (idem, default setting)
Code: Select all
Lua Error: /data-arcanum/inscriptions.lua:217: attempt to index field 'restore' (a nil value)
At [C]:-1 __index
At /data-arcanum/inscriptions.lua:217 old_info
At /data-arcanum/inscriptions.lua:49 info
At /engine/interface/ActorTalents.lua:78 info
At /mod/class/Actor.lua:5103 getTalentFullDescription
At /mod/dialogs/UseTalents.lua:311 generateList
At /mod/dialogs/UseTalents.lua:66 init
At /engine/class.lua:97 new
At /mod/class/Game.lua:1794 f
At /mod/class/Game.lua:1562
At /engine/KeyBind.lua:235
Code: Select all
Lua Error: /data-arcanum/inscriptions.lua:217: attempt to index field 'restore' (a nil value)
At [C]:-1 __index
At /data-arcanum/inscriptions.lua:217 old_info
At /data-arcanum/inscriptions.lua:49 info
At /engine/interface/ActorTalents.lua:78 info
At /mod/class/Actor.lua:5103 getTalentFullDescription
At /engine/HotkeysIconsDisplay.lua:359 onMouse
At /mod/class/uiset/Minimalist.lua:1933 fct
At /engine/Mouse.lua:76
Code: Select all
Lua Error: /data-arcanum/inscriptions.lua:217: attempt to index field 'restore' (a nil value)
At [C]:-1 __index
At /data-arcanum/inscriptions.lua:217 old_info
At /data-arcanum/inscriptions.lua:49 info
At /engine/interface/ActorTalents.lua:78 info
At /mod/class/Actor.lua:5103 getTalentFullDescription
At /mod/dialogs/UseTalents.lua:311 generateList
At /mod/dialogs/UseTalents.lua:66 init
At /engine/class.lua:97 new
At /mod/class/uiset/Minimalist.lua:1941 on_click
At /engine/HotkeysIconsDisplay.lua:330 onMouse
At /mod/class/uiset/Minimalist.lua:1933 fct
At /engine/Mouse.lua:56
oh and if it is relevant my currents addons are : arcanum of course, item vault, stone warden (currently disabled), enhanced escort. i tried to switch all of them on/off (except for arcanum, i thought that might be a bad idea). i did have a few other addon when i start this game and some others while this game was already running but i deleted them. was just doing some test in parallel of my start and i don't like having a lot of addons running in the same time if i don't use them.
well, now as i have to pause from my anorithil, i'll work on unlocking wildfire with a class that have a little more fire power.
Re: Arcanum Class Pack v2.1.2
I don't know if its on my end or not, but 'Enchant Weapon' for the Enchanter class doesn't provide the mastery bonus that its says it has. I was hoping to be able to use staves without actually learning staff mastery as that would save both stat points and generics.
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- Higher
- Posts: 79
- Joined: Wed Mar 12, 2014 10:30 am
Re: Arcanum Class Pack v2.1.2
Are you enchanting the staff? It only works for enchanted weapons. So for example, to use it with the staff you start off with, you have to take the staff off, activate the enchant weapon talent, select the staff, then put it back on.
Re: Arcanum Class Pack v2.1.2
AranFinwe: I've fixed up the steam version, so when it updates you just have to activate the Ancient Rune and it will reset its properties.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2.1.2
hu....i did it. i activate the rune a bunch of time, i even hunt some random orcs patroll to have targets to acquire (i almost kill myself by using me as a target first ^^). but no change : it's still buggy and 1027 or so cold damage with no ressource generation that i can see.
i'll try to delete the .teaa file and reload it tomorow maybe, if the update didn't work that could force it? there no reasons for this bug to be fixed on the "regular" version and not on the steam one. so i'll give it a try and i'll even touch some little thing at random, can't hurt. well...hope so.
and in the worst case scenario, i can use another character to give this one another rune via the vault to overwrite this ancient one. that should work i guess, too bad for the ancient rune but better that than starting a war with every friendly npc i met.
but now : to bed. i'll give news if i succeed to make it work.
EDIT :
soldier on report sir!
so i made a forced upload as planned. didn't work, i still had the same lua error. that trouble me, i start debug mode, and launch a batteries of test character using debug console to generate ancient rune.
first character, none of the previous lua error but a new one : only when i tried to activate the ancient rune it shows up (by clicking with mouse or by pressing the hotkey). but i was able to pass my cursor over it, configure my hotkeys bar and press c. also : before trying to activate the rune, the description was "you need to discover what it does" (or something like that but you know what it's supposed to be) after my first attempt it become : "send a nova of fire for x damage and restore 1 psy". so even if that bug don't allow me to use the rune, the game still recognized that i use it.
i thought "well, new bug and the olds ones are still effective on my old character... weird, let's try with a shalore anorithil instead of a higher berserker". i did....and the ancient rune worked perfectly well. i start several (a lot?) testing characters, all of them were able to use that damned rune...
i tried the first testing character again, maybe being able to use the rune on anothers ones could have reset the rune and make it worked? didn't worked again. i even spawn another rune, no changes and sames new description of the rune after the bug on the second one. i stop running debug mode and launch my true character with the ancient rune, same olds bugs. so i did use another rune to overwrite it : probleme solve i can configure my hotkeys bar again.
so apparently, the update worked... except for a fews cases. for my old save, it could just be that starting to run with the old addon version avoid being able to correct it, but the new bug on my first test character, that surprised me. but again, i don't understand a thing about code or stuff like that, so what may seem logical to you is not for me. but i wanted to tell you, that it seem to be ok now except for a weird exception. thanks for the steam update anyways, my futures characters could use that rune at least and it's not a big deal if that one can not (it's not as i need it, i have enough power now).
PS: i made a copy of the lua error this new bug created on test character, don't put it here because i don't think it's relevant for a tiny exception, but i keep it just in case you want it.
i'll try to delete the .teaa file and reload it tomorow maybe, if the update didn't work that could force it? there no reasons for this bug to be fixed on the "regular" version and not on the steam one. so i'll give it a try and i'll even touch some little thing at random, can't hurt. well...hope so.
and in the worst case scenario, i can use another character to give this one another rune via the vault to overwrite this ancient one. that should work i guess, too bad for the ancient rune but better that than starting a war with every friendly npc i met.
but now : to bed. i'll give news if i succeed to make it work.
EDIT :
soldier on report sir!
so i made a forced upload as planned. didn't work, i still had the same lua error. that trouble me, i start debug mode, and launch a batteries of test character using debug console to generate ancient rune.
first character, none of the previous lua error but a new one : only when i tried to activate the ancient rune it shows up (by clicking with mouse or by pressing the hotkey). but i was able to pass my cursor over it, configure my hotkeys bar and press c. also : before trying to activate the rune, the description was "you need to discover what it does" (or something like that but you know what it's supposed to be) after my first attempt it become : "send a nova of fire for x damage and restore 1 psy". so even if that bug don't allow me to use the rune, the game still recognized that i use it.
i thought "well, new bug and the olds ones are still effective on my old character... weird, let's try with a shalore anorithil instead of a higher berserker". i did....and the ancient rune worked perfectly well. i start several (a lot?) testing characters, all of them were able to use that damned rune...
i tried the first testing character again, maybe being able to use the rune on anothers ones could have reset the rune and make it worked? didn't worked again. i even spawn another rune, no changes and sames new description of the rune after the bug on the second one. i stop running debug mode and launch my true character with the ancient rune, same olds bugs. so i did use another rune to overwrite it : probleme solve i can configure my hotkeys bar again.
so apparently, the update worked... except for a fews cases. for my old save, it could just be that starting to run with the old addon version avoid being able to correct it, but the new bug on my first test character, that surprised me. but again, i don't understand a thing about code or stuff like that, so what may seem logical to you is not for me. but i wanted to tell you, that it seem to be ok now except for a weird exception. thanks for the steam update anyways, my futures characters could use that rune at least and it's not a big deal if that one can not (it's not as i need it, i have enough power now).
PS: i made a copy of the lua error this new bug created on test character, don't put it here because i don't think it's relevant for a tiny exception, but i keep it just in case you want it.
Re: Arcanum Class Pack v2.1.2
Code: Select all
dumb ai uses T_ICE_SHARDS
[LOG] Cryomancer casts Ice Shards.
[SPELL CRIT %] 8
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:153: in function </engine/interface/ActorTalents.lua:135>
Lua Error: /engine/interface/ActorTalents.lua:175: /engine/interface/ActorTalents.lua:153: /mod/class/NPC.lua:138: bad argument #3 to 'distance' (number expected, got nil)
stack traceback:
[C]: in function 'distance'
/mod/class/NPC.lua:138: in function 'lineFOV'
/engine/interface/ActorProject.lua:301: in function 'projectile'
/mod/addons/arcanum/superload//data/talents/spells/ice.lua:64: in function </mod/addons/arcanum/superload//data/talents/spells/ice.lua:26>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:135>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:175 useTalent
At /engine/ai//talented.lua:52 runAI
At /engine/ai//talented.lua:61 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1181
--------------- Stack Dump ----------------
--------------- Stack Dump Finished ---------------
cryomancer 7519 dumb ai talents can use Freeze T_FREEZE
cryomancer 7519 dumb ai talents can use Attack T_ATTACK
cryomancer 7519 dumb ai talents can use Ice Shards T_ICE_SHARDS
cryomancer 7519 dumb ai talents can use Frozen Ground T_FROZEN_GROUND
dumb ai uses T_ICE_SHARDS
[LOG] Cryomancer casts Ice Shards.
[SPELL CRIT %] 8
Re: Arcanum Class Pack v2.1.2
Damnit, I thought I had fixed that.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2.1.2
in the last version on steam alchemist can use more than one elemental suistain, but deals only one type of damage.
Re: Arcanum Class Pack v2.1.2
Most likely you have nullpack alchemist stuff active. Compatibility will be fixed at a later date. (like when I can run ToME again...)
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2.1.2
i activate it for another char, but on this char i switch off nullpack, should i first turn off, then disable?
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: Arcanum Class Pack v2.1.2
In the "Gameplay" tab of your options screen, there's an option to turn on or off Nullpack Alchemy.tokariew wrote:i activate it for another char, but on this char i switch off nullpack, should i first turn off, then disable?
It's off by default.
If you turned it on, just turn that one option off and then start a new game.
If it was NOT turned on (the default), then the bug is unrelated to Nullpack Alchemy.
Re: Arcanum Class Pack v2.1.2
LUA error when casting Ice Shards on a mold. This only happened one time:
Code: Select all
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:153: in function </engine/interface/ActorTalents.lua:135>
Lua Error: /engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:153: /engine/utils.lua:2081: bad argument #3 to 'line_base' (number expected, got nil)
stack traceback:
[C]: in function 'line_base'
/engine/utils.lua:2081: in function 'lineFOV'
/engine/interface/ActorProject.lua:301: in function 'projectile'
/mod/addons/arcanum/superload//data/talents/spells/ice.lua:64: in function </mod/addons/arcanum/superload//data/talents/spells/ice.lua:26>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:135>
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
At /engine/KeyBind.lua:229
Re: Arcanum Class Pack v2.1.2
Minor issue: the crystal focus can be cloned infinitely when holding a Crystalline... artifact in the psionic focus slot and using it, as only hands are checked for removal.
Code: Select all
if self.subtype == "hands" then
who:removeObject(who.INVEN_HANDS, 1, true)
else
who:removeObject(who.INVEN_MAINHAND, 1, true)
end
Re: Arcanum Class Pack v2.1.2
Yeah I spotted that recently.
It must have been there for a long time.
So either nobody uses it, or people are just rolling in infinite piles of the gem.
It must have been there for a long time.
So either nobody uses it, or people are just rolling in infinite piles of the gem.

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