Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This may be due to the mechanical unit DMS_Mech_Ronin22539 trying to learn a skill, but the TorannMagic is not properly handling the non-biological unit (the mechanical unit may not have an effective Pawn or SkillTracker).
1. a way to have multiple classes or at least change our class. Basically if we can have multiple classes, then it would let us make arch mages
2. A way to cheat and just add spells to a pawn so we can roleplay as we want.
You can have a pawn with two classes, however they need to be one of each type. As in one magic class and one might class. I have only done this with the dev mode add trait or character editor and am unsure if using the mod items would work the same.
I have also found that using the dev tools to remove traits and add them also works when i was doing some tests. Sometimes after adding a trait it is necessary to reload for the abilities and skills to work properly. I have been able to get Necromancer Death Knights using this method.
@Dravin
So you might be able to add then remove the druid trait through the Dev mode if you want to keep that pawn/playthrough.
In general, the safest approach is to give the pawn the Magically Gifted trait, and have them read a book for the class you want them to have. If you're still getting leftover data from another class, try removing the class with a Shard of Spirit Extraction, and then starting fresh.
You might want to use dev mode to spawn a Shard of Spirit Extraction (listed as TM_Artifact_ClassExtraction in the dev mode spawn menu), a Gem of Physical Insight (GemstoneOfInsight_Might), and a Combat Style: Bladedancer (BookOfBladedancer). Have your bladedancer use them in that order to reset their class. They'll lose their existing experience gained, but should recover most of it by using the Essence of Might that gets spawned. This should reset the internal data this mod uses, and might correct the problem.
Error in CompUseEffect: System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.CompUseEffect_LearnSkill.DoEffect (Verse.Pawn user) [0x0036e] in <fb59b96a7c5c447ea5217e8dbd7643c1>:0
at RimWorld.CompUsable.UsedBy (Verse.Pawn p) [0x0004f] in <630e2863bc9a4a3493f2eff01e3a9556>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
...
The other gems you can craft at the gemcrafting table are for enchanting. The Learning Helper should have guides available for using them.
I think it's named JecTools of Magic
It's the most useless thing in the Workshop sadly.
There is a glitch to be aware of if you're using the Vehicle Framework mod. Once you've cast a spell from this mod on a target, the vehicle mod target selection stops working. That can be worked around by saving the game and reloading, though.