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
The priest should have the ability to wield wands and utilize the bonuses (even if they cannot use violence). This is a big drawback to that class. ( I have psycast extended too, so you can actually utilize offensive casts from there. Not sure how its programmed, but this could be mended I guess :)
I have a backup from hours before but it is better to actually understand what happens and fix the error.It also seems to only absolutely be related to RImworld of Magic
Soyuz caught this error. Please don't report this to the RocketMan team unless you're certain RocketMan caused this error. with error System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3C766E48]
at TorannMagic.Need_Mana.GainNeed (System.Single amount) [0x00842] in <fb59b96a7c5c447ea5217e8dbd7643c1>:0
at TorannMagic.Need_Mana.NeedInterval () [0x00001] in <fb59b96a7c5c447ea5217e8dbd7643c1>:0
at RimWorld.Pawn_NeedsTracker.NeedsTrackerTick () [0x00092] in <23fcc63d7dfc4dd5b7e76f658fffe1ea>:0
...
More info here:
https://gist.github.com/HugsLibRecordKeeper/7c16bdbf631c695c073354b56d00937e
Also, it looks like the next DLC is coming in a couple of days, so everyone's development time will likely be directed to adapting to that for the near future.
Maybe one day it will happen, weather that would be innate compat build in to RoM or a patch addon I have no clue but I can dream
When loading a save, my pawns lose their magic skills...
I noticed that, for example, when starting with 10 pawns, 1 or 2 of the mwill have magic skills, but no modded traits. They will lose their skills upon saving reloading.
However, when starting a new game with forced modded trait, the skills (and the trait) will remain.
So, from a few topics I red (because I couldnt properly test the mod), I guess that the problem is my pawns have skill without trait, and that should not occur ?
Thanks !
Exception filling window for RimWorld.Dialog_ManageApparelPolicies: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 82AB83DA] Duplicate stacktrace, see ref for original
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.
(Filename: Line: 580)
Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
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)
...