Tales of Maj'Eyal

Tales of Maj'Eyal

Spell Merchants
129 Comments
AkaviriBlade  [author] Feb 7 @ 4:16pm 
Rock, paper, PICKAXE! Pickaxe breaks blocks, use that to get past him :)
Since he's the Chronomancy merchant, I wanted his spawning to be erratic, but it can cause him to be a nuisance at times ;)
Templar Praising The Sun Dec 16, 2024 @ 5:06am 
Zemek is blocking the way inside the hidden mage city of algowen, hes right in between 2 trees in the middle path
AkaviriBlade  [author] Nov 20, 2024 @ 5:40pm 
New update released: Added psionic possessors talents to Zemek. TOME Wiki: ("Possessor is a class introduced in an official addon, available only to donators (buying the game on Steam, etc, counts as a donation") Just to be clear, the "donation" refers to donating to the developer 'DarkGod' on the games official website te4.org/donate T.O.M.E is a free to play game but give perks to players who donate or buy it on steam. It adds 7 psionic talents available for purchase. Big thanks to EonsTimE on NexusMods for bringing these missing talents to my attention! I also fixed the mis-spelling of monocle
AkaviriBlade  [author] Oct 30, 2024 @ 4:50pm 
@starslayer Thanks! that was very useful info! I've added the "Tinkerer's monicle" (just now realizing I spelled monocle wrong... oops!) to Gurock the tinkerer merchant, a one time purchase to allow players to find schematics.

@John Cena I took a brief look at it and they all appear to be working fine, I'm going to leave them in for now.
starslayer Jul 7, 2024 @ 10:50am 
Most likely you should tie the following tag to any of the tinker skills or as a separate shop item, as of right now they are not added which means you can learn tinkers, and then not be able to find schematics (unless the tinker cave has been unlocked)

game.state.birth.merge_tinkers_data = true

The above causes schematics to start showing up in loot.
John Cena Apr 28, 2024 @ 6:35pm 
Didn't see this mentioned before, but some of the trees Azari (archery teacher) sells are out of date. The Bows (Technique/Archery-bows), Master Archer (Technique/Archery excellence), and Munitions(Technique/Munitions) options give categories that the Archer class no longer has. I didn't get any errors learning them, but Archery excellence has ? for 3 talents.
Current trees: https://tometips.github.io/#classes/warrior/archer

I haven't checked if any of the trees for other classes are out of date, but if I come across any I'll make another comment.
AkaviriBlade  [author] Jan 13, 2024 @ 4:26pm 
The thing is, the code would still need to be made (for each talent) in order to be able to purchase the talents. To my knowledge it's not possible for trainers to dynamically add talent trees. I'm guessing it would however be possible to add a trainer that sells modded talents, My main concern would be players not reading the warnings about it being for modded content and getting mad about a merchant "stealing" their gold (if they try to purchase with out the required mod)
IllegibleScream Jan 9, 2024 @ 4:39pm 
When other mods add trees, those trees almost always use a premade Archetype, or interact with a premade resource. Psionic, Afflicted, Stamina, Psi, Race, Cunning, Mana, etc,.

I'm wondering if it's possible for trainers to dynamically add talent trees based on the trees archetype and resource.

If something interacts with Hate or Vim or Insanity, you could find it listed under the Defiler shop.

Anything that uses or gives Stamina or is listed with Cunning or Tactics could be found under the archery trainer.

Things like that. I imagine that the same system that pulls Talent Trees for the Adventurer class could be used to at the very least dump all the trees into a single messy list to be bought from.
AkaviriBlade  [author] Jan 9, 2024 @ 7:52am 
I remember seeing your comment a few pages ago, and I kinda just glossed over it because I didn't really understand what you were asking, are you wanting me to make added category trees added by another mod to be purchasable from a merchant?
IllegibleScream Jan 8, 2024 @ 6:46pm 
Hey Akaviri, I'm trying to start a run as a normal class, Cursed, Alchemist, Brawler, etc,. and branch out from there into more esoteric and mod added classes. There's no easy way to hook mod added category trees into existing trainers, right?
AkaviriBlade  [author] Jan 7, 2024 @ 4:16pm 
Since the mod "Extra Dungeons" isnt being updated anymore, I decided to go ahead and add the 2 random spawning dungeons (Sludgenest and Noxious Caldera) to the world map. They will now spawn 100% of the time (instead of 30%)

I've been feeling the urge to play TOME again, so I will probably work on some new dungeons and enemies, maybe unique artifact weapons and quests if I can ever figure them out. I also want to touch up the npcs maybe try out some ai generated images. So besides that this mod is basically complete, I just want to thank everyone who has played, reported bugs and made suggestions for added content, Crazy to see how far this little hobby project has gone! Originally, I just planned to add the mage talent tree, so I could play a necromancer with mage spells. Never would have thought I would end up adding basically everything lol
AkaviriBlade  [author] Dec 27, 2023 @ 8:22pm 
@DelightfullyMAD How steamtech works: https://youtu.be/TRWi6M8MEQ4

Sorry for the low audio, but I'm not going to re-do it.

Unfortunately, since you bought the steam generation first (even though I put a warning in big red letters stating that a Arcane Dynamo is required) you did end up throwing away 750gold, IDK what to tell ya? Maybe read big red text that is on screen? lol
DelightfullyMAD Dec 24, 2023 @ 11:01pm 
Gurock (the orc that sells steamtech skills) steals your money in this mod. Try to buy a steam generator and it costs you 750 gold but he just takes your money and doesn't give you anything. Ask to buy an Arcane Dynamo and he'll charge you 250 gold... and won't give you anything.

Please look this over, because I've lost 1000 gold to this guy and he's given me jack
AkaviriBlade  [author] Oct 24, 2023 @ 5:14pm 
A shadow in Derth that caused your game to crash... Yeah I have no idea what you're talking about man lol.
Also if you had another mod that added a npc, one mod would just overwrite the other, it wouldn't cause a crash.
Posting your LUA error crash log probably would have been useful... :er_sad:
Templar Praising The Sun Sep 15, 2023 @ 6:40pm 
There was a shadow in derth, i think that thing is why i crashed and i dont have any other mods that add npcs, well that i know of at least
AkaviriBlade  [author] Sep 11, 2023 @ 4:11pm 
Yup! You can increase your mana regen by talking to Archmage Tarelion in Angolwen
The Canadian Kid Sep 11, 2023 @ 8:35am 
This mod is awesome, i have one question though, is there a merchant to increase mana regen substat? where are they?
Andras Zodon Apr 28, 2023 @ 8:22pm 
Saw this might be a better way to reach you than Discord. Could you explain what the "More Chants" option (Celestial/chants-chants) is?
AkaviriBlade  [author] Apr 26, 2023 @ 3:06pm 
Ok, I pushed out an update that reverts the map back to the original, if you're playing a game that still has the new forest sections I added, you will need to enable developer mode in the main menu and when in game press ctrl+a and select r) Reload/regenerate zone and level. This will update the map removing my forest areas. I apologize for the inconvenience!
AkaviriBlade  [author] Apr 26, 2023 @ 2:33pm 
Yeah, I'm going to have to revert the map back to the original, I was messing around with making the map bigger but, I need to plan it out better. I'll try to get it pushed out soon (I dont have much free time lately) The bit about Mulfar can be ignored, just a debug menu option for myself while mod testing, it wont be there in the full release.
bearhiderug Apr 25, 2023 @ 6:18pm 
disable if makeing a sun paladin or others starting in far east. Good ot note for others thankyou

The "?" is an old debug mode option for the mod author and was never anything meant for players typicaly.
Food Pournnoisseur Apr 25, 2023 @ 1:23am 
Loving the concept of this mod, but I'm having a big issue and a small one.

For the big issue: Made a Sun Paladin, and when I left the starting city in the Far East, a forest has replaced half of the mountain range, including the city, so there's no way to go back in. I don't know if this is only occurring when starting on that continent, but I don't really have enough skill/knowledge to speedrun a character to the Far East to see if characters that start in the west have the same problem.

The small issue: Mulfar (IIRC, the shadowy guy with hands) has his final option as ?lua_error FORCE RESTART or something along those lines.

I am running other addons, but ran it with only this one (and official DLC/addons) and still had the same errors. I also tried unsubscribing, deleting, and resubbing to see if maybe the download was corrupted with no luck.

Posting this here and on the te4 page for visibility. I'll definitely be keeping subbed for use in the future, though!
AkaviriBlade  [author] Apr 4, 2023 @ 9:10am 
@seavirus Well it's not my mod causing it, I knew right away it wasn't because I JUST tested and released a new update last night and had several random encounters! Here its easy enough to test it, just force lvl to 50! Here's video proof it's got nothing to do with my mod: https://youtu.be/lp4FMsWEAio
seavirus Apr 4, 2023 @ 3:15am 
After 1.7, all events in the game cannot be triggered. For example, 'The agent of the arena','Small lumberjack village','Unknown tunnels','Dark crypt'.For me, before 1.7, it was effective.(Game version not mod)
AkaviriBlade  [author] Apr 3, 2023 @ 9:41pm 
New version 1.7.5 now available!
I nudged Atakesa's spawn slightly to the SW so she will no longer block the Scourge Pits dungeon spawn.
I removed the 'malleable body' talent because it no longer exists. not sure if they added a new Oozemancer Talent so, let me know if a talent is missing.
The 'Lost merchant' encounter is now updated.
I've made the map bigger in preparation for the coming updates (adding more dungeons to the map) to avoid cluttering it, I had to make the map bigger. (requires more tweaking)
A new game will be necessary for this update to take effect.
AkaviriBlade  [author] Mar 27, 2023 @ 5:19pm 
Thank you, Tsumi, for bringing this to my attention! I will work on a fix this week. Thankfully, the chance of this happening seems rather small, due to random spawning deviations. Most likely, I will just add all the "chance dungeons" to permanent spots on the world map, so they won’t cause any issues when I eventually add more dungeons. Thanks again, much appreciated!

If anyone is concerned about these potential issue then you can download the quick fixes here: https://te4.org/addons/tome?s=Spell+Merchants+quickfix&tag=

Thank you Tsumi and Korija
Tsumi Hokiro Mar 24, 2023 @ 10:06pm 
Continued:


These are just a few of the errors that I can remember. I have uploaded a version which correct errors number 1 and 2 (TsumiHokiro is my Username in TE4 as well) which is based on the fix by Korija2029. Korija2029's is the real fix for 1 and 2, all I did was change the loading order so that it actually loads after your addon.
Tsumi Hokiro Mar 24, 2023 @ 10:06pm 
As requested in TE4.org , I'm leaving here a comment so you can see it faster.

This addon has a few bugs that need to be fixed: The position of some merchants may overlap with the spawning of the Extra Dungeons (Scourge Pits if I remember correctly, from Cults DLC; It's the once near Dwarf City and Old Reknor[Path to the east]). Second, it changes the level which Asslord spawns to the old version: back to lvl 6 from 18 which is now on 1.7.4. Third: the merchant selling Wild-Gifts is selling an old version of an Oozemancer Talent Category, which no longer exists since it's been reworked and split in others. This makes both buying it using it useless and you run into Lua errors.
AkaviriBlade  [author] Mar 20, 2023 @ 6:15pm 
1.7.4 small update just adds the ability to buy category points from Mulfar.
SpiralRazor Oct 2, 2022 @ 9:54am 
good mod saves me a lot of time
bearhiderug Jun 8, 2022 @ 2:10pm 
Thankyou for the fix to bloodsoaked ruins.
AkaviriBlade  [author] May 31, 2022 @ 10:33pm 
Version 1.7.2 is now available! This update focuses on fixing Gurock, the tinkerer/steam merchant. Fixed a bug where Gurock would teach you Arcane Dynamo the moment you touched him (you will now have to purchase it). Added the ability to buy the steam generator!
bearhiderug May 31, 2022 @ 4:32pm 
Whata boss..
Thanks!
AkaviriBlade  [author] May 31, 2022 @ 3:50pm 
Version 1.7.1 is now available, I fixed "Blood Soaked Ruins" so it will no longer crash and corrupt your save, Also ALL new necromancy spells have been added to the necromancer merchant. I'm happy to say that you DONT need to start a new game for these to take effect! Please report any bugs here so I can fix them Thanks!
bearhiderug May 30, 2022 @ 3:17pm 
Yeah. As long as you steer clear of blood soaked ruins, and do not purchase Necromancer, there is another skill thats busted too, forget its name. Still mod works and is functional.
0.0
Myself. I very much like being able to train or learn a skill or two that synergizes well with a class without going full flegd adventurer =./
antvas Jul 3, 2021 @ 3:20am 
... I hoped that i could read this before going into the Blood shoaked ruins... Another sad farewell for a "favorite" toon... :D ... Time for the next one... Most importantly though: Thank you for your work!! Great Mod!!!
Bizz Jun 26, 2021 @ 12:14pm 
This is a treasure. And so are you. Thanks for trying to get this updated for us <3
AkaviriBlade  [author] Dec 16, 2020 @ 2:17pm 
I tried a quick fix for blood soaked ruins a few weeks ago, but it unfortunately didn't work. I just built a new pc and all my files are still on the old pc, so it's going to be awhile before I can get around to fixing it. I'm sorry for anyone who has lost characters due to this.
-=Ðﮐ=- Arctic Howler Dec 15, 2020 @ 1:07pm 
Sad that the blood soaked dungeon causes a lua error and basically makes the character unplayable... lost a great character cause of it...(black screen that caries over into the save)
AkaviriBlade  [author] Nov 11, 2020 @ 2:21pm 
@Edrein I've been unable to reproduce this bug, please ensure you have all other mods disabled, if issue still persists then: Go to Library > Right click "Tales of Maj'Eyal"> Local Files> Verify integrity of game files
Edrein Nov 10, 2020 @ 12:32pm 
@AkaviriBlade For me it's whenever I click the new game option in general. When it goes to boot to the select race and class screen, it does the black screen and then gives the [C]:-1 error bit but as long as I wait for the errors to stop generating I can close them all and play just fine. When I removed this addon and instead used the god mode version there's no [C]:-1 error at all.
AkaviriBlade  [author] Nov 9, 2020 @ 5:03pm 
Can you tell me what race ect your new character was? because when I made my throwaway char to confirm the blood soaked ruins crash, char creation was fine for me.
Edrein Nov 6, 2020 @ 4:00pm 
I'm also getting a [C]:-1 error from this addon whenever I go to create a new character. If I disable it and instead use your god mode option; I have no issues. I really enjoy the more 'balanced' approach of this mod for atleast having an opportunity cost with getting new trees.
AkaviriBlade  [author] Nov 4, 2020 @ 2:00pm 
It seems, due to the necromancy tweeks in the new update, the vampire queen boss broke (not sure what part exactly) I assume I'll have to redo her talents as she was a necromancer. I'll see if I can fix it when I have time.
TheInsanity556 Nov 3, 2020 @ 10:50pm 
Same problem, two characters tried to enter then the black screen lua error, it's only been the bloodsoaked ruins and the other two areas work fine.
Literally Me Nov 3, 2020 @ 2:12am 
Could be the latest update that broke it but entering bloodsoaked ruins gives a lua error and black screen
AkaviriBlade  [author] Oct 22, 2020 @ 6:41pm 
@IllegibleScream This mod is ONLY for the main story campaign (to my knowledge, it's not possible to mod dlc's for this game)
IllegibleScream Sep 23, 2020 @ 6:58pm 
I haven't been able to find the merchants in the Orcs campaign. Are they there in any fashion? They didn't seem to randomly spawn in dungeons.

Also, is there any way to dynamically add modded class talent trees? I know that Slightly More Adventurous can dynamically add trees to the Adventurer class, and I wonder if you could crib off that to add trees to another merchant.

I wouldn't worry about writing out text for it.
-=Ðﮐ=- Arctic Howler Jun 1, 2020 @ 1:51pm 
oh... and talking to the tinker merchant gives arcane dynamo talent and steam resource instantly... problematic for someone wanting to do a nature run and accidently bumping the merchant...