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Since he's the Chronomancy merchant, I wanted his spawning to be erratic, but it can cause him to be a nuisance at times ;)
@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.
game.state.birth.merge_tinkers_data = true
The above causes schematics to start showing up in loot.
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I haven't checked if any of the trees for other classes are out of date, but if I come across any I'll make another comment.
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.
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
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
Please look this over, because I've lost 1000 gold to this guy and he's given me jack
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...
The "?" is an old debug mode option for the mod author and was never anything meant for players typicaly.
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!
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.
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
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.
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.
Thanks!
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 =./
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.