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Kind regards,
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 62B4C783] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.TickManagerUpdate_Patch1 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
I'm not sure how best to explain what I mean, so I'll use an example!
I have a pawn that knows both White Mage and Dark Knight at lvl 16, and has a soul crystal for both. If he's on White Mage, he has both a conjurer's cane, and the White Mage soul crystal equipped. If I make him swap to Dark Knight, he is forced to unequip his White Mage soul gem, (which makes sense!) but he won't automatically equip his Dark Knight soul gem in its place when he swaps to DRK. So, instead of being his level 16 Dark Knight, he's only the max "class" level of 10, as the game sees that he has no Dark Knight soul gem equipped. This also worked as vice versa! (Only seen as a lvl 10 Conjurer when swapping off of Dark Knight)
I think then what I'd be asking is if it's possible to have my 2 soul crystals also equip automatically when his jobs are swapped back and forth?
Thank you again!
I was wondering if it was possible for a pawn to equip 2 soul crystals at once? I noticed when a pawn swaps between a melee and a ranged job, because the soul crystal un-equips itself automatically when this is done, the pawn swaps to the base class form of that job rather than the upgraded job crystal form, despite knowing both as complete jobs with soul crystals.
If this isn't possible, is there a mod or combination of mods that you might know of to make it so? I've tried both "simple sidearms" and "pocket sand". Thank you again!
- Hidden research is a feature of Humanoid Alien Races, as those projects cannot be researched unless you have a member of an Eorzean race. This isn't something under my direct control.
- I'm pretty sure I did set a subtext line on class weapons, they say "Gladiator's Arm" or "Conjurer's Arm" just like they would in XIV and their item descriptions clearly state when they unlock a class.
- Steam has a character limit on Workshop descriptions. If you're asking me to write external documentation, then sure I can do that in the future but finishing the mod takes priority.
my own personal feedback:
-tie the classes to the 'flowing aether' hediff, as afaik, theres no real change for people playing it as you intended, but for people looking to change their existing colony to it, it makes it easier.
-keep the research shown, whats the benefit of hiding it? its nice, but really confusing to be honest.
-add a clear description to each weapon if its a class weapon or not, even to the basic items. e.g: "not a class learnable weapon"
-this is the most important one, add all of this information to the description of the mod clearly, i read it over 10 times when i first had issues with it, and it didnt help clear any confusion i had.
thank you for the assistance
Starting with the Light Party start the mod gives you also starts you with 4 weapon coffers that will let you pick the weapon you want for the classes you want. So if you want to try some things out thats were I would start. Since it will get you the right equipment.
i created a test world, only this mod and its dependencies, added a colonist via the rift event, unlocked all the research, gave it an ARR bow, and still cant set a class. i spawned every building, looked everywhere.
i just dont get it. how to set a class for a colonist?
Each preview you have teased just builds hype. The Red Mage and Reaper gear looks awesome, now the astro is looking great to.
The goal of this mod series was not to make another AROM or VPE, it was to make an interesting but balanced isekai experience. Full-powered MMO healing would be far too powerful to be interesting to me, but you are free to alter this mod to your liking if you prefer as almost every aspect of the healing magic can be customized via XML.
If a reply is made to it, I won't know as I don't usually have github open.. like ever.
A commonly asked question, i had the same when i started!
You can find them with Eorzean Merchants or Cities (50% Chance to appear i think)
https://gist.github.com/HugsLibRecordKeeper/96a5cc3f26f4c23ce4f6574b7c3a83ca