Tales of Maj'Eyal

Tales of Maj'Eyal

Necromancy Compatibility
45 Comments
DJLawLaw Nov 13, 2019 @ 7:01am 
Oh well. Just letting you know.
LixieLorn  [author] Nov 11, 2019 @ 10:19am 
I havent played tome in ages, and I haven't worked with code for way longer. The chances of my mods getting updated at this point are... small. :( Sorry.
DJLawLaw Nov 10, 2019 @ 1:35pm 
Alright, so I have found a Lua error: It involves creating minions, with Dark Empathy, and maxed Adv. Minions. Also, there's a Dread Nercomancer mod now, madeby the same guy who made Eternal Darkness.
LixieLorn  [author] May 13, 2019 @ 9:48am 
given eternal darkness isn't being updated anymore, I probably wouldn't continue supporting this addon even if I still modded this game. I'm sorry.
Not an FBI Agent May 10, 2019 @ 5:00pm 
I assume this isn't going to be updated for the 7th "level" of lichdom?
Dogamusprime Oct 14, 2018 @ 11:14pm 
not a conflict, crashes on startup. Necromancy+ works just fine.
Dogamusprime Oct 14, 2018 @ 11:12pm 
may be a conflict, but seems to crash game.
LixieLorn  [author] May 13, 2018 @ 6:07pm 
that... that's literally what it's made to work with.
The Internet Janitor Apr 16, 2018 @ 2:59pm 
I also crashed with an error referencing shadow tunnel. Sorry for the necro but this mod looks really great.
LixieLorn  [author] Apr 9, 2017 @ 3:04pm 
I dont know what to tell you my dude/tte I just turned the addon on, loaded it up and everything's fine. Are you sure you don't have two versions of a single mod installed?
Shrike Apr 9, 2017 @ 2:30pm 
Lua Error: /engine/interface/ActorTalents.lua:86: talent already exists with id T_SHADOW_TUNNEL_2
At [C]:-1
At [C]:-1 assert
At /engine/interface/ActorTalents.lua:86 newTalent
At /engine/interface/ActorTalents.lua:38 newTalent
At /data-eternaldarkness/talents/spells.lua:571 f
At /engine/interface/ActorTalents.lua:44 loadDefinition
At /hooks/eternaldarkness/load.lua:12
At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
At /mod/load.lua:265
At [C]:-1 require
At /engine/Module.lua:160 load
At /engine/Module.lua:1028 instanciate
At /engine/utils.lua:2243 showMainMenu
At /engine/init.lua:172
At [C]:-1 dofile
At /loader/init.
LixieLorn  [author] Apr 8, 2017 @ 8:51am 
it's possible, I haven't actually updated this for 1.5. What errors are you getting?
Shrike Apr 8, 2017 @ 2:05am 
Has anyone else been getting errors for this mod since the recent game update?
LixieLorn  [author] Jan 18, 2017 @ 10:54pm 
Mm. I don't think I want to do that. There are very few situations where it should come up, and the scaling in that addon is just... excessive. And not that interesting, imo.
m11kire Jan 18, 2017 @ 10:50pm 
Would you consider adding a version of http://steamcommunity.com/sharedfiles/filedetails/?id=639956133 Lichform limit break to this? Having lichform benefit from really high levels of skill is quite appealing.
LixieLorn  [author] Dec 15, 2016 @ 10:12pm 
given that's also my addon... :P They should be compatible already.
123nick Dec 15, 2016 @ 8:53pm 
hey, have you thought of making this mod also add compatability to this: https://te4.org/games/addons/tome/spellmurder
Solipsist Apr 12, 2016 @ 12:55pm 
Thanks man, Much appreciated!
LixieLorn  [author] Apr 12, 2016 @ 7:57am 
Okay! Seems to be a simple fix; I hadn't touched the assemble code, so it was using the necromancy+assemble, which checks for dark empathy, rather than the eternal darkness assemble, which just says yes to friendly bone giants. Hopefully this should be fixed now. Yell at me if not!
LixieLorn  [author] Apr 12, 2016 @ 7:33am 
Gotcha. I'll see where that's not working, then.
Solipsist Apr 12, 2016 @ 7:31am 
in the darkness mod, friendly fire is just automatically disabled. in necromancy plus there is a skill that when upped enough removes friendly fire, however in your mod friendly fire is removed by default, and as a rusult there is no skill the reduce it, which rusults in it being unpreventable.
LixieLorn  [author] Apr 11, 2016 @ 6:18pm 
That is odd. I'll see if I can track it down and fix it. What exactly is meant to prevent the damage?
Solipsist Apr 11, 2016 @ 4:33pm 
I tested both the mods seprately and the damage only occured during this mod.
LixieLorn  [author] Mar 15, 2016 @ 10:56am 
I am fairly sure that would be an issue with one of the base mods, rather than with this. Or does it only occur with this?
Solipsist Mar 13, 2016 @ 9:25pm 
There seems to be a small oversight here in the assemble skill. Bone giants are still doing damage to the player
LixieLorn  [author] Mar 2, 2016 @ 10:20am 
Start a game with Necromancy+ enabled and this and Eternal Darkness not. Click the menu button, by default on the bottom right. (I think it's the second one up, but there's a tooltip.) Go to Game Options, and one of tabs should have Necromancy+ alter talents. Make sure it's enabled.
[| \ >__< / |] Mar 1, 2016 @ 3:01pm 
im not sure if i have, were would i enable that?
LixieLorn  [author] Feb 27, 2016 @ 7:49pm 
it's possible that it needs updates for the new versions of the addons, but, just to check the obvious, do you have 'alter base necromancy' enabled in the necromancy+ addon?
[| \ >__< / |] Feb 26, 2016 @ 4:43pm 
get lua error when i try and start it :/
singingdragonlord Dec 26, 2015 @ 9:18am 
yea, the alter base necromancy was turned off, finally working now.
LixieLorn  [author] Dec 25, 2015 @ 12:45pm 
Got a hunch at 6am christmas morning. Turn this addon off, go into a new game with necromancy+, and go into game options. Is Necromancy+ 'alter base necromancy' turned off? That would explain the issue, it should be on.
singingdragonlord Dec 23, 2015 @ 8:04pm 
maybe get in touch with the guy that made necro+ he might have an idea atleast since the bug is related to one of his skills
singingdragonlord Dec 23, 2015 @ 8:02pm 
dam that sucks, summoners like necromancers are my favorate classes. thanks for trying though.
LixieLorn  [author] Dec 23, 2015 @ 7:07pm 
right, sorry for the dumb question. I really don't know what the problem could be. :(
singingdragonlord Dec 23, 2015 @ 12:57pm 
i said all three + this one, so yea all four. got necro+ active :/
LixieLorn  [author] Dec 23, 2015 @ 12:47pm 
...wait. Wait wait wait.
You tried it with all THREE mods active? There are four mods involved; this one, Eternal Darkness, Deathknight and Necromancy+. I can't make much sense of that lua error... unless you don't have Necromancy+ active.
singingdragonlord Dec 23, 2015 @ 12:12pm 
think i found it,
Lua Error: ...-necrofriends/talents/spells/advancednecroticminions.lua:187: attempt to index field 'T_HP_SOULWINDS' (a nil value)
At [C]:-1 __newindex
At ...-necrofriends/talents/spells/advancednecroticminions.lua:187 f
At /engine/interface/ActorTalents.lua:42 loadDefinition
At /engine/interface/ActorTalents.lua:39 load
At /data-necrofriends/talents/spells/spells.lua:83 f
At /engine/interface/ActorTalents.lua:42 loadDefinition
At /hooks/necrofriends/load.lua:9
At [string "return function(l, self, data) local ok=false..."]:1
At /mod/load.lua:271
At [C]:-1 require
At /engine/Module.lua:160 load
At /engine/Module.lua:955 instanciate
At /engine/utils.lua:2207 showMainMenu
At /engine/init.lua:162
At [C]:-1 dofile
At /loader/init.lua:204
LixieLorn  [author] Dec 23, 2015 @ 10:53am 
okay, so, I can't reproduce the problem. I've made sure I'm using the most recent of everything, tried with no other mods active, even downloaded the site version of this to check it's not a difference. Can you try and open the game, then, when it errors, go into the TalesMajEyal folder (two steps 'out' from the addon folder) and find the te4_log file? At the bottom of it, or near the bottom, should be an error. Please copy paste that error here, or to a pastebin or something which you then link here.
singingdragonlord Dec 22, 2015 @ 8:28pm 
actually that might not be the problem, just tried using a couple older versions of deathnight (1.3, 1.2 and 1.1) and still had the same problem, the other 2 havnt been updated for a month :/
singingdragonlord Dec 22, 2015 @ 6:09pm 
also tried it without any other addons and still had the same problem, the deathknight update most likely broke it in some way
singingdragonlord Dec 22, 2015 @ 6:07pm 
judging by the te4 forum it would appear that deathknight was updated a day after you launched the mod, lol.
LixieLorn  [author] Dec 22, 2015 @ 3:46pm 
Odd; are you using any other addons?
...wait, have any of the three updated recently
singingdragonlord Dec 22, 2015 @ 8:55am 
there appears to be a problem, i have all 3 mods active as well as this one however it jsut freezes at 100% when trying to get to the class/race selector.
LixieLorn  [author] Dec 5, 2015 @ 7:39am 
Yes, this will do weird things if you don't have them installed. Have fun!
leozxzxzx Dec 4, 2015 @ 7:43pm 
Should I use Necromancy+, Eternal Darkness and Deathknight first?Thanks.