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A Starseeker pawn of mine is unable to cast some spells, such as Whiteout (lv.4 frost spell) or Beckon (lv.3 teleport-to-self). More precisely, pawn seems to spend a single tick "casting an ability", then goes on to do another job. No mana is used and the spell does not fire. The log window does not show anything particular - no red error, nothing related to RoM, and the window stays blank on a failed spellcast. I have read your comment regarding the VE framework, and I imagine the problem comes from the mod Magical menagerie, which I had not used on previous saves.
I have tried most everything I could think of (resetting the pawn's class, recreating the pawn from scratch using Character editor, disabling all mods beside RoM-related ones), but the issue persists. However, the pawn of a newly-created save did not have this problem.
I will welcome any pointers or advice, as I would prefer not abandoning this colony. I will report this issue on the RoM page itself, but I thought it best to come here first, since Starseekers are one of your classes.
Thank you for your time, and for this expansion pack :-)
Abilities with a low cast time sometimes don't go on cooldown properly with certain VEF mods. It's generally animal mods that require VEF that cause the problem, such as Alpha Animals, Race to the Rim, Monster Hunter, Witcher Monster Hunt, Magical Menagerie, and Bastyon. Although, a few other ones will also cause it, like VEF Mechanoids as well as their utility belt mod.
It's a fundamental incompatibility with JecsTools. VEF introduces something called the Multi Verb Combat Framework which, when utilized by a mod, seems to destructively modify the casting framework of JecsTools and thus Rimworld of Magic. The two most notable problems it causes are these:
1. Nearly every single ability you cast now causes a cooldown period afterwards where your pawn can't move or take any action, as if you'd fired a weapon. Vanilla Rimworld of Magic doesn't have this.
2. Abilities may not go on cooldown - many abilities won't go on cooldown properly if you immediately issue a movement command to the pawn after casting the ability, but it's especially notable with abilities that have very low cast times, such as Beckon.
There isn't a lot I can do on my end, since it's not really an incompatibility with this mod...it impacts other mods that utilize JecsTools too, like the Jedi mod, and vanilla Rimworld of Magic. It's notable in my mod because I have some abilities with quick cast times, but even if I increased the cast time of those abilities, casting time in Rimworld of Magic is influenced by your shooting speed, which means that simply by utilizing a vanilla Rimworld mechanic, you can boost the casting speed of most abilities to the point where you're going to run into this issue anyways. And I'd prefer not to change my entire mod to work around a three-way destructive incompatibility.
I've brought up the issue with the authors of VEF multiple times, but they've simply brushed me off and pretended it's not a problem. I've tried several different load orders, but ran into the same problem every time, with nothing but a naked testing modlist.
A workaround you can potentially implement on your own if you aren't willing to drop the incompatible mods is you can try not issuing any actions to a pawn after casting an ability, until the ability has properly gone on cooldown. Issuing any command too soon is generally what causes the ability to not go on cooldown.
The problem I encounter is that the spells do not fire at all, however I go about it. Ordering the pawn to cast a spell, and nothing else, does nothing. When drafting the pawn and pausing the game to issue the order, the pawn's activity changes from "Watching for targets" to nothing, and back to watching the moment I resume the game, and the spell was not cast, even though no other order was issued (the pawn did not even turn towards their target). Also, the Heal spell does not show this problem (casts like normal), even though its cast time is shorter than Whiteout's.
For further testing, I paused the game, ordered the pawn to pick up an item, queued the whiteout spell, then queued another pick up, and resumed the game. The pawn completed the first pick up order, then abruptly stopped, as if they had tried to cast with no line of sight, and picked another job (not picking up the second item). Keeping the pawn selected during this trial made the casting cursor appear, with the highlighted range and area of effect of the ability. I could then only select pawns as targets with this spell (which can usually target pawns or the ground), and hovering over a pawn made the spell's icon appear beside the cursor, which does not usually happen (I think).
Dropping Magical menagerie (and all other mods, actually) from this save did not restore the spells. I can record an extremely short video of either scenario presented above, if you like, or of another situation if that helps. If not, I suppose I will abandon this colony.
I will tinker a bit more to see what interferes with my pawn's magic. Thank you again for your time, and I wish you a pleasant day.
she was using abilities just fine and after she leveled up after 1 mechanoid ship the abilities suddenly say that she has incompatible weapon
here are Logs if it helps: https://gist.github.com/86b5ba77d5d344879b228a60e41dc504
They still have the trait, UI box for levelling/allocation and stamina bar but neither have any of the usable skills /toggles appear on the screen (the magic ones do). It's never happened before when just using rimworld of magic by itself.
No error messages are being shown
I can get the skills back onto my bar by using the "reset class" button in dev mode, however they disappear again every reload.
This is a new load order that I thinned down abit but am now getting a bunch of red text on startup.
Thanks
Here is my log.
https://gist.github.com/679f30520da068b518c7b78fc7939028
also In case of the Holosmith the abilities were working unil he was almost killed by a Centipede, from that point on it stopped working
Could it be caused by mods like VFE like you were discussing above? then again, the abilities were working correctly for some time
also, when you talk about reseting pawn, is there one button way to do it or removing it and then putting it back with devmode is the way to do it?
https://gist.github.com/f55b2122a1511c1933d6e7971305a343
https://gyazo.com/335c48a403384a042bc0f9e193132cbd
Update: this seems to be an "infinite consciousness" bug that is not your dlc or even mod related. But I also noticed that this class' pistol dmg buff applies to any ranged weapons which seems broken and overpowered
skill descriptions of Unmend1 and Unmend2 are split in half and the latter part is written after level up bra bra bra.
example: rolling [Dispel] [Null Magic] [Greater Healing] [Accelerate Time] [Transmute], saving, then loading would then give me permanent access to Dispel and Null Magic (both Kure' spells), and I could roll 5 different non-Kure spells, losing all future access to spells provided by the mod until a complete stripping of the class via Spirit Extraction and class insight gem and book/script is read again. Not even Resetting class via dev mode resolves it.
Exception ticking Nedali (at (407, 0, 2)): System.ArgumentNullException: Value cannot be null.
Parameter name: type
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00003] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at Verse.HediffMaker.MakeHediff (Verse.HediffDef def, Verse.Pawn pawn, Verse.BodyPartRecord partRecord) [0x0001b] in <12a8d1a0a5a64eae86579edb3a3b30c7>:0
at (wrapper dynamic-method) Verse.HealthUtility.Verse.HealthUtility.AdjustSeverity_Patch1(Verse.Pawn,Verse.HediffDef,single)
at TorannMagic.CompAbilityUserMight.AssignAbilities () [0x0018e] in <a77e74ee63904b4bb8685fe1224b505d>:0
at TorannMagic.CompAbilityUserMight.PostInitialize () [0x00030] in <a77e74ee63904b4bb8685fe1224b505d>:0
at AbilityUser.CompAbilityUser.Initialize () [0x00007] in <f4b5b252698e4254a6ff9fe2d74f82fe>:0
at TorannMagic.CompAbilityUserMight.PostInitializeTick () [0x0003c] in <a77e74ee63904b4bb8685fe1224b505d>:0
at TorannMagic.CompAbilityUserMight.CompTick () [0x00069] in <a77e74ee63904b4bb8685fe1224b505d>:0
at Verse.ThingWithComps.Tick () [0x00024] in <12a8d1a0a5a64eae86579edb3a3b30c7>:0
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch2(Verse.Pawn)
at Verse.TickList.Tick () [0x0015c] in <12a8d1a0a5a64eae86579edb3a3b30c7>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Verse.Root_Play.Update_Patch1(Root_Play)
This is a screenshot of the issue http://prntscr.com/26o0l42