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veenab

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Veenab

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  1. Veenab
    Veenab
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    Locked
    Sticky
    Timeline
    1. Warlock Subclass Mod
    2. Magic Items Mod 
    3. Invocations Mod
    4. Warlock Subclass Mod
  2. Cahooots
    Cahooots
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    Hey I have an odd bug report that's incredibly niche and would normally not be a big deal, but would have a big impact on a very specific part of a mod I'm developing. The issue is that the "Perform" action with instruments doesn't work in Act 3 with this mod. I'm not familiar with Osiris at all but it looks like it's due to the script in VBT_LevelTracker.txt in VBT_Resource. Specifically, this:

    The listener:
    IF
    StatusApplied(_Object, _Status, _Causee, _StoryActionID)
    AND
    QRY_VBT_IsNotLevelTrackerStatus((STRING)_Status)
    THEN
    PROC_VBT_SetActiveLevelStatus((GUIDSTRING)_Object);

    IF
    CharacterJoinedParty(_Character)
    THEN
    PROC_VBT_SetActiveLevelStatus((GUIDSTRING)_Character);

    IF
    TeleportedToCamp(_Character)
    THEN
    ApplyStatus((GUIDSTRING)_Character, "VBT_IN_CAMP", -1.0, 1, (GUIDSTRING)NULL_00000000-0000-0000-0000-000000000000);

    IF
    TeleportedFromCamp(_Character)
    THEN
    RemoveStatus((GUIDSTRING)_Character, "VBT_IN_CAMP", (GUIDSTRING)NULL_00000000-0000-0000-0000-000000000000);

    and the ensuing proc (just using the RIvington one for example):
    // BGO_Main_A
    PROC
    PROC_VBT_SetActiveLevelStatus((GUIDSTRING)_Character)
    AND
    IsCharacter((GUIDSTRING)_Character, 1)
    AND
    IsPlayer((CHARACTER)_Character, 1)
    AND
    GetFlag((FLAG)CURRENTREGION_BGO_Main_A_11239767-48ad-4879-8312-b9164b6e4978, (GUIDSTRING)NULL_00000000-0000-0000-0000-000000000000, 1)
    // AND
    // HasActiveStatus((GUIDSTRING)_Character, "VBT_LEVEL_BGO", 0)
    THEN
    ApplyStatus((GUIDSTRING)_Character, "VBT_LEVEL_BGO", -1.0, 1, (GUIDSTRING)NULL_00000000-0000-0000-0000-000000000000);

    My understanding is that this is listening for when any status is applied to your character, and when that happens, that causes the proc to occur, which applies the VBT_LEVEL_BGO status to apply if you're in RIvington (and similar for the other Act 3 levels).

    So how this interferes with Perform is that you when you take the action, you apply numerous statuses to yourself (e.g. say you play The Power and have musical instrument proficiency, then you apply PERFORM_POSITIVE_THEPOWER to yourself). However, this then causes the script to apply VBT_LEVEL_BGO to yourself as well, which automatically ends the performance (as performances are ended on having another status applied, among other things such as movement). 

    Now normally, this wouldn't be a big deal as performing with instruments doesn't actually do anything and hence really isn't interacted with much by players at all. However, the mod I'm working on is buffing the Performer feat to actually gain something from Perform (gaining more gold from it), so it gives the Perform action an actual use. Hence, this mod would render that feat useless in Act 3, which would be very unfortunate!

    Wondering if it'd be possible to make a workaround for this issue? With my limited knowledge, I know you could make an exception in the listener for all the possible statuses associated with performing, but there may be a more elegant solution.
    1. Veenab
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      I can temporarily restrict it to _SPELLCASTING and other such statuses for now, which should curb your problem and any issues with other similar systems that have yet to be discovered.  It will receive more major changes a few weeks from now since I have something planned that will require expanding the script to all parts of the game.
      For now, you should test outside of Act 3 or just disable/uninstall the mod. You can also just disable the script since it only affects Fathomless Warlock atm.
    2. Cahooots
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      Ok that's great to hear! In my testing it worked fine in Acts 1 and 2, just Act 3 (Rivington and Lower City) where the issue occurred, which tracks with the script.
    3. Cahooots
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      In the mean time before you're able to overhaul the script, just wanted to check if I could have your permission to include an optional compatibility patch for my mod that'd simply disable VBT_LevelTracker.txt? I'll explain that the script is used for your Fathomless Warlock mod, so players should only use the patch if they aren't using that subclass mod. The patch would literally just contain the file path to VBT_LevelTracker.txt to comment out the file (plus the meta.lsx of course), and I can remove it once you push out your planned changes.
    4. Veenab
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      The next update should be tomorrow, so it'll be fine.
  3. Mecron
    Mecron
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    Hey, Is the toolkit.pak really required? My modsettings.lsx resets with it and my game seems to work without it. I'm using patch 6.
    1. Veenab
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      Sorry for not replying sooner.
      It contains pretty much every single VFX that is used by mods that depend on it. All of my mods use the VFX stored there so if VBT_Toolkit really isn't loaded you would notice missing VFX.
  4. darkpizza33
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    is there a problem with the download link ? says file is not available "This file is currently being uploaded to our CDN servers."
    1. Arkane348
      Arkane348
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      It happens.  Veenab may need to contact moderators or send email.
    2. Veenab
      Veenab
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      Might be an issue caued with the server going down not long after it was uploaded, reuploaded the file to see if goes through.
  5. Wolfseebar613
    Wolfseebar613
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    Sorry to bother, but i you seem to hide Dark Hunger Pact and i wonder what happened to it? Are you still working on it or some bugs was to great to overcome (namely that one that would freeze game after using Unduying Hunger)?
    1. Veenab
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      I took it down because I did not like the direction I took with the subclass. Though I plan to release more similarly themed subclasses they will not be the same thing. 
      Seeing as you cared enough to ask about it, I will assume you had downloaded the mod previously. If so, I would like to know what part of the subclass you interested you. 
    2. Wolfseebar613
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      I played with it almost a year ago so i don't remember many specifics, but i really enjoyed ability to restore spellslot after x number of killed enemies and overal atmosphere with necromancy for someone who prefer to be more distant with her enemies. For me, it was ideal for necromancer playthrough, actually. 
  6. darkpizza33
    darkpizza33
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    just to make sure, I dont recall where I got sapping blade from, it disappeared, it was from this mod ? I had it on my cleric though little misc mods and now I dont :(
    1. Veenab
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      That mod will need to be updated because the spell name and effect was changed. You can continue using the older version of the mod if you don't use my other subclass mods.
      I will be releasing my own spell list mod very soon, I am just waiting to see if any glaring bugs show up with the current version of Veenab Library..
    2. darkpizza33
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      Thank you, looking forward to it !
  7. chizfreak
    chizfreak
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    I noticed you hid both your Warlock subclass mods, do they have an importat bug or something that current users should know?

    Besides that I wanted to report that having this mod enabled messes with the vanilla spell Animate Dead: Zombie making it to summon a Putrid Spirit instead of a regular Zombie. For the time being I will disable this and your warlock mods until you update them.
    1. Veenab
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      I hid them because I'm working on updating them.
      I am sorry for the issue with animate dead, though I wonder how it hasn't been reported sooner considering no one with this mod would be able to summon the standard zombie unless they only ever summoned skeletons.
      They should all be updated by the end of (my) today (in 12 hours).
      They are updated and visible now.
  8. 19mrichter89
    19mrichter89
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    Cannot properly use this mod. When it's activated, and I try to load a save, I get the missing mods / game unstable warning - ALL other mods are deactivated (even if Vortex shows otherwise). If I try to load anyways, the game then crashes. Disabling this mod make the others work again normally.
    I've experienced this peculiar problem with several other individual mods from different authors so far. Got any idea what the problem might be, and how to possibly fix it?
    1. Veenab
      Veenab
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      I haven't hard of a Game Unstable warning before. Could you possibly send a screenshot/picture of the warnings you receive?
    2. 19mrichter89
      19mrichter89
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      https://ibb.co/TtFQ5bk
      Yeah, it's in German...
      As I said, all other mods are effectively deactivated (i.e. not loaded) by the game as soon as "Veenab Spells" is enabled (they're still listed as "enabled" by Vortex). The crash is logically caused by the deactivation of your own "Genie Warlock" mod, as my "tav" is one of these (yup, I love the genie subclass).
    3. Veenab
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      First things first. Make sure the important Mods are all up to date and the Load Order is correct.
      1, Community Library
      2. VBT_Toolkit (Veenab Library)
      3, VBT_Resource (Veenab Library)
      4. Subclasses
      5. Compatibility Framework

      Otherwise, you will have to remove all the mods (not just disable them) from your mod folder and add them back in 1 at a time, seeing if the game boots up each time you add a new mod. Some mods can't actually be disabled as well.
  9. toro444
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    Do you intend to add 5e spells to your warlock mods?
    1. Veenab
      Veenab
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      If you have 5e Spells installed, the spells should show up with any of my Warlock Subclasses.
  10. Koziorozec
    Koziorozec
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    I love this mod. It adds spells that make my Archfey Sorlock more complete (Blight Briar) and my Water-themed Bard (Churning Water).

    I'm hoping to see a standalone version that would add those spells to all vanilla classes to try out other spells. 
    1. Veenab
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      Next update.
    2. Koziorozec
      Koziorozec
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      Can't wait!
  11. taithefirst
    taithefirst
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    Still following your awesome mods. Do u still plan to release the unique spells separately? Just curious lol
    1. Veenab
      Veenab
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      Yes, that should be the next update.