Wormwood wrote:attempting to play arcomage in the tavern results in another error message, followed by a crash (see img#4-5).
Was it some specific tavern or any tavern?
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Wormwood wrote:attempting to play arcomage in the tavern results in another error message, followed by a crash (see img#4-5).
cthscr wrote:Scripts/General/NPCNewsTopics.lua, line 38. Add a comma at the end. Add new line after it: [const.Bolster.MonsterType.Troll] = const.Race.Troll
cthscr wrote:Wormwood wrote:I believe there are (several) empty NPC houses in Deyja/the Pit, and around castles Kriegspire/Darkmoor, possible places to install some friendly monster trainers (Minotaurs, Vampres and Necromancer-->Lich)?
Adding new NPC will break old savegames for base Merge. I've added one once in Community Branch (that was MM6 arena master actually) and restore it from NPCData.txt (because it was filled with garbage - any newly added NPC will be).
Aside from that adding new quests is one of the easiest things with MMExtension.
raekuul wrote:What would need to be done to create an installer script that pulls from already-installed MM6/MM7? We'd be able to make a "small download" option for easier sharing, plus it'd be a lot friendlier for mod sharing sites (since we'd no longer be including the original assets from MM6/7 in the mod package)
Code: Select all
———————————————————————————————————————————————————————————————————————————————————
...Magic 8 Day of the Destroyer\Scripts\General\History.lua:117: array index (442) out of bounds [1, 349]
stack traceback:
[C]: in function 'error'
Scripts/Core/RSMem.lua:1342: in function 'index'
...Magic 8 Day of the Destroyer\Scripts\General\History.lua:117: in function 'v'
Scripts/Core/EventsList.lua:68: in function <Scripts/Core/EventsList.lua:63>
arguments of 'index':
t = (table: 0x1b304a90)
a = 442
v = nil
local variables of 'index':
aorig = 442
a1 = 441
n = 349
upvalues of 'index':
ptr = nil
u4 = (table: 0x046ab9f8)
GetPtr = (function: 0x046ae0f8)
obj = (table: 0x0469bf88)
o = 74336219
assertnum = (function: 0x046a9090)
error = (function: 0x039a6d68)
type = (function: builtin#3)
SetLen = nil
low = 1
GetLen = (function: 0x039d1870)
lenP = nil
lenA = nil
count = 349
size = 0.125
_index = nil
_newindex = nil
tonumber = (function: builtin#17)
beyondLen = nil
f = (function: 0x046ade60)
format = (function: builtin#91)
sOutOfBounds = "array index (%s) out of bounds [%s, %s]"
tostring = (function: builtin#18)
tostring2 = (function: 0x046a90f8)
-----------------------------------------------------------------------------------
Anubis wrote:Posting this for someone else. They're having an issue with the Merge. Upon starting a game, they hit "escape" and the game would play for one frame before the console shows up with this error:Code: Select all
...Magic 8 Day of the Destroyer\Scripts\General\History.lua:117: array index (442) out of bounds [1, 349]
stack traceback:
[C]: in function 'error'
Scripts/Core/RSMem.lua:1342: in function 'index'
...Magic 8 Day of the Destroyer\Scripts\General\History.lua:117: in function 'v'
Scripts/Core/EventsList.lua:68: in function <Scripts/Core/EventsList.lua:63>
cthscr wrote:Panda Tar wrote:https://gitlab.com/templayer/mmmerge/-/issues - like the last line in my signature
Panda Tar wrote:Thanks! I was looking into it, but could not find something similar. I often hold the attack buttom to relay all ranged attacks in succession during the turn-based battle. Sometimes, it gets stuck in a single character, who won't stop attacking until all enemies in range are destroyed. They simply get no chance to act. It only happens on turn-based battle, and I noticed it was likely to happen with the character wielding the bow of Carnage. It tends to happen only when I hold the attack buttom for fast shooting.
Kraust wrote:help me choes best version textures
alekssandros wrote:Question: There is some way to chage the TIMESCALE of the game? By the way, which is the timescale from MM678?
joanthedark wrote:This happens with characters who have a high attack speed, specially if they use something that helps even further (a bow with "Swift", using the Haste spell, etc), I've also had that happen with a dual wielding dagger character and armsmaster, so it probably has something to do with the weapon's recovery time being less than a certain threshold during turn-based mode.
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