When choosing the Tutorial Start, the tutorial quest (when arriving in town after the very first fight) doesn't get triggered. After removing this mod and starting with the Tutorial Start, the quest gets completed properly.
Looked though your log, it has many errors but none of them about elite few mod, so can't say anything about things not working. You can try contacting other mods authors about this. Or can try removing mods one by one to see when errors disappear.
This sounds like an interesting addition, thanks for the idea.
I don't know however a good way to separate event guys from the rest and kind of preoccupied with different stuff right now, so can't say when I will be able to take a look at this. If you also into modding you can speed this up by researching this question or even can make a PR here, will be happy to accept it.
Oof. On top of the default flat +9 wage premium, a band with a few of these boys could get expensive real fast. Thanks for revamping that older mod. I liked it back in the day but it stopped working for me a few versions back.
This worth is about party strength. I.e. you'll get slightly bigger packs of enemies against you. The pay is flat +9. Player character and slaves are still free.
21 comments
Here is my log.html, using the newer version 2.4.0, which caused the bug:
https://file.io/6iHgzgpsWyzf
Function:
Diff between 2.3.1 and 2.4.0 points toupdate -> scripts/contracts/contracts/tutorial_contract.nut : 444
Variables:
this = Table
Function:
update -> scripts/contracts/contract.nut : 176
Variables:
this = Table
Function:
update -> scripts/contracts/contract_manager.nut : 94
Variables:
_force = False, this = Table
Function:
onUpdate -> scripts/states/world_state.nut : 757
Variables:
this = Table
local inEventOrContract = false
and the second hook catches tutorial contract too.local function markInScreen(cls) {
local setScreen = cls.setScreen;
cls.setScreen = function (_screen) {
inEventOrContract = true;
setScreen(_screen);
inEventOrContract = false;
}
}
::mods_hookBaseClass("events/event", function (cls) {markInScreen(cls.event)})
::mods_hookBaseClass("contracts/contract", function (cls) {markInScreen(cls.contract)})
I don't know however a good way to separate event guys from the rest and kind of preoccupied with different stuff right now, so can't say when I will be able to take a look at this. If you also into modding you can speed this up by researching this question or even can make a PR here, will be happy to accept it.
Oof. On top of the default flat +9 wage premium, a band with a few of these boys could get expensive real fast. Thanks for revamping that older mod. I liked it back in the day but it stopped working for me a few versions back.
maybe an option to ELITE the starting lone wolf origin character?