Got a stacktrace error but Im not reporting it as a bug until I see if its because of the combination of mods I have.
Error in event callback: .\Data Files\MWSE\mods\sphagne\tieredspellcasting\main.lua:381: attempt to perform arithmetic on local 'school' (a nil value) stack traceback: .\Data Files\MWSE\core\lib\event.lua:294: in function '__add' .\Data Files\MWSE\mods\sphagne\tieredspellcasting\main.lua:381: in function <.\Data Files\MWSE\mods\sphagne\tieredspellcasting\main.lua:361> [C]: in function 'xpcall' .\Data Files\MWSE\core\lib\event.lua:311: in function 'trigger' .\Data Files\MWSE\core\lib\event.lua:331: in function <.\Data Files\MWSE\core\lib\event.lua:298>
If you use a mod that gives birthsigns new spells to cast, these spells generally (from my understanding at least) have no spell school. Any mod that gives you powers as spells and not as powers and do not seem to have a spell school associated to them will trigger this error.
if you want a quick fix, just add this code after line 381 of the main.lua file of the mod. -- code just before code to add local caster = e.caster.mobile local school = tes3.magicSchoolSkill[e.expGainSchool]
-- Code to add if (school == nil) then -- Ignore birthsign spells and spells with no school -- return end
-- code after (this was originally line 381) local skill = caster.skills[school + 1].current
problem here is due to e.expGainSchool having the none value, which doesn't map to any magic skill, so school does not exist.
Since you are using Morrowind Rebirth, your tiered spell costs are not working correctly as maybe intended, as almost every spell seems to be journeyman or below. Are you gonna adapt to the new Spell Balancing of MR?
It doesn't overhaul the original MW magic balance too much to play like other games. MW still feels like MW, only more modular and more QoLs options. I especially love the xp gain on fail casts. As a roleplayer I sincerely recommend this, because the best thing is you don't even need to power-gaming at all! On the road to a true master you just need to keep casting various practical spells on your journey and you'll feel the growth while improving your magic skills without meaningless grinding.
P.S. My main combat overhaul mod is Power Fantasy, which keeps most normal vanilla spells untouched. In other words, they are not only compatible but also complementary to each other if one is seeking a more vanilla magic mechanics experience but moderner skills and combat.
--- Also: (version3.0) There's a typo in MCM menu 'tired' instead of 'tiered'.
Interesting. An alternative, not level uncapped version would be nice. About the 33% penalty to casting chance for each tier when the spell tier is above the caster's tier: why make the vanilla casting chance even more harsher than it is? Nobody likes it when you constantly fail to cast a spell wasting your Magicka. It would be better if the penalty just increases the Magicka cost instead, just like the bonus reduces it for each tier when the caster's tier is above the spell's tier.
So far everything works smoothly as intended, there's nothing to complain about. Thank you once more, endorsed! One question though: is the tooltip visible when you buy spells from a spell merchant? I haven't checked it out yet.
EDIT: I see that the tooltip is not visible when you buy spells from a spell merchant. Is it possible at all to make it visible in the spell buy menu? If it is then it would be great, if not - well, I can live without it.
15 comments
Any mod that gives you powers as spells and not as powers and do not seem to have a spell school associated to them will trigger this error.
if you want a quick fix,
just add this code after line 381 of the main.lua file of the mod.
-- code just before code to add
local caster = e.caster.mobile
local school = tes3.magicSchoolSkill[e.expGainSchool]
-- Code to add
if (school == nil) then
-- Ignore birthsign spells and spells with no school --
return
end
-- code after (this was originally line 381)
local skill = caster.skills[school + 1].current
problem here is due to e.expGainSchool having the none value, which doesn't map to any magic skill, so school does not exist.
first, great Mod, thank you.
Since you are using Morrowind Rebirth, your tiered spell costs are not working correctly as maybe intended, as almost every spell seems to be journeyman or below.
Are you gonna adapt to the new Spell Balancing of MR?
Greetings,
and once again thank you.
It doesn't overhaul the original MW magic balance too much to play like other games.
MW still feels like MW, only more modular and more QoLs options. I especially love the xp gain on fail casts.
As a roleplayer I sincerely recommend this, because the best thing is you don't even need to power-gaming at all!
On the road to a true master you just need to keep casting various practical spells on your journey and you'll feel the growth while improving your magic skills without meaningless grinding.
P.S. My main combat overhaul mod is Power Fantasy, which keeps most normal vanilla spells untouched. In other words, they are not only compatible but also complementary to each other if one is seeking a more vanilla magic mechanics experience but moderner skills and combat.
---
Also: (version3.0) There's a typo in MCM menu 'tired' instead of 'tiered'.
As for uncapped version, I can do it, but testing the balance would be a shared effort
Added MCM, capped/uncapped setting and spell penalty choices
Almost every aspect is optional now, and fixed some bugs as well
One question though:
is the tooltip visible when you buy spells from a spell merchant? I haven't checked it out yet.EDIT: I see that the tooltip is not visible when you buy spells from a spell merchant. Is it possible at all to make it visible in the spell buy menu? If it is then it would be great, if not - well, I can live without it.