This mod is straight up broken. No projectiles either launched by me or any mob works. It also spams my console with errors attributing to this. I cant stand it when a mod author puts a seemingly great mod on this platform and then just goes MIA. Like really? I mean if i could code unity and knew anything about programming or coding id fix all this s#*! and reupload it so others can enjoy, but alas thats not the path I took in life - sucks to be me I guess. Oh well chalk this up to just another abandoned once great mod :(
Don't download this Mod! Dated 21/02/23. Aside from this mod just being broken, it also stops your arrows from impacting anything (no damage arrows), as well as prevents you from sleeping.
I also love the idea. But I had to take the DLL out again. I only play on a dedicated server. And then I realized that after a short time I had to press E twice to open a box. And at some point I can't open a box at all. Only restarting the game helps.
"E" twice is a vanilla bug, not opening at all is from this mod, just de-select the staff in your inventory crafting menu (select something else) and it will work again.
I also see this error in the debug logs. on Workbench menu, selecting "Staff" returns the error. It still allows me to make the staff. I get the same error when I click on the staff in my inventory. Does not show any error when added to hot bar and selected with that number. Update: I logged out and back in again and logs no longer show the error. Only when staff is created for the first time during a session.
I figured out what the cause of the error is/was. I submitted a pull request on the mod github page, but as far as inventory error, just click off of the staff in the inventory crafting tab and the error goes away unless or until you click on the staff again in that menu on the right side of your inventory HUD.
Hello there. First of all I would like to say thank you! Awesome idea with this mod. But please, if it is possible to add config for every rune, where I can switch on or off every of rune :) That would be great!
I doubt anything else will come. It's a shame that a programmer has put so much effort into such a really good idea and now there is no more reaction from him.I doubt anything else will come. It's a shame that a programmer has put so much effort into such a really good idea and now there is no more reaction from him.
Hi, tried this mod, on crafting the wand, there's seems to be a bug which multiple the craft command to craft multiple (IE, 1 click on craft = crafted 8+ wands) of the wand at the same cost.
I use DoD + a few other mods with this one I got index rune drops from mobs (Cool that I didn't have to add them to drop files I had to do that for skyheim) and everything was working fine but I only really read two runestones in the begining.. They are hard for me to find but I've read a few more now and I don't seem to learn anymore new recipies. I'm not sure if the mod broke or if its buggy or if something is conflicting it after sometime has passed in the world?
Also everytime i select the staff as a recipe or in my inventory i get reference not set as an object.
19 comments
Oh well chalk this up to just another abandoned once great mod :(
But I had to take the DLL out again.
I only play on a dedicated server. And then I realized that after a short time I had to press E twice to open a box. And at some point I can't open a box at all.
Only restarting the game helps.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Runestones.CraftingVariantMod.Postfix (InventoryGui __instance, System.Collections.Generic.KeyValuePair`2[TKey,TValue] ___m_selectedRecipe, System.Int32& ___m_selectedVariant) (at <049c390e300b4490ae90326b6d0a5eba>:0)
(wrapper dynamic-method) InventoryGui.DMD<InventoryGui::SetRecipe>(InventoryGui,int,bool)
InventoryGui.OnSelectedRecipe (UnityEngine.GameObject button) (at <3d649eb5da984bc8a4d5b86d03245dc4>:0)
InventoryGui+<>c__DisplayClass27_0.<AddRecipeToList>b__0 () (at <3d649eb5da984bc8a4d5b86d03245dc4>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <30e538f3cf5548cfa6abc9730778bcef>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <30e538f3cf5548cfa6abc9730778bcef>:0)
UnityEngine.UI.Button.Press () (at <5abdc278a459476dabe36f8ad65ea091>:0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <5abdc278a459476dabe36f8ad65ea091>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <5abdc278a459476dabe36f8ad65ea091>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <5abdc278a459476dabe36f8ad65ea091>:0)
UnityEngine.EventSystems.EventSystem:Update()
It still allows me to make the staff.
I get the same error when I click on the staff in my inventory.
Does not show any error when added to hot bar and selected with that number.
Update: I logged out and back in again and logs no longer show the error. Only when staff is created for the first time during a session.
First of all I would like to say thank you! Awesome idea with this mod.
But please, if it is possible to add config for every rune, where I can switch on or off every of rune :) That would be great!
Regards
It's a shame that a programmer has put so much effort into such a really good idea and now there is no more reaction from him.I doubt anything else will come.
It's a shame that a programmer has put so much effort into such a really good idea and now there is no more reaction from him.
Also everytime i select the staff as a recipe or in my inventory i get reference not set as an object.