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Mod Projects => Torchlight I Classes Pack - Public Board => Public Community Board for TL1CP => Topic started by: Phanjam on June 07, 2016, 10:18:59 am


Title: Community Bug Reports For TL1CP
Post by: Phanjam on June 07, 2016, 10:18:59 am
Hi All! Pls use this thread to post about bugs you might find in the TL1CP mod.

Thanks for playing!
Title: Re: Community Bug Reports For TL1CP
Post by: sephiawind on June 08, 2016, 07:05:54 am
find another bug in alchemist class

Spoiler (hover to show)

so i spent my skill points into dark descent, but when I quit  and then resume the skill points that I spent for dark descent disappear (I notice that the charge bar run very slowly as if I'm not pick the dark descent), but when I reset the skills it appears like in the picture above 

I only use two mods, the tl1cp (put the order above the ui mod) & diablo ui , does it have problems too with ui mod ?
Title: Re: Community Bug Reports For TL1CP
Post by: Anarch16sync on June 08, 2016, 07:14:52 am
Hey Sephiawind, we already got that one, it affects dark decent, blight inoculation methodical and phylactery. If you put point on those skill you will lose them  when you exit the game.

Khazad already make the fix, we are just waiting for Phanjam to lay it in an update the mod.

As always thanks for the feedback  :)
Title: Re: Community Bug Reports For TL1CP
Post by: sephiawind on June 08, 2016, 07:18:05 am
Hey Sephiawind, we already got that one, it affects dark decent, blight inoculation methodical and phylactery. If you put point on those skill you will lose them  when you exit the game.

Khazad already make the fix, we are just waiting for Phanjam to lay it in an update the mod.

As always thanks for the feedback  :)

glad to hear it, and thx for fast response  ;)
Title: Re: Community Bug Reports For TL1CP
Post by: Phanjam on June 10, 2016, 08:56:05 am
Hey @sephiawind version127 of the mod addresses the bug you mentioned. Hope you've updated already ;)

Hey Sephiawind, we already got that one, it affects dark decent, blight inoculation methodical and phylactery. If you put point on those skill you will lose them  when you exit the game.

Khazad already make the fix, we are just waiting for Phanjam to lay it in an update the mod.

As always thanks for the feedback  :)

glad to hear it, and thx for fast response  ;)
Title: Re: Community Bug Reports For TL1CP
Post by: sephiawind on June 11, 2016, 04:20:13 am
Hey @sephiawind version127 of the mod addresses the bug you mentioned. Hope you've updated already ;)

can't see the link, did you put the update on this forum or in other place such as steam or rgf ? 

nvm, seen your update yesterday on rgf, the name's quite confusing, would be good if you put the changelog on steam workshop or rgf 
Title: Re: Community Bug Reports For TL1CP
Post by: Phanjam on June 11, 2016, 05:04:34 am
can't see the link, did you put the update on this forum or in other place such as steam or rgf ? 
nvm, seen your update yesterday on rgf, the name's quite confusing, would be good if you put the changelog on steam workshop or rgf
Yup all public releases are via Steam and RGF.

On the Steam Workshop page there's a tab near the top called "Change Notes" where the notes go straight from the GUTS upload.

On RGF I usually put the change notes in the "Mod Comments thread" (there's a link from the DL page) but I guess I can cram the change notes onto the DL page as well
Title: Re: Community Bug Reports For TL1CP
Post by: sephiawind on June 11, 2016, 05:34:11 am

Yup all public releases are via Steam and RGF.

On the Steam Workshop page there's a tab near the top called "Change Notes" where the notes go straight from the GUTS upload.

On RGF I usually put the change notes in the "Mod Comments thread" (there's a link from the DL page) but I guess I can cram the change notes onto the DL page as well

thx for the updates it fixes the alchemist passive bugs
Title: Re: Community Bug Reports For TL1CP
Post by: Ninby on June 14, 2016, 01:49:34 am
When in a multiplayer game playing as Vanquisher (I haven't tried it when I wasn't the one hosting), it crashes to desktop any time I try to put a stat point in my Vitality when it's at least 10. (So putting a point into it to make it 11.) It works fine in singleplayer. I saved a point in Vitality to where it's at 11, and loaded a multiplayer game and it worked, but crashed when trying to add another point to make it 12. Here's my mod load order:

(http://puu.sh/psa5b.png)

After discovering this problem, I tried putting it at the bottom, like so, and it still crashes.

(http://puu.sh/psa3I.png)

So I put it above Highloot, and.. I discover something. At first, I thought it worked, but after messing around with it for a little longer, I found out that it only crashes when I have my bow equipped.

(http://puu.sh/psa5Q.png)

The bow. My character is level 8, and I *think* I got this bow from my Shared Stash.

(http://puu.sh/psaKo.png)

I had a friend try doing this on his Destroyer class, and it didn't crash for him. So I would say that it's safe to assume it's either the class or the items I'm using (we have the exact same mods/mod order). According to him, this is also an issue in the Far East pack, but I've never used that mod before. I don't know if it's something you can fix, but I thought I should post it here just in case. (Far East users say that it should stop once you get to level 40-50, because of some internal stat limit?)
Leveling all of my other stats are fine, and like I said before, it works fine in singleplayer. (Maybe because I have the console enabled?)
I made an account just to post this, so I've never used this forum, but I'll try to make sure I see if there's any responses!
Title: Re: Community Bug Reports For TL1CP
Post by: sephiawind on June 14, 2016, 05:00:14 am
tldr

you need to remove some mods , it's not like tl1cp didn't support synergies (earlier version yes, when this mod release for public ... a months ago ? Phanjam got misunderstood when I report about nether crystal bug)

i tested it yesterday, having only 3-4 mods (about the same with you)

the right order is

TL1CP
diablo 2 ui (you can change the order with tl1cp)
synergiesmod
tl2remastered (graphic ui like enhanced retex)

also tested it for Deezire's Unearthed Arcana (UA) with the same order, work flawlessly without crashes  ... still it's not recommended to play this mod along with another such as synergies or UA, I dunno if it is written or not but one of them said to me when I got bug with nether crystal  (although it's not my intention to ask them fixed it so it can run together with another mods), "it's not modder authority to fix such a bug" ... yes I agree about that ... tl1cp even work very well if you run only 1 mod (tl1cp only )
Title: Re: Community Bug Reports For TL1CP
Post by: gytfunke on June 14, 2016, 07:36:21 am
Hi Ninby!

Class mods are very likely to conflict with each other because there's a very high chance they modify the same files.  Larger mods, too, are more likely to have file conflicts or simply not interact correctly.

Like Sephiawind hinted at, perhaps try loading the TL1CP by itself and checking your bug again.
Title: Re: Community Bug Reports For TL1CP
Post by: Phanjam on June 14, 2016, 08:49:51 am
...perhaps try loading the TL1CP by itself and checking your bug again.
and adding your mods back in 1 by 1, to see where the bug makes its first appearance (which hopefully is not with just TL1CP LOL!)

and Hi Ninby! and thanks for trying out the mod and taking the time to come over to ask for our help! Pls let us know how the testing goes
Title: Re: Community Bug Reports For TL1CP
Post by: Ninby on June 15, 2016, 11:32:50 am
I have no idea how I would go about testing it by only having this mod enabled, considering that the specific character it crashes on is bound to a couple of the mods.

I started doing what you suggested on a new female Vanquisher character and leveling her up twice in singleplayer using the console (to have enough stat points to put vitality over ten), and it crashed to desktop when quitting the game (going to the main menu). This only happened once, but I thought it might be something you'd want to know. *shrug*

As expected (from me), it didn't crash on the new character even with all of my mods enabled. So, it's only from that specific bow. I could 'unbind' my character with a certain program or whatever, but I don't like the idea of chancing my character getting corrupted.. When I play the character again (probably tomorrow) and get a bow to replace the one I'm using, I'll try sending it to a new 'test' character and see if I can figure out which mod causes the crash. I can't guarantee that I'll be able to send the bow, though. I'm not sure how the Shared Stash would work between characters that have different mods, but I don't think it's possible.

Note: I've remembered that I got this bow from the friend I was playing with, who got it as a drop, rather than getting it from my shared stash. Although this probably doesn't matter.

Sorry I can't be more helpful! It's not a very big deal, anyway, really just inconvenient. Thanks for taking the time, though~
Title: Re: Community Bug Reports For TL1CP
Post by: gytfunke on June 15, 2016, 02:31:46 pm
That is really weird.  Sorry about that, Ninby!
Title: Re: Community Bug Reports For TL1CP
Post by: Khazad on June 15, 2016, 02:39:19 pm
If the item is a base item (not part of any mod), then it should still be present after you disable other mods.  Make sure to backup your character(s) and shared stash first, or otherwise you'll probably lose items.
Title: Re: Community Bug Reports For TL1CP
Post by: Ninby on June 15, 2016, 05:02:41 pm
If the item is a base item (not part of any mod), then it should still be present after you disable other mods.  Make sure to backup your character(s) and shared stash first, or otherwise you'll probably lose items.
My mods also add some attributes to the game that items have a chance to get ('attributes' as in "+3% attack speed" or something), so taking off all of my mods will delete everything. I only know this because it's happened before, ha.
Like I said, the bug isn't a huge problem, and seems to be very specific. I don't personally think it's worth all the trouble trying to figure out why it's happening. :D
Speaking of bugs, though. I was actually playing a little today and it seemed to me like some of the skills didn't work like they're supposed to.
Flame Bolas doesn't seem to break shields? (Not sure if it immobilizes.)
Command isn't always active; it's only active for the duration of most of the cooldown (about 28 sec out of the 30 sec cooldown). I'm not sure if that's intended. From my understanding, it's supposed to be a 'toggle' kind of buff, since the icon stays on your screen once you activate it the first time (although it only shows on your pet and other people you're playing with). It's hard to tell from the description exactly how it's supposed to work, though.
I would ask other Vanq players or test it on your own game to see if it's because of my own mods or not.. heh.
I don't really see how, though, as this mod is above any other mod that would affect that. But I also don't know much about modding, so. :P
Title: Re: Community Bug Reports For TL1CP
Post by: gytfunke on June 15, 2016, 06:52:30 pm
Hi Ninby!  Now here's some questions I can answer!

First, I'm stoked that you're playing a Vanquisher and that you've unlocked Flame Bolas!

Flame Bolas should break shields, but if it's not, that's definitely a bug and I'll check it out!

Command is only active for 20s.  Each of the 'Stances' functions slightly differently to balance out their relative strengths.  Command's only downside is that it doesn't have a 100% uptime.  Steel Dance's benefits aren't as good as the other two, but has no drawbacks, so it has a longer duration (60s).  Eye of the Storm is a true toggleable because of the severe penalties that come with the strong bonuses.
Title: Re: Community Bug Reports For TL1CP
Post by: gytfunke on June 15, 2016, 09:26:48 pm
Hi Ninby,

For me, Flame Bolas is breaking shields.  It doesn't say 'shatter' for some reason, but the shields are definitely breaking.
Title: Re: Community Bug Reports For TL1CP
Post by: Victor on June 16, 2016, 10:03:42 am
I'm playing a Vanquisher character and the game keeps crashing at the same spot
I'm doing the Scroll of Anom Irek quest and every time my character makes level 5
and I try to put a skill point in Vitality the game crashes.
It's done this twice now.
Title: Re: Community Bug Reports For TL1CP
Post by: Wolven on June 16, 2016, 10:45:11 am
Hi, Victor. Welcome to TorchModders and thanks for you report.

Just a quick question. Are you running any other mods in addition to TL1CP, or is it the only mod you're running?
Title: Re: Community Bug Reports For TL1CP
Post by: Khazad on June 16, 2016, 01:33:16 pm
I'm playing a Vanquisher character and the game keeps crashing at the same spot
I'm doing the Scroll of Anom Irek quest and every time my character makes level 5
and I try to put a skill point in Vitality the game crashes.
It's done this twice now.

Hi Victor - this is very likely a mod conflict.  The TL1CP version  on steam now (v127) doesn't even reference vitality in any way.

Please do post your mod list load order though, as it's critical information in order to track down where the conflicts may be.
Title: Re: Community Bug Reports For TL1CP
Post by: MTaur on June 16, 2016, 06:31:51 pm
Stat point modifiers are bugged and crashy in TL2.  My mod has custom classes which run afoul of this, and from what I've heard, so does the Far East mod.

But crashes can be avoided if you unequip everything before you spend stat points.  It's a bug that was known to Runic three years ago, but it doesn't look like they're going to fix it.  (I'm awfully fond of my stat point bonuses, so I'm keeping them.)
Title: Re: Community Bug Reports For TL1CP
Post by: Ninby on June 16, 2016, 07:51:10 pm
For me, Flame Bolas is breaking shields.  It doesn't say 'shatter' for some reason, but the shields are definitely breaking.
That must be why I was misunderstanding. It doesn't say "shatter", but it also doesn't show it aesthetically. What I mean is, they're still holding the shields when I use the skill. I couldn't really tell that they were breaking anyway, but I did have the suspicion! Thanks for clearing that up!
Command is only active for 20s.  Each of the 'Stances' functions slightly differently to balance out their relative strengths.  Command's only downside is that it doesn't have a 100% uptime.  Steel Dance's benefits aren't as good as the other two, but has no drawbacks, so it has a longer duration (60s).  Eye of the Storm is a true toggleable because of the severe penalties that come with the strong bonuses.
Oh, okay! Would it be possible to edit the skill information so maybe the misunderstanding doesn't happen anymore? (Or am I just really dense? haha!)
I'm glad you explained the other ones, too, thanks!
Title: Re: Community Bug Reports For TL1CP
Post by: Phanjam on June 18, 2016, 11:40:56 pm
Reposting this report from snailz over at Steam...

Quote from: snailz
Parry is bugged. I currently have a 2-handed wrench and when i succesfully parry i do about 18k damage everytime.

It didn't immediately strike me as just another mod-conflict thing, so I thought I'd bring it over here...
Title: Re: Community Bug Reports For TL1CP
Post by: Khazad on June 19, 2016, 03:56:17 am
Reposting this report from snailz over at Steam...

Quote from: snailz
Parry is bugged. I currently have a 2-handed wrench and when i succesfully parry i do about 18k damage everytime.

It didn't immediately strike me as just another mod-conflict thing, so I thought I'd bring it over here...

Wondering if this is due to that exploit we fixed a few builds back, but the numbers seem smaller than they should be in that case.

Lack of context makes me unsure, though.  I think we need more details...
Title: Re: Community Bug Reports For TL1CP
Post by: Phanjam on June 19, 2016, 05:42:06 am
Wondering if this is due to that exploit we fixed a few builds back, but the numbers seem smaller than they should be in that case.

Lack of context makes me unsure, though.  I think we need more details...

Asked snailz to provide more details. Also suggested he could come on over here so we can talk about it more easily...
Title: Re: Community Bug Reports For TL1CP
Post by: sephiawind on June 20, 2016, 06:11:05 am
just fyi already tested new version today

alchemist ember shield got a bug, the shield animation didn't disappear after 15 sec, well the effect is indeed wear off after 15 sec/after it reach the maximum absorption points
Title: Re: Community Bug Reports For TL1CP
Post by: Khazad on June 20, 2016, 07:36:49 am
Thanks for the report Sephiawind!  Embershield's description should be fixed in the next release.

@sephiawind reports the description states a 15sec duration. But its "permanent until destroyed" now, am i right?

Yep that's correct, so it's a description bug.
Title: Re: Community Bug Reports For TL1CP
Post by: sephiawind on June 20, 2016, 05:12:11 pm
Thanks for the report Sephiawind!  Embershield's description should be fixed in the next release.

@sephiawind reports the description states a 15sec duration. But its "permanent until destroyed" now, am i right?

Yep that's correct, so it's a description bug.

it's permanent until you die
Title: Re: Community Bug Reports For TL1CP
Post by: Khazad on June 20, 2016, 06:27:51 pm
it's permanent until you die

Hi Sephia - it's intended to persist until destroyed or until you die.

The counterbalancing factors are (1) it increases blight per cast, and (2) Tier 1+ elemental shields are random on every cast, so if you don't get the element you want, recasting it again costs blight, mana, and time.  It's especially noticeable if you have to recast it in combat after the shield expires due to damage.
Title: Re: Community Bug Reports For TL1CP
Post by: sephiawind on June 21, 2016, 04:42:16 am
it's permanent until you die

Hi Sephia - it's intended to persist until destroyed or until you die.

The counterbalancing factors are (1) it increases blight per cast, and (2) Tier 1+ elemental shields are random on every cast, so if you don't get the element you want, recasting it again costs blight, mana, and time.  It's especially noticeable if you have to recast it in combat after the shield expires due to damage.

so the animation will remains active even the effects wear off ? dunno how to respond this, until I play it again

anyway, thx for the explanation  :)
Title: Re: Community Bug Reports For TL1CP
Post by: Khazad on June 21, 2016, 08:32:04 am
so the animation will remains active even the effects wear off ? dunno how to respond this, until I play it again

anyway, thx for the explanation  :)

The shields should disappear once they've taken more damage than they can absorb, like the Engineer's forcefield.  That's how they are designed and how it behaves in our playtesting, at least.
Title: Re: Community Bug Reports For TL1CP
Post by: sephiawind on June 21, 2016, 05:29:29 pm
so the animation will remains active even the effects wear off ? dunno how to respond this, until I play it again

anyway, thx for the explanation  :)

The shields should disappear once they've taken more damage than they can absorb, like the Engineer's forcefield.  That's how they are designed and how it behaves in our playtesting, at least.

sorry actually it disappear, yesterday play it again (dunno why it didn't disappear when I reported this 2 days ago)  ???

Title: Re: Community Bug Reports For TL1CP
Post by: MTaur on June 25, 2016, 07:09:11 pm
I have been able to make a few base items stop spawning, but if I remember correctly, GUTS saves this information in a file separate from the .MOD file.  On my personal computer, my mod removes Rejuvenation potions from the game, but I don't think anyone who downloads the .MOD file will experience this, because I didn't upload the other file (which doesn't do anything else, as far as I remember).

It's a weird quirk.  I think if you already have copies of a base item, then the mod settings would only stop it from spawning further.

I'm not 100% sure of how it all works exactly, but I did find the file once when I needed to.
Title: Re: Community Bug Reports For TL1CP
Post by: Phanjam on August 04, 2017, 01:31:12 am
Hi @Sch123 i saw you reported a problem with TL1CP (http://torchmodders.com/forums/suggestions-feedback/some-bugs-report-and-request-idea-640/msg7553/#msg7553)?

TL1CP Mod:
- Sometimes when I want to change my weapon from the first weapon to the second weapon I have a crash

Can u pls give more details, like
- which class did it happen with?
- can you recall which weapon you had first, and which weapon you were switching to?
- are you running any other mods? (particularly "added item/weapon mods")
Title: Re: Community Bug Reports For TL1CP
Post by: Sch123 on August 04, 2017, 02:15:13 am
Hi @Phanjam
Thank you for responding to my report. By the way, this is a good Mod. I like it very much :D

OS: Mac

- I experienced it in the Destroyer and Vanquisher classes. For Alchemist class I have not experienced it, probably because I rarely use it (but I will check it as well).  ;)

- Destroyer:
On weapon 1 I use two handed sword, and weapon 2 I use two swords
- Vanquisher:
On weapon 1 I use a bow, and weapon 2 I use two wield weapons (sword + shield, wand + pistol, etc...)

Note: There may be a bit of a problem when using two wield weapons for the TL1CP class. (Maybe just happen to me alone)

- Mod that I use:

Arcane and Bestiary
Enchantable Pet Accessories
Indicators Premium
Skills Expansion
Torchlight II Essentials
Variant Classes
TL1CP v182 (v.182)
SynergiesMOD
Far east I
Far east II

Note: I will try to use TL1CP Mod only, we see what is still the same ...?  ;D


Edit:

Yup, I've tried all TL1CP classes at least up to level 10 and no problem (just using TL1CP Mod). But when using the other Mod, sometimes crashes still occur when changing weapons, from the main weapon to the second weapon.  :(
Title: Re: Community Bug Reports For TL1CP
Post by: Phanjam on August 06, 2017, 03:24:00 am
Hi @Sch123 thank u also for taking time to give feedback ;)
For problems with switching weapons i first thought maybe the item itself is the problem, but looks like u dont use an items mod.
Still, thats a lot of mods u are using so the chances of some conflict is high.
Finally your test with TL1CP alone shows its fine by itself (im glad of this!).
The only suggestion i have is try removing mods 1 at a time until the problem goes away. Then that mod is probably the 1 causing th problem