Torchmodders

Mod Projects => Variant Classes Mod => Topic started by: Viz on October 28, 2017, 08:43:22 pm


Title: Variant Classes Bug Reports
Post by: Viz on October 28, 2017, 08:43:22 pm
Post your bug reports here if you stumble upon anything weird while playing the mod. However if its related to other Operating System (e.g Linux) or multiplayer settings, post the details of your issue as clear as you can.

 I don't feel like taking any mod request for now to avoid distraction.
Title: Re: Bugs Report
Post by: Sch123 on October 30, 2017, 08:09:10 pm
Plaguelord & Emberknight charge bar skill overlap with number & tab bar menu, when opening panel both sides or one side of the menu :)
Title: Re: Bugs Report
Post by: Viz on October 30, 2017, 10:24:11 pm
I'm pretty sure doudley had explained this.
It's because of too many active UI element at the same time. And I'm not good at editing UI.

 :-\
Title: Re: Bugs Report
Post by: steffire3 on November 01, 2017, 12:28:14 am
@Viz here is a bug report that came in from Steam:

rcorigami Oct 5 @ 6:40pm
Anyone else having issue with Theolenist crashing when moving from one area to anoter? I was so happy to finde the bug where hovering over skills no longer crashes but every time I go to go into the lvl 6-8 area ( wow for get the nam steepes, think) where you have the armory quest and the guardian quest. Since I cannot even get to the area I cannot use the portal as a way to get in thre. Thank you for any advice.
Title: Re: Bugs Report
Post by: Viz on November 01, 2017, 01:03:57 am
@Viz here is a bug report that came in from Steam:

rcorigami Oct 5 @ 6:40pm
Anyone else having issue with Theolenist crashing when moving from one area to anoter? I was so happy to finde the bug where hovering over skills no longer crashes but every time I go to go into the lvl 6-8 area ( wow for get the nam steepes, think) where you have the armory quest and the guardian quest. Since I cannot even get to the area I cannot use the portal as a way to get in thre. Thank you for any advice.
Hmm, area crash usually happens during multiplayer.. and I have no idea what was causing the issue :o.  Did he play multiplayer?

And about the crash when using invisible throwing knife, sounds like a mod conflict issue.
Edit : If the guy could give name and level of the throwing knives that causes the crash, it'll be helpful.
Title: Re: Bugs Report
Post by: steffire3 on November 02, 2017, 12:55:18 am
@Viz I'll ask them your questions over on Steam and wait for their reply.

I will also report if I encounter these things in Single Player.
Title: Re: Bugs Report
Post by: bene on November 02, 2017, 07:22:52 am
Hi, we have mp Issues with the Theolentist Class. We are using the latest Steam Version "Variant Classes mod". Everytime i try to connect with the Theloentist (via internet) the game (difficulty Veteran) crashes. My friend (Paladin lvl 23) got the message "player connected" and the Class-Picture on the Top of his screen is visible until my client timed out. Other Classes work fine in mp, sometimes we have sync problems, but we can handle this. I have played SP until Act 2 (lvl 19) and then tried to connect for mp. My friend is also at the start of act 2, maybe he finished one or two quests already. I have also tried to connect with another class (Lvl 21 Dread Pirate), and this works fine. If i create a new Theolentist, it works fine too. If i connect to a new fresh Lvl 1 Game with my Lvl 19 Theolentist, it crashes. If i create a game and my friend is trying to connect, my game crashed too. I really appreciate this class and would give you any informations you need or would try possible workarounds/tests if it would help you to fix this issue.

Our Current Mod-Configuration is:
Dracos
LAO 2.0
Brother in Arms: Warbounds
General Passives for All
Variant
Essentials
Synergies

Also without Dracos and Synergies the game crashes.

I have searched the Logfiles for some informations and found this message everytime the game crashed:
Net       WARNING CClientConnectController::update got state 0 from PeerManager.
Net       WARNING Compressed NetSendPlayerMsg blob size > 1000!

It would be fantastic if you can help me playing mp with the theolentist Class :)

TY and Best Regards


Title: Re: Bugs Report
Post by: Viz on November 02, 2017, 07:39:37 am
Hello @bene, thanks for dropping by.  :)

I really want to fix the multiplayer bug but I still have no idea what was the cause of the issue. Back then @doudley has implemented a new Unittypes to Theolentist class in hoping that it would fix the crash issue.. but to no avail.

Do you remember which skills did you learnt for your Theolentist?

Also if its crashing without certain mods like Synergies, it means that your character (save file) is binded to Synergies. It's a common issue for mods that bind to save file.

And which Dracos mod that you used?
Title: Re: Bugs Report
Post by: bene on November 02, 2017, 07:56:26 am
Hi,
first ty for your quick reply. Actually i have stored all items into my shared stash and reset all of my skills, because we had some sync problems with the Dread Pirate class before. Some combinations of his activ skills did mp sync, so i tried to resolve the crash-problem with resetting all skills, but with no success.But i can tell you what skills i had used before:
Intelligent Design
Exalted Ammo
Ionic Babtism
Conductive Strike
Lucent Beam
Celestial Blast
Heavens Gate
Sky Prophecy
Nova
Moon and Sun
Favor: Apex Apostel
Mana Bonus

Edit:
Dracos UI Merger Version 9












Title: Re: Bugs Report
Post by: Viz on November 02, 2017, 08:13:57 am
Alright. I'll take a look at these skills, maybe one of them could be the culprit.
Title: Re: Bugs Report
Post by: bene on November 02, 2017, 02:09:49 pm
Hi again,

i tried many things in the last hours and i solved the problem at the moment.... i removed every equipped spells and then no more connection issues in multiplayer :) i know its weird but i have tested some spell combinations and this is my result:
Spell 1 equipped -> work fine
Spell 1,2 equipped -> work fine
Spell 1,2,3 equipped -> crashed like before
Spell 1,2,3,4 equipped -> crashed like before
Spell 1,2,3,4 equipped and then removed Spell 3 ->  work fine
With the last combination it is possible to hold 3 spells... if you relogg, the fourth Spell will be displayed as third spell, but its only the drawing routine that draws all Spells without regard to order (i can only imagine that this happens). Anyways, we play mp in the next days and i will report our experience with the Theolentist. Thank you all for these awesome mods and the hard work you all spend to get them updated.

At least i have one question: Is it possible to change the steam Version of Variant Classes with the actual Torchmodder Version ? If i change them i got the info that my character needs variants (steam), the version on torchmodders is called variant classes. Do you have any ideas/advices how i can change them ?

Ty all ! :)
Title: Re: Bugs Report
Post by: Viz on November 02, 2017, 07:54:49 pm
Oh? Interesting findings.

You could try the Mod Unbinder to unbind your save file from the steam version of the mod.
http://steamcommunity.com/sharedfiles/filedetails/?id=137868436

Then load the game using the TM version of the mod. I can't guarantee it would work, though. Back up your save file before using it.
Title: Re: Bugs Report
Post by: Sch123 on November 03, 2017, 05:43:10 am
It seems that the Theologist class has a problem with his spell or skill (SEPULCHER), because when I try to use a special spell for the Theolenist class to call the monster, nothing happens. In fact because I use the special spell Theolenist causes the place to spell can not be removed  :(
Title: Re: Bugs Report
Post by: Viz on November 03, 2017, 06:27:45 am
Wait, it doesn't summon anything, but it takes a spell slot?  ???

Hmm. I tested it and it indeed doesn't summon anything. But it doesn't takes any spell slot. The spell is simply gone when right clicked.

I'll try to change the spell's GUID and do further test.

EDIT : Alright I found the cause. It will be fixed in the next update. (hopefully, for good)
Title: Re: Bugs Report
Post by: Sch123 on November 03, 2017, 08:17:37 am
Quote
Wait, it doesn't summon anything, but it takes a spell slot?  ???

Hmm. I tested it and it indeed doesn't summon anything. But it doesn't takes any spell slot. The spell is simply gone when right clicked.

What I mean by taking a spell slot is, I can not get rid of it because the spell slot does not show anything, but he takes the spell slot. I tried to use 4 Theolenist spells and the spell slot does not appear anything like not using spell (The spell is simply gone when right clicked), but it counts as I use spell, because when I want to use another spell I have to remove one spell from spell slot,and it can not be done. It is as if the spell is present but not visible and can not be removed and also did not summon anything.

Quote
I'll try to change the spell's GUID and do further test.

EDIT : Alright I found the cause. It will be fixed in the next update. (hopefully, for good)

That's good news, I hope it can solve this problem  :)
Title: Re: Bugs Report
Post by: Viz on November 04, 2017, 09:53:38 am
The throwing knives issue should be fixed in the next update.  ;)

They came from Extra Classes. I noticed that the author took them from Synergies but he overlooked a folder that contains some mesh files for the weapon.
Title: Re: Bugs Report
Post by: steffire3 on November 04, 2017, 07:08:58 pm
@Viz I have a reply from Steam involving your request for info on crash weapon names:  :)

From: Winsome Minotaur: 20 hours ago:
Level 38 Skillful Throwing Lurker Knife, and Level 38 Bifold Throwing Lurker Knife. In case it matters, I'm playing a Dark Noxmer. My only mods are:
Active Pause v6
Arcane and Bestiary v2
More Pet Skins v47
Beholder Invasion v1
Power Leveling v3
Socket Addition v4
Variant v8
Auto-Spend with Respec v2
Super Inventory Panels v2
Title: Re: Bugs Report
Post by: Phanjam on November 07, 2017, 08:18:28 am
good find sch123!  I think as modders we need to find an alternate way to display charge bar info.

Because they operate in many different ways, most custom charge bars are large and it results in the trouble shown by sch123.  you can solve this one by raising the whole box, but it will cover so much of the playing area instead which can be a problem if you happen to touch it in the middle of a big fight!

Either find a new place OR just make it smaller by removing a lot of the words :(
Title: Re: Bugs Report
Post by: steffire3 on November 07, 2017, 11:03:20 pm
@Viz I have info from the other person at Steam regarding the Theolentist bug:

From: rcorigami : 11 hours ago
As For Theolenist this situation was while running single player. I ended up delete the character and made a new one and I was able to move forward. So not sure what happened there. Thank you again for response.
Title: Re: Bugs Report
Post by: Rob on November 09, 2017, 02:08:26 pm
Good day,
I am not sure if this is an on going issue or if it is one due to the mods I am running. But while playing the Legionary if I recall at least 90% of the time for sure when I enter an instance say like "phase Beast challenge"  or "bring out the dead" the game crashes.

Is this a known issue with this character? Is there any information I could provide to that may help? I am not wise to the world of computers but can follow directions well. :)

Thank you for any help or suggestions. And sorry if this should have been in the bug report section. After typing this in here (new to forum) I went to original page (rather then the link I seen in Steam) and seen your three sections.  Please forgive my ignorance. I was thinking of moving it but wasn't sure how at the time of this post.  Thanks.
Title: Re: Bugs Report
Post by: Viz on November 09, 2017, 08:16:26 pm
Hello @Rob , thanks for dropping by the forum.

So.. does this issue occurs during single player or multiplayer? And could you tell me what mods that you used?


I tried to move your post into the bug report but it merely splits it into a new topic.
Title: Re: Bugs Report
Post by: Phanjam on November 10, 2017, 12:59:33 am
Quote from: Viz
I tried to move your post into the bug report but it merely splits it into a new topic.
Fixed that for you ;)
Title: Re: Bugs Report
Post by: Viz on November 10, 2017, 01:06:25 am
Quote from: Viz
I tried to move your post into the bug report but it merely splits it into a new topic.
Fixed that for you ;)
Thanks PJ!  :)
Title: Re: Variant Classes Bug Reports
Post by: Sch123 on November 10, 2017, 11:56:38 pm
Variant V9 Bug report:

- Crashes when using Theolentist's Sepulcher spell scroll to summon monsters.
- Icon picture conflict between archer class and archer mongol, overlap one another.
Title: Re: Variant Classes Bug Reports
Post by: Viz on November 11, 2017, 01:02:10 am
Are you sure? Sepulcher works fine for me. It shouldn't be crashing anymore.

If you still using Mac OS, I've said that I can't fix the class to be compatible for non-Windows OS.

(https://puu.sh/yjxxp/da71c628b5.jpg)

(https://puu.sh/yjxvq/8bcb59cec7.jpg)
Title: Re: Variant Classes Bug Reports
Post by: Sch123 on November 11, 2017, 01:51:22 am
Yup, I crashed only when I tried to call the monster from bind spell. To bad for me, I'm still using Mac OS  :(

Note:

Sepulcher skill = Not crash
Spell Bind = Not crash (can be equip & removed)
Summon monsters from Bind Spell = Crash

That's fine if in Windows OS runs smoothly, I am glad to hear that  ;)
Title: Re: Bugs Report
Post by: Rob on November 11, 2017, 04:38:23 pm
Hello @Rob , thanks for dropping by the forum.

So.. does this issue occurs during single player or multiplayer? And could you tell me what mods that you used?


I tried to move your post into the bug report but it merely splits it into a new topic.

Thanks for responding Viz, this happens when in single player mode. Here are the mods I am using: Dracos UI Merger, LAO2.0 chaos Ed, Buff Duration 5 min, BiA:Warbounds, General Passives for All, Variant Classes, TL 2 Essentials and SynergiesMOD.

And thank you to PJ for moving my post.
Title: Re: Variant Classes Bug Reports
Post by: Viz on November 11, 2017, 07:25:41 pm
Try using this mod load order the next time you play

General Passives For All
Buff duration 5 min
Dracos UI merger
BiA Warbounds
Lao 2.0 chaos
Variant
Essential
Synergies

though I would not recommend using the General Passive For All with Variant because 1) custom classes are already overpowered 2) I can't guarantee it would work well since it was made specifically to support Dracos class pack.

Title: Re: Variant Classes Bug Reports
Post by: steffire3 on November 11, 2017, 07:44:12 pm
Try using this mod load order the next time you play

General Passives For All
Buff duration 5 min
Dracos UI merger
BiA Warbounds
Lao 2.0 chaos
Variant
Essential
Synergies

though I would not recommend using the General Passive For All with Variant because 1) custom classes are already overpowered 2) I can't guarantee it would work well since it was made specifically to support Dracos class pack.

@Viz @Rob Won't know for sure until it's tested again and if it continues to crash on Phase Beasts then we will know that it is not an issue of load orders.

If it doesn't crash by itself (Variant) without other mods then we will know that it is in fact an issue between Variant and one of the mods.

If that is the case then Essentials and Synergies should be checked separately with Variant on Phase Beasts.

If it turns out to be General Passives crashing the Phase Beasts then I'll be Shocked (status: 3 Shock Bolts will radiate outwards @steffire3 for a duration of 24 mind bending hours. Does not stack with "Logic" Skill).  ???
Title: Re: Variant Classes Bug Reports
Post by: Viz on November 11, 2017, 08:51:43 pm
lol  :P

I don't think the General Passives causes the crash issue either
Its rather to reduce potential GUID conflict

Title: Re: Variant Classes Bug Reports
Post by: Rob on December 18, 2017, 04:15:56 pm
Just noticing while playing Legionary that every time have gone into or out of a phase beast challenge the game will crash.  And this is happening since I updated to ver. 9  of mod. This did not seem to happen with previous version.

Not sure if other characters are effected haven't played them yet.  with this version update.
Title: Re: Variant Classes Bug Reports
Post by: Viz on December 18, 2017, 07:09:15 pm
 :o

Hmm.. I merely edit Legionary with some skill changes, which certainly has no bearing in causing any crashing issue.

Title: Re: Variant Classes Bug Reports
Post by: Sch123 on December 30, 2017, 01:21:13 pm
Hi @Viz

Quote
- Red Mage and Theolentist class are prone to crashing issue for Mac user.

1. Red Mage
- Red mage crashes when used.

2. Theolentist
- Theolentist also crashes when used skill (Anaerobic Acolytes, Intelligent Design).

3. Ember Sage
- Crash when trying to use Ice Titan Skill.

It's Looks like you should also add the Ember Sage class to "Known issues" which causes crashes for MAC OS.  :)

Note:

There's something I want to ask especially for the "Intelligent Design" skill, in which the skill makes us bigger. I found a similar skill in the Myrmidon class, and did not crash when using the skill. Can you see why that might happen, maybe it can resolve a similar Bug issue

Then I also want to inquire about Ice Titan skills that crash when used, whereas the skill only summons a large skull. In the Noxmer class, Plaugelord also has a skill that calls the monster with a large size but the class does not crash. Can you replace the monster that is called and with a smaller size. Maybe it can solve the crash problem.

Same with the previous one but this is for the Anaerobic Acolytes skill that removes the flying insects when we use them. But unfortunately for MAC users can even cause crashes. I have a suggestion, can you change the skill with toss Mist Poisons. Maybe it can solve the crash problem.

For the Red Mage class, I wonder if it is possible that the class cause crashes because the items (Weapon, armor, etc...) that exist in the Red Mage Mod class. Or maybe there is a lack of source code or files data that can cause a crash, I have a suggestion to dismantle it and make it back from scratch in order to avoid crashes.

I know it will take a long time and it takes some special attention, but if it works then what has been done will be very sweet.

I hope that Variant Mod can be played on all OS without any crashes (Windows, Linux, Mac)  :D

Bug Report:
- In Dragoon class, Piercing Talon skill lost icon image
Title: Re: Variant Classes Bug Reports
Post by: Viz on December 31, 2017, 12:47:57 am
Thanks for reporting the missing icon.

Idk but I don't feel like to replace those skills with another as it would make them lose their uniqueness.

And I don't think that I could continue to support for Mac user.. because;
1- I have no access Mac to personally test these classes.
2- I don't even know what's the cause of the crash.
3- Fixing through 'trial and error' method would take so much time and effort that it's not even funny.


Title: Re: Variant Classes Bug Reports
Post by: Sch123 on December 31, 2017, 07:33:14 am
Quote
Idk but I don't feel like to replace those skills with another as it would make them lose their uniqueness.

I mean, what if you compared with similar skill and that did not crash when played. Maybe you can know the difference and the cause of the crash.

Quote
And I don't think that I could continue to support for Mac user.. because;
1- I have no access Mac to personally test these classes.
2- I don't even know what's the cause of the crash.
3- Fixing through 'trial and error' method would take so much time and effort that it's not even funny.

Is there a way for Mac OS users can help fix crashes?
Title: Re: Variant Classes Bug Reports
Post by: Viz on December 31, 2017, 07:18:55 pm
Be a modder, I guess. But then again, the editor is not available for non Windows user.

doudley has been re-encode textures of HUD and icons of those classes but it seems to only fix for Linux user. So..we're pretty much back to square one. 

Title: Re: Variant Classes Bug Reports
Post by: Sch123 on December 31, 2017, 08:19:14 pm
Quote
Be a modder, I guess. But then again, the editor is not available for non Windows user.
I get jealous of you guys (Modder) who can make and fix MOD. But I am also grateful, because you still want to listen to my request even my complaints.  :)
I wish you all the best, to keep working to create Mod.
Quote
doudley has been re-encode textures of HUD and icons of those classes but it seems to only fix for Linux user. So..we're pretty much back to square one. 
So far Variant Mod can run on Mac OS, but there are only a few classes that crash when in use and some skills that crash when used.
I hope someday there will be a solution for Mac OS users.  :)
Title: Re: Variant Classes Bug Reports
Post by: Sch123 on January 12, 2018, 11:07:33 am
I hope for Monk skill Shockwave, Burning Fist, & Burning Fist can be made into toggleable skills, of course the skill consumes MP when used. Will be very helpful with the existing passive skill.  :)

May I ask why DPS on Shockwave skill is eliminated? does DPS really play a role in that skill? helps provide additional damage to the enemy especially when in enemy siege.
Title: Re: Variant Classes Bug Reports
Post by: Viz on January 12, 2018, 06:35:00 pm
No. And yes, the skill is strong enough without the dps part.
Title: Re: Variant Classes Bug Reports
Post by: Sch123 on January 13, 2018, 05:45:20 am
How about you make personal Charge Skill for each class that is in Variant Mod that still use Charge Skill 4 vanilla class, while you are working on nerved some skills from some classes. Or at least rename his Charge skill.

Optional:
It would be great if you could create a personal Charge Bar as well.  :)
Title: Re: Variant Classes Bug Reports
Post by: Sch123 on January 13, 2018, 08:32:22 pm
Hi @Viz

Can you change the first weapon belonging to the VoidSeeker class from 2H Hammer to Shotguns / Rifle. Of course, if the weapon is replaced then the first skill should also be replaced to fit the weapon. Because I see from all the Variant classes there are no classes that use Shotgus / Rifles as their first weapon. And I feel that class is quite suited to the condition.  :)
Title: Re: Variant Classes Bug Reports
Post by: Willis on April 07, 2018, 06:19:48 pm
I have found a possible fix for classes crashing issues during multiplayer/co-op games when transitioning from one area to another. As posted https://steamcommunity.com/workshop/filedetails/discussion/900049612/1694917906661349705/, some crashing issues are due to toggleable skills. I have tested on 2-3 classes, but mainly with Plaguelord.

After I dig into the code of Plaguelord's Body Boost, which have a visual effect of toggle off and different CD (10s after 1st cast, 3s after 2nd) so it is easy to notice the change, I believe that either the skill being reapplied too frequent, or it last after warp caused the crash. However, after I add "DIES_ON_WARP:1" to both dummy units (I don't understand why there are two dummy for this skill), turn it on and warp in game, the buff is still there. But the unittheme is gone and I can only activate the second stage of that skill but will the first stage of CD (10s). The simplest ways I can think of are either trigger the toggle off via cast on warp (but not such thing), or via cast on dummy die (I can't find either). I can't successfully turn the skill off on warp to have enough information to test whether toggleable skills really caused the crash. Can someone help?

Anyway, I will try the same on Ritual of the Chain later to see whether I did it. In fact, it is possible that the passive of Plaguelord, which work as toggleable but no toggle off function, can cause the crash too.
Title: Re: Variant Classes Bug Reports
Post by: Viz on April 07, 2018, 08:40:55 pm
Hello Willis, thanks for sharing your findings.
Unfortunately I don't have much to add as my knowledge regarding what could causing the crash is as much as yours.
Title: Re: Variant Classes Bug Reports
Post by: Willis on April 07, 2018, 09:54:49 pm
Some update.

Besides adding DIES_ON_WARP:1 to dummy, I change the duration and CD of the dummy skill to 1.5 and 1 respectively. Now the buff won't be applied too frequent and will gone shortly after switching area. However, as this skill use a dummy counter instead of checking unittheme, I have to find a way to remove the counter. Anyway, I start thinking about whether do I really need to kill the dummy on warp. I will use Ritual of the Chain, which I kill the dummy on warp too to explain.

1. 1st cast: summon a pet and apply a debuff to myself
2. Warp: kill the dummy that apply that debuff (I can't figure out how to kill the pet, as I can't really find the unit file for the pet)
3. The debuff is still there, but no more reapplication. Pet still there too. And the skill still function well.

So, the problem may exist on the first part. That's to say, why should we apply a buff/debuff with infinite duration so frequent? Is it the crash caused by (A) The dummy, (B) the frequent cast of skill by dummy, or (C) the frequent reapplication of a infinite duration skill? I quite run out of idea to test all three as the crash will not happen every time even if I modify nothing and use the original file. It requires a lot of test to different scenario.
Title: Re: Variant Classes Bug Reports
Post by: Willis on April 07, 2018, 11:59:32 pm
More Update

Can't find when does it summon the dummy. Seems like that the dummy won't die even if you turn off the skill. It just changes the level of the dummy skill instead of resummon it. The funniest thing is CD or cast once only do no effect. I guess the dummy keeps resummon itself so CD and cast once can do nothing as every time it's a new dummy. Of course, it's also possible that another dummy keep summon that dummy. I believe the process of keep apply buff and resummon dummy cause overload on multiplayer game and finally crash the game sometime depend on network speed or other stuff. It explains the situation that sometime it crashed and sometime it didn't, and explain that even some classes use toggle skills, they cause no crash. However, I still can't find a way to fix it to prevent the resummon of dummy. I have no idea how the summon system works in Guts even after reading the engineering skill.
Title: Re: Variant Classes Bug Reports
Post by: Sch123 on April 08, 2018, 12:35:39 am
Do you mean dummy 1 summon dummy 2, dummy 3, etc ...
So the existing dummy becomes overload (too much summon dummy).

If that is the cause, it might be overcome by loop casting. My point is the dummy 1 no longer calls dummy 2, dummy 3, etc ... Instead of dummy 1 he calls himself back. That way there is no more junk data.

Sorry if I'm wrong. :)
Title: Re: Variant Classes Bug Reports
Post by: Willis on April 08, 2018, 04:37:52 am
Do you mean dummy 1 summon dummy 2, dummy 3, etc ...
So the existing dummy becomes overload (too much summon dummy).

If that is the cause, it might be overcome by loop casting. My point is the dummy 1 no longer calls dummy 2, dummy 3, etc ... Instead of dummy 1 he calls himself back. That way there is no more junk data.

Sorry if I'm wrong. :)
Not sure. But it's more like it's already loop casting. It's more like

Dummy Kitty
Skill: Apply xxx buff

Apply xxx buff
Usage: apply buff and summon dummy kitty

as single player game doesn't crash. And it called like once per second. For single player, it's fine. But for multiplayer, the package of information sent to your counterpart may become huge as it may contain several seconds (it depends on how long it took to load and how Torchlight 2 is coded, but I'm really bad at how data being transferred). If it's the case, the game client may need to load tons of affixes, effects, stat change, creation and destroy of dummy at a very short time. The loading can caused a crash.

Of course, all the above is like assumption and I'm just a self-learner. So my assumption can probably be wrong. As long as there is not a solution, we will never know what happen unless somebody can really hijack the data transaction process and see what's going on, which require much more skills that handling Guts.


I think all my assumption are wrong. The reason why the buff ignores CD is that it's a passive skill. May be switching it into active skills with short duration and shorter CD can help. In fact, if I do kill the dummy on warp and change the duration of the skill into 1.5s, it works on most toggle skills, but not this one as this one use counter to see whether the skill was on. So, can anyone give me some data on whether those classes that may crash the game all have toggle skills? So far, here are two reasons I can think of.
1. We have to kill the dummy, otherwise the game may have the possibility to crash. However, if my memory is correct, nethermancer does kill all the summon (not sure is it includes dummy) on warp and it still causes crash.
2. Duplication of skills. As I notice that sometime there were two same buff icon instead of one when I use Pludgelord. When I saw that, the client will crash for 100% of the times when I change an area.
Title: Re: Variant Classes Bug Reports
Post by: Willis on April 08, 2018, 06:06:56 am
Alright, I found that PlagueLord did not kill the dummy on recast. It simply summon a useless dummy with same family name to replace it. But i still think it won't caused the crash. The most problematic thing is, when PlagueLord dies, it won't kill the dummy nor cast the useless dummy, but apply an affix "blood_charge_off" that clean the stat. So, that dummy will still try to keep the passive with level 0, and the skill that will trigger on caster die. When you cast the skill again, it will reapply the affix "blood_charge_on" without removing the "blood_charge_off". Will it be necessary to remove the affix for clear stats? I don't know. But I think the best practice is still removing any affix when it's not needed.
Title: Re: Variant Classes Bug Reports
Post by: steffire3 on June 06, 2019, 08:19:00 pm
@Viz @Phanjam @Sch123 : Bug Report came in on Steam : https://steamcommunity.com/workshop/filedetails/discussion/900049612/1640913421074073623/

Quote from: Edge+12
Bug in Prophetess class
Hello,

For this class. If I respec all skills from the lady the aura will be disabled, but then once I add one point in any passive skill the aura will come even If I put no skill point in it. Could you please check this?


mods are:

Variant classes by Viz
Synergies and essentials patch
Torchlight II essentials
Synergies Mod
evil UI
Title: Re: Variant Classes Bug Reports
Post by: Sch123 on June 10, 2019, 09:29:02 am
@steffire3 I have checked it and indeed there is a bug like he said when we respect skill aura and then give skill points to the any skill passives, the last aura skill we use will be active even thou without us having to give skill points.

I suspect because the existing aura skills are like passive skill with the duration always active until another aura skill is used. My suggestion is, instead of giving the duration that is always active, it might be great just given a long duration (30 minutes / 1 hour). ;)

By the way, have you tried asking Drew on Steam, maybe it would be faster to ask him directly. That way it will make it easier for Viz to update with the new version. :P
Title: Re: Variant Classes Bug Reports
Post by: steffire3 on June 10, 2019, 11:35:53 am
@Sch123 Thanks so much for suggesting that! Totally slipped my mind to just ask class author Drewrobi. In fact I should ask him to simply hand Phanjam his latest files to make a fix easier. Great call!  :)
Title: Re: Variant Classes Bug Reports
Post by: Viz on June 11, 2019, 06:18:21 am
Yes try asking drew for the fix first.
In the meantime I'll try to update Variant with the new changes from drew's classes
Title: Re: Variant Classes Bug Reports
Post by: negreanu11 on October 05, 2019, 12:23:09 pm
Hi, just found one problem with wilding class, in second tree, first skill- if you want just move mouse curson on this skill it will automatically ctd. Could you fix that ?