MeriTamas's (Mostly) Magic Mod [v0.6b released]

Show off your mod creations or just a work in progress.
meritamas
Posts: 140
Joined: Sun Apr 07, 2019 6:16 am
Location: Slovak Republic

Re: MeriTamas's (Mostly) Magic Mod [v0.6a released]

Post by meritamas »

TalonTarp wrote: Sat Oct 22, 2022 10:24 pm Heyo! Think I found a bug preventing the use of potions using this mod.

Edit-Turning off the unleveled spell options made it work properly again.

Thanks, TalonTarp, for the feedback. Could you please specify which potion you were tying to use? (I have used some potions - e.g. Cure Poison - without encountering this problem. One guess would be: is it a potion that has an effect that is not instantaneous, but lasts a certain number of magic rounds?)

Xipe-Totek wrote: Sat Nov 12, 2022 8:14 pm can you please update Advanced Teleportation mod? MMM looks very cool, but it changes the game too much, so it would be perfect for second walkthrough. and your teleportation mod is really wonderful, like it should have been done by developers. I'm not insisting, if you don't want to do that, that's okay. I just say it for you know that people would appreciate it

Hi Xipe-Totek and thanks for the feedback. If I remember right, it should be possible to use just the old Advanced Teleportation part of MMM. Have you tried turning off all other options, just leaving the old Advanced Teleportation option on?

A list of known issues follows. I will attempt a go at them in December.

ISSUE/2022-JUL-02/JayH - With retro rendering, MultiplyProvisions text is outside the box limits. UPDATE 2022-12-31: hopefully fixed in 0.6b
ISSUE/2022-OCT-22/TalonTarp - Unleveled spells prevents potions from working properly UPDATE 2022-12-31: hopefully fixed in 0.6b
ISSUE/2022-NOV-12/Xipe-Totek - would like just the Advanced Teleportation parts. Will try to test if the mod indeed works with the setting appropriate for this use.

And, we also have this older issue:
BUGREPORT/2022-APR-05/1 - (original on the 3rd page) some enemies that were spawned in dungeons as time progressed, could not hit the playr. Have not encountered the problem more recently. If the issue doesn't show itself in the next months, I will mark the issue as resolved.
Last edited by meritamas on Sat Dec 31, 2022 5:05 pm, edited 3 times in total.

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TalonTarp
Posts: 17
Joined: Mon Oct 10, 2022 10:42 pm

Re: MeriTamas's (Mostly) Magic Mod [v0.6a released]

Post by TalonTarp »

It was a levitation potion. Another thing I noticed is enemies were not casting spells at me. I have been slowly playtesting and weeding out other mods though, so not 100% sure if it was this one but it's still something to look out for during testing.

meritamas
Posts: 140
Joined: Sun Apr 07, 2019 6:16 am
Location: Slovak Republic

Re: MeriTamas's (Mostly) Magic Mod [v0.6a released]

Post by meritamas »

TalonTarp wrote: Mon Nov 28, 2022 5:22 am It was a levitation potion. Another thing I noticed is enemies were not casting spells at me. I have been slowly playtesting and weeding out other mods though, so not 100% sure if it was this one but it's still something to look out for during testing.
EDIT: I deleted the original response in which I confirmed the existence of the issue.
Last edited by meritamas on Sat Dec 31, 2022 5:09 pm, edited 1 time in total.
Interest in expanding and improving the Magic system, Capitalism and an Unleveled World.

My main quest in the DFU community is my (Mostly) Magic Mod.

meritamas
Posts: 140
Joined: Sun Apr 07, 2019 6:16 am
Location: Slovak Republic

Re: MeriTamas's (Mostly) Magic Mod [v0.6b released]

Post by meritamas »

0.6b released

Bugfix - Unleveled Spells - Potions & Text in Retro Rendering
- drinking a potion that requires a level check should now not produce an exception, but a potion effect at a random level between 10 and 15 (inclusive) - potion effects have thus been unleveled: they will now ignore the character (later on I plan to introduce variations in potion effect strength based on potion quality, but that is for a new feature release) (hopefully fixing ISSUE/2022-OCT-22/TalonTarp) - the obvious price is that the mod will henceforth be incompatible with any other mod that needs to override the Inventory Window

- in retro rendering, the spell description texts should now fit in the box they are supposed to (edited the text, broken it up into slightly more but shorter lines) - someone using retro rendering please give feedback (hopefully fixing ISSUE/2022-JUL-02/JayH)

This release is available for
DOWNLOAD HERE
Here you can find the dfmod file to add to your StreamingAssets/Mods folder.

Please do check out the dev posts on the first page of the thread.

Responses:
Jay_H wrote: Sat Jul 02, 2022 1:04 pm With retro rendering, this text is outside the box limits:
I think this is now fixed with 0.6b. Would appreciate your feedback.
TalonTarp wrote: Mon Nov 28, 2022 5:22 am It was a levitation potion. Another thing I noticed is enemies were not casting spells at me. I have been slowly playtesting and weeding out other mods though, so not 100% sure if it was this one but it's still something to look out for during testing.
I think this is now fixed with 0.6b. Would appreciate your feedback.
Interest in expanding and improving the Magic system, Capitalism and an Unleveled World.

My main quest in the DFU community is my (Mostly) Magic Mod.

Koal
Posts: 2
Joined: Tue Jan 17, 2023 6:15 pm

Re: MeriTamas's (Mostly) Magic Mod [v0.6b released]

Post by Koal »

For some reason, when the Imp in the tutorial dungeon casted a spell, the message MMMFormulaHelper non-player-cast Damage-health effect (DEST) level: 2?

I found a.. piece of paper? MMM4910???

I'm starting to think my current mods are conflicting with this one...

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