Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem






Thanks again!
I can't do anything to fix it, but you could disable the 'More Shields' mod till there is a fix.
at HarmonyLib.Traverse.SetValue(Object value)
at Dawnsbury.Mods.MoreShields.ShieldPatches.PatchTowerShieldSpeedPenalty.Postfix(Creature __instance)
at Dawnsbury.Core.Creatures.Creature.RecalculateLandSpeedAndInitiative_Patch1(Creature this)
at Dawnsbury.Core.Creatures.Creature.AddQEffectAtPriority(QEffect qEffect, Boolean goFirst) in C:\src\dawnsbury-days\Maingame\Core\Creatures\Creature.cs:line 1434
at Dawnsbury.Mods.Feats.Classes.Thaumaturge.Thaumaturge.<>c__DisplayClass11_2.<<AddMirrorImplementLogic>b__10>d.MoveNext()
--- End of stack trace from previous location ---
I think I found an incompatibility between this mod and the More Shields mod by Anase Skyrider.
Crash occurs when playing a Rogue w/ a Thaumaturge dedication (mirror implement) and attempting to use Mirror's Reflection. Removing the More Shields mod fixes this, so I can post to that mod's page as well if you think the onus is more on them to make compatibility fixes. Just let me know! Stack trace in the next post.
Thank you!
This is still less than ideal, but I did add some code that 'might' prevent the issue you had in the past. Let me know if you ever do run into it again, but it should hopefully be good moving forward.
Once again thanks for playing and the feedback as I can try to reproduce this bug and get it fixed if I haven't already fixed it.
What's extra weird is that I'm checking again as I'm typing this and when I opened the screen, it was not anywhere, but I just tabbed back to triple-check the inventory and loot and the Tome is now suddenly back in their hand while the game was covered by this window?? Does it periodically check to equipment an Implement or something?
A work around could be that if you get to a spot in the campaign where you can retrain, you should be able to recreate the implement by just selecting a different implement and going back to the one you want.
Once again sorry for this, I'll get a fix out soon.
This is fixed in the latest update, thanks again for letting me know.
Thanks for the help.
If I try creating a thaumaturge by starting a campaign and doing a custom start it does not populate the implement.
However if I make a character in free encounter mode it works fine, you can also import that character into the story mode without issue
I'm sorry you are having issues with it. Here are some details and things to try, if these don't work please reach out again and I'll find what's wrong.
1. After you pick your implement, an item will be added to that characters inventory like a mirror. If you don't have space in your hands it goes into the held inventory. And if that is filled it goes into the campaign inventory. So make sure you have space for that item.
2. For the weapon implement it works differently, you need to be holding a 1-handed weapon at the start of combat and that will turn into your weapon implement.
3. You are correct all of the actions require you to be holding your implement in your hand.
I am more than willing to help you fix the issue, so update me here or you can reach out to me via discord (I am sudoprogramming in the Dawnsbury Days discord)