The SKILLTREE_DEFS table is assumed by the game to have various tables serving as data for different skills. However when a mod indexes and creates their own skill tree for a character, the field 'modded' is indexed and set to true, along side the skill data. This causes issues with the game trying to treat 'modded = true' as if it's data for a skill, crashing the game.
setmetatable(SKILLTREE_DEFS, { __newindex = function(t, k, v) v.modded = true rawset(t, k, v) end, })
The modded field is only used for the purpose of making sure to not save modded skills in skilltreedata.lua.
local def = SKILLTREE_DEFS[characterprefab] if def and not def.modded and not TheNet:IsDedicated() and table.contains(DST_CHARACTERLIST, characterprefab) then TheInventory:SetSkillTreeValue(characterprefab, self:EncodeSkillTreeData(characterprefab)) end
Perhaps the modded field should be for each skill's data rather then the character tree as a whole?
1. Move this in the skilltree_defs.lua file to be above the skill tree creation for Wilson
setmetatable(SKILLTREE_DEFS, { __newindex = function(t, k, v) v.modded = true rawset(t, k, v) end, })
2. Experience issues with 'custom' skill tree.
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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