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[Mod Support] Custom Skill Trees are not functional.


Hornete
  • Fixed

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?


Steps to Reproduce

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.




User Feedback


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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