Elemental Mod for MM7 -- v4.0 open beta

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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raekuul
Blood Fury
Blood Fury
Posts: 458
Joined: 05 Jul 2019

Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby raekuul » Today, 00:25

I'm pretty sure this was reported already but adding MMExt v2.2 to the install crashes with the below:

Code: Select all

——————————————————————————————————————————————————————————————————————————————————
...ntal with MMExt\Scripts\Structs\After\ElementalFixes.lua:41: attempt to index global 'DataTables' (a nil value)

stack traceback:
	...ntal with MMExt\Scripts\Structs\After\ElementalFixes.lua:41: in function 'dofile'
	Scripts\Core\main.lua:484: in main chunk

local variables of 'dofile':
	name = "Data/elemental.delete.txt"
	list = ("file (closed)")
	(*temporary) = nil
	(*temporary) = "Data/elemental.delete.txt"
	(*temporary) = true
	(*temporary) = nil
	(*temporary) = nil
	(*temporary) = "DataFiles/dsft.bin"
	(*temporary) = "attempt to index global 'DataTables' (a nil value)"
----------------------------------------------------------------------------------
> 
Additionally, elemental.delete.txt appears to delete itself when this happens. This crash does not happen when using the lastest code from github, but elemental.delete.txt still self-deletes so users won't be able to update MMExt.

Tomsod
Marksman
Marksman
Posts: 417
Joined: 31 Jul 2020

Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Tomsod » Today, 06:29

Oh, that's interesting! It crashes on 2.2 compatibility code specifically, and I think what happens is the scripts in Structs/After aren't run in alphabetical order for you, which I assumed they would (DataTablesSupport.lua which defines DataTables is just before my script), but apparently this is not actually guaranteed (works for me, though!) I guess I need more ugly hacks to make sure it works properly even without this assumption.

elemental.delete.txt is supposed to delete itself; there's no need to delete anything (else) after the mod is already installed, in fact all the deleted files are only (incorrectly) generated if the game is ever run with MMExt but without the mod.

User avatar
raekuul
Blood Fury
Blood Fury
Posts: 458
Joined: 05 Jul 2019

Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby raekuul » Today, 15:02

what's funny is I stumbled onto the solution for room 2 by accident exactly because of the facet limit errors
Spoiler
- I was trying to use thrown items to see where the disappearing things were. Took me a bit to make the connection once I had everything visible. I don't believe there are any puzzles in retail 6-8 that use that mechanic? so it needs an antepiece somewhere before the trumpet quest but there isn't a good place to put one.


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