Tales of Maj'Eyal

Tales of Maj'Eyal

Talent Point Planner
50 Comments
TheFirstPaige 21 Jul, 2023 @ 1:02pm 
Great work as always, thank you very much. I found the dev notes you mentioned and they're a big help, too.
ThatWhichIsMe  [author] 21 Jul, 2023 @ 12:20pm 
@TheFirstPaige: Release 11.2.0, just pushed out, should include your requested features. Note that the planner won't know at first that you know about the Antimagic Wyrm Bile Extract and Potion of Martial Prowess talent sources, and so won't show them; you can tell the planner you know about them using the "Mark as Seen" button [forums.te4.org] with the activation codes "anti_wyrm_bile" and "martial_potion". We Apologize for the Inconvenience.™
ThatWhichIsMe  [author] 20 Jul, 2023 @ 7:34pm 
@TheFirstPaige: And while I'm working on that, yes, it is absolutely possible for other addons to add talent sources to the planner dialog. The file dev-notes/hooks.txt in the code should provide exhaustive documentation of the hooks provided by the planner, and for an example you can also look at Tinker Cave Blacksmith , which uses those hooks to add Steamtech/Blacksmith and Steamtech/Engineering talent sources to the planner.
ThatWhichIsMe  [author] 20 Jul, 2023 @ 5:22pm 
@TheFirstPaige: I think that would be straightforward; I would probably add it as an input field on the planner intro dialog. Let me do some digging on it.
TheFirstPaige 13 Jul, 2023 @ 12:19pm 
I had a peek at the code for the talent point planner as it exists to see if it's viable to make an addon mod to adjust the level the point planner uses, and it appears to be a hard coded number in the middle of a much larger block of code, which would likely end up being a hacky mess to change externally (at least as far as my understanding of lua goes).

I know I already asked, but please consider support for using the planner at numbers higher than 50. A config option for the goal level that defaults to 50 would be plenty.
TheFirstPaige 6 Jul, 2023 @ 6:12am 
Don't suppose it could be possible to have an option to set the planned-for level to a different, higher number? For use in the infinite dungeon, or with a mod that raises the level cap.

Speaking of the infinite dungeon, is there any plan to support the potion of martial prowess or the antimagic wyrm bile? Planning ahead for these things might be a bit presumptious, but I've had more than one instance of spending points I'd set aside for them only to find one the next floor. >.>

Last question; is it possible to add catagories to the planner in an addon mod? Mostly for personal curiosity's sake, been considering making a personal mod to add planner support for some mod races/classes.
ThatWhichIsMe  [author] 30 Oct, 2020 @ 6:46pm 
@Rougheredge. Ah, okay. When it's released, I'll investigate adding support for it. In the meantime, release 10.7.1 adds support for the Corruption/Hexes tree as you requested.
Rougheredge 5 Aug, 2020 @ 6:10pm 
The Exarch is a race evolution that will be added in Lost Lands, it hasn't been added yet.

It's basically going to be a counterpart to the Lich.
ThatWhichIsMe  [author] 5 Aug, 2020 @ 5:23pm 
@Rougheredge: Ah, I didn't know about the Corruption/Hexes tree from the Fall of Zigur quest; that will be supported in the next update, along with 1.7's new Lich evolution. The Technomancer evolution should already be supported, assuming you've unlocked it. I can't find any information about the "exarch" evolution you mention.
Rougheredge 25 Jul, 2020 @ 6:40pm 
Very useful, I love it, but it doesn't seem to include the Corruption Hexes category you can get from the corruptor. I can't say whether any other source is missing, but it seems pretty all inclusive.

It might not hurt to have the option for it to include categories from evolution prodigies at some point, like the technomancer trees and the upcoming lich and exarch evolution trees, but I can imagine that would be a pain to code.
ThatWhichIsMe  [author] 14 Jun, 2020 @ 1:20pm 
@rambo50: Yes, only addons that are installed and enabled when you create a character are used with that character. There is a way to edit a savefile to add an addon to it retroactively; it doesn't work for all addons, though, and I have no idea whether it would work with this one.
rambo50 3 Jun, 2020 @ 1:41pm 
hmm, it seems to only work if you create a new character. or is there a way to make it work on existing characters ?
rambo50 3 Jun, 2020 @ 1:30pm 
how do use the mod ? I pres alt + shift + g but nothing happens. or how can you change the key ?
Abuductor 25 Feb, 2020 @ 11:35am 
@ThatWhichIsMe Much appreciated. I actually dropped ToME for a while, since my RSI started acting up again, but I'll be sure test it out when I can.
ThatWhichIsMe  [author] 6 Feb, 2020 @ 7:20pm 
@Abductor: Release 10.6.1 should fix your reported bugs. We Apologize for the Delay.™
ThatWhichIsMe  [author] 28 Jan, 2020 @ 4:55pm 
@Abuductor: Must have missed all those changes. I'll look into it.
Abuductor 21 Dec, 2019 @ 2:19am 
Here's me asking for another update. Many thanks for the continued support.

With the revision of some prodigies on 1.6.1, I think it'd be interesting to add one of them to TPP. Specifically, the Adept prodigy, which increases talent masteries by 0.3.

Also, with this update the Worldly Knowledge prodigy changed as well, granting 5 generic talent points and the chosen talent at 1.0 mastery. The second part TPP is doing correctly, but the 5 extra points are missing. Oh, and for some reason the option for Wild Gift / Harmony (from Worldly Knowledge) seems to be bugged, at least on my game. It says "Include [??? wild-gif/harmony] tree from the Worldly Knowledge prodigy". Maybe there was a typo in the game code before? I'm not sure.

One other minor thing: before the Necromancy update it was possible to navigate the TPP options using the keyboard and use the Enter key to enable the selected option, but now the Enter key doesn't work anymore.

Thanks again.
ThatWhichIsMe  [author] 19 Nov, 2019 @ 6:01pm 
@smuglapse: Release 10.6.0 should (I hope) fix your bug. And there is (or was) a way to surgically remove unwanted achievements [forums.te4.org], but it is kind of hacky and may no longer work.
ThatWhichIsMe  [author] 16 Nov, 2019 @ 5:12pm 
@smuglapse: Hmm… I'll investigate.
smuglapse 10 Nov, 2019 @ 2:51pm 
I am a fan of this add-on and appreciate your continued support.

However, I accidentally cheesed an achievement, and I was hoping you could update this so that others don't make the same mistake. (I don't think there is any way to revert it on my account.)

I used this to plan out a character for the "Sufficiently Advanced Technology" achievement. After setting it up to meet the requirements, I closed the Planner window. I decided to make some adjustments and when I reopened it, the game awarded me the achievement.

Thanks,
ThatWhichIsMe  [author] 8 Dec, 2018 @ 4:16pm 
@blacksun115: It sounds like you installed the addon after you created that character. Only addons that are installed and enabled at character creation time will be used with a character; We Apologize for the Inconvenience.™
blacksun115 28 Nov, 2018 @ 7:43pm 
Hello I have downloaded it but when i click on alt-shift-G nothing happen. Do i need to do something else? Also i search in the key binding to change the key but i don't found it
Abuductor 18 Feb, 2018 @ 4:46am 
Oh, you mean when I said "…but the new option only shows up when you get the "From Death, Life" quest…"? That was just a wrong assumption of mine. I initially thought the trigger was the quest and not just the Blurred Mortality talent, since you just have to use the talent to get it. Sorry about that.
Anyway, big thanks for the quick update and sorry for the trouble.
ThatWhichIsMe  [author] 17 Feb, 2018 @ 6:19pm 
@Abuductor: That's just it; it's not supposed to be conditioning on having done the quest, and I can't find anything in the code that would make it condition on having done the quest. My test Necromancer characters have all been able to choose the option immediately. Are you saying you aren't seeing the option until after you've done the quest?

In the meantime, I just published release 10.3.2, which fixes the mouse wheel problem. I also tweaked the visibility condition: the planner no longer requires a point in Blurred Mortality to show you the Lichform/Star Fury option; now only knowing the Spell/Necrosis tree is required.
Abuductor 17 Feb, 2018 @ 7:54am 
But isn't it possible to make it like the other TPP options where you have to find out about that event/option only once and then it's in the planner window forever (when relevant), permanently unlocked for every new character? For example, if you play a Cursed or Doomed and unlock the Cursed category once, that option unlocks in the TPP for every new character of that class type. You could also, if it's possible, just show the option by default for necromancers, since it's simply part of the class talent trees and Lichform description explains everything anyway.

As for you question, I don't know. I just think that on some builds one might wanna get Blurred Mortality (and the other Necrosis talents) later and spend their talent points somewhere else. For example, you could focus on Necrotic Minions talents (and similar ones) first when going for a summoner build. Or maybe most necro players go for that tree early, I don't know.

Honestly, I'm not very good at the game (^^;)
ThatWhichIsMe  [author] 16 Feb, 2018 @ 5:07pm 
@Abuductor: At one point in development I was conditioning on the From Death, Life quest, but I ultimately decided that wasn't necessary and removed the condition; I must have missed a bit of that. And I see the scroll wheel thing now; that is indeed annoying. I'll work on those. As for Blurred Mortality, I couldn't think of anything more obvious to condition showing the option on; is backing out that starting point and restoring it later something that Necromancers are likely to do?
Abuductor 15 Feb, 2018 @ 11:57am 
It seems the trigger for the new option in the TPP is whether or not the character has learned Blurred Mortality. So if you go to a town and remove the talent, the Celestial/Star Fury option disappears from the Planner as well. However even if the option disappears, you still keep the new talent tree and the points spent in Lichform when choosing "Modify Points Plan". So in the end it's not a huge deal, but it kinda forces the player to make the plans in a town if they plan to get Blurred Mortality later.
Abuductor 14 Feb, 2018 @ 1:41pm 
Well, actually after playing some more I noticed a bug. Whenever I scroll up or down the TPP list of options, it keeps "clicking" the selected option / the one under the cursor. This only occurs using the mouse wheel though, not when using the arrow or numpad keys. I didn't notice it right away 'cause I usually skip the later options. I tried disabling every other addon and restarting the game (and PC), but the it still persisted.

Also, I don't know if it was intended or not, but the new option only shows up when you get the "From Death, Life" quest; with every new character and not just the first time like the other options, which seems odd.
Abuductor 14 Feb, 2018 @ 5:27am 
It's absolutetly perfect. Thanks a ton.
ThatWhichIsMe  [author] 7 Feb, 2018 @ 6:48pm 
@Abuductor: We Apologize for the Delay;™ the latest release includes a first pass at support for Celestial/Star Fury via lichform. See the forum thread [forums.te4.org] for usage notes. And this was a fairly complex modification (and I don't play Necromancers myself), so let me know if I've gotten anything wrong.
ThatWhichIsMe  [author] 18 Dec, 2017 @ 6:03pm 
@Abuductor: I'll have to investigate to see what's involved. The addon works internally by cloning the character and force-leveling the clone up to level 50; I suppose in theory I could arrange to have it fake the clone's death as well, if needed.
Abuductor 5 Dec, 2017 @ 5:16am 
Is it possible to add an option for Celestial/Star Fury gained from the Lichform talent as well? I know it might be trickier to do since the talent points invested is variable – a minimum of 2 if you spend a category point on the tree, and up to 5, I think – but maybe you could add a small box next to the option where the player can input how many points they plan on investing. And as for the other 3 talents on the tree, just add a single point, I suppose.
Or is it impossible to do with the way the addon works at the moment, since the character has to die while the talent is sustained?
Abuductor 25 Nov, 2017 @ 1:11pm 
Awesome. Thanks for the quick update.
ThatWhichIsMe  [author] 25 Nov, 2017 @ 11:56am 
@Abuductor: It's because I didn't know about the change.:steamfacepalm: Release 10.2.3 updates this. If the planner doesn't know you know about this quest tree, you can use the "Mark as Seen" button with the activation code "escort_lost_anorithil_psionic_feedback". We Apologize for the Inconvenience.™
Abuductor 23 Nov, 2017 @ 7:53am 
Ever since 1.5 (iirc) betraying the lost anorithil escort gives the option of picking the Psionic / Feedback tree instead of Technique / Field Control, since the later one was kind of removed. TPP still lists Field Control for that escort option for me. I don't know if it's because I used the addon prior to 1.5 and the unlock doesn't update anymore, or the addon itself needs to be updated.
ThatWhichIsMe  [author] 20 Apr, 2017 @ 5:24pm 
@ShadowMage: The current release of this addon is 10.2.2, released March 10 2017
ShadowMage 17 Apr, 2017 @ 6:43am 
Has this been updated since the latest release?
Josi 9 Jul, 2016 @ 4:32am 
Thanks :D
ThatWhichIsMe  [author] 7 Jul, 2016 @ 7:45pm 
@San0ix: That should now be supported in the latest release.
Josi 7 Jul, 2016 @ 9:44am 
Can you add exotic weapons mastery from warrior escorts? Really awesome mod! :)
ThatWhichIsMe  [author] 17 Jan, 2015 @ 7:36pm 
@777.is.HARDCORE: Yes, I checked that at the same time; turns out ZOmnibus was already doing the right thing by accident. :-}
777 14 Jan, 2015 @ 4:27pm 
Great, thanks. In case it helps in the future, this was only an issue when trying to use this add-on by itself (with Marson's). This issue did NOT occur when using the full ZOmnibus Addon Pack (with Marson's).
ThatWhichIsMe  [author] 12 Jan, 2015 @ 8:49pm 
@777.is.HARDCORE, @Nagumo: I believe the latest update should fix the problem you describe. We Apologize for the Delay.™
777 23 Nov, 2014 @ 5:33pm 
This mod seems to conflict with "Marson's UI Modifications" mod. Which is really sad, as I'd like to use this planner, but Marson's UI mod is non-negotiable :\

Any thoughts on why there is a conflict? I get the same issue as Nagumo below (flickering loading screen when trying to start a new game) whenever both of the mods are active. Deactivating either allows the other to work normally.
ThatWhichIsMe  [author] 17 Jul, 2014 @ 4:31pm 
We Apologize for the Delay;™ finally able to publish the latest version to Steam.
dracos12 14 Jul, 2014 @ 8:22am 
Neat concept. Came to grab and then saw that there's lots of reports of not working, so stopped. Like the idea.
Falcon Grey 9 Jul, 2014 @ 10:33pm 
It needs to be updated to the 1.2.3 version availible on the website (was already updated)
Nagumo 15 Jun, 2014 @ 2:54am 
Right now it doesn't work for me. ToMe isn't starting a new game and stops at the laoding screen if i turn it on status "auto active" or "manual active".
MightyWizard 13 Dec, 2013 @ 6:19pm 
this thing is awesome, but it doesn't accomodate the incorporation of all prodigies, but then again, i'm new, and i don't know much about obtaining them. Thanks for your hard work, peace
MightyWizard 13 Dec, 2013 @ 5:11pm 
i'm going to test this out for myself. it sounds promising, so when i'm done, i might be back with an upvote for you! thanks for contributing