Age of Wonders 4

Age of Wonders 4

Elemental Tomes - Revived
66 Comments
Daverin2112 5 hours ago 
@sabahel-tep What other mods do you have?
Sabahel-Tep 7 Oct @ 11:39am 
Got the crash too. End of first round.
Daverin2112 4 Oct @ 7:11am 
Make that two dumps and logs.
Daverin2112 3 Oct @ 9:53am 
I have a log and dump, if you can accept invite.
Daverin2112 30 Sep @ 1:43pm 
I can re-add your mod and see if I can produce a Report for you, however. Maybe I'll get lucky and now it never happens again! :steammocking:
Daverin2112 30 Sep @ 1:42pm 
I WILL say that I have had first endturn crash with your mod on, which nothing else does, with intentionally pruned down asset adding mods. This was with Pyromancy tome start.

I have no other real basis to go off of, and the wide reports across different mods really suggest it is a problem with the new patch itself. Unless and until Triumph is made aware, individual mod authors would be shooting in the dark.
Monger  [author] 30 Sep @ 12:52pm 
Unfortunately, it is very difficult for me to fix a problem that is not present in my own game and with no specific cause. If anyone wants to send me a crash report, you can pm me here or on Discord (same name, same pfp). Otherwise I'd just be changing stuff willy nilly and hoping it sticks.

@Daverin2112 I believe the Ashen Vestal has elements of a battle mage and support unit. I didn't create it, so I'm not sure precisely what the thinking behind it is.
Arcturus 30 Sep @ 12:37pm 
Unfortunately, with this mod, the game always crashes after I finish the first round.
Daverin2112 28 Sep @ 10:52am 
A question about the actual mod additions; @Monger, do you know why the Ashen Vestal is a Battlemage? They are VERY support-coded with their abilities.

My only guess, is that they wanted them to gain access to the Fire Bomb skill from Tome of Dragons.
Daverin2112 28 Sep @ 9:11am 
It generally seems like the reports start when a fair amount of added visual/art assets get added. Things like fashion mods, large tome packs, and Von Schnitzel's seem to add up and start causing issues. Whether or not there is still issues in this mod independent of that is not clear.
Reman 22 Sep @ 8:09pm 
This was causing crashes for me as well. I'm heavily modded so I'm not sure if it was a compatability issue or what, but disabling this mod fixed the crashes.
JKingJ 19 Sep @ 11:03pm 
Is it possible to get this mod to work with Transformation Traits or WerMS Transformation mods? They are expecting the Tome of Chaos Channeling in order to give the Scion of Flame transformation.

Is there a way to prevent this mod from nuking the base game tome and let it coexist with the other changes from this mod?
Fuegan1431 11 Sep @ 7:15pm 
This causes me crashes as well. I tried the megafauna, two skull rank, default new game map and crashed at end turn 2. Then I was 10 turns into the 2nd to last story game mode. Disabling this mod and this mod alone allowed me to resume both those games. I believe both were on medium map size. I did not select any of these tomes in my games.
Monger  [author] 9 Sep @ 1:49pm 
Hello, I've attempted to address the issue with crashes. I was experiencing some regular crashes myself shortly after your comments.

I went in and removed some changes to some of the vanilla tomes that won't interfere with the larger changes made by this mod, and had no further crashes for the remainder of my last game. I can't guarantee it's fixed, so please let me know if you have any further crashes and I will continue to look into what the problem is.

@Merethys I believe that was an intentional design decision made by the original author of the mod. I actually like that, but I will consider changing it.
Merethys 6 Sep @ 1:12am 
There is an issue with Tidecallers for the lizard form. They always have crocodile heads, even if you set a different head for your faction.
Vandergrahf 5 Sep @ 6:24pm 
@Celepito Yup, I've tried with small to very large maps. Nada. I thought it might be simul turns as well, but it crashed on classic as well.

@Monger I'm no modder, but maybe it has to do with the edits to T1 tomes? The crash doesn't seem to be tied to map size as it crashes/doesn't crash regardless of generation settings.
Monger  [author] 5 Sep @ 6:02pm 
Hmm, interesting. I am able to load into any game just fine. Started a game on a very large map just now to test it. I'll try and look into it, but I'm not sure what could be causing crashes, so it may take some time to uncover that.
Celepito 5 Sep @ 1:47pm 
I can corroborate the crash report, with additional weirdness:

Testing with only this mod loaded, as well as with my full mod list, lets me load in on Custom Realms the size Small, Medium and Large, without problems. However, it crashes upon loading in on any larger size, be it base game "Very Large" or any mod added increases, even in a 1v1 map.

@Vandergrahf, have you tried different sized Custom Realms?
Vandergrahf 5 Sep @ 1:00am 
HI! Experiencing a weird crash with this mod. In my case, the game crashes on any custom realm (as soon as it loads in) regardless of player size and settings. The really weird thing is that on rare occasions, it loads fine and the game proceeds without a hitch.

I've also gotten the crash consistently with only this mod active on my list.
Cat-Lunatic 23 Aug @ 1:19pm 
Would you be willing to add some new water based tomes, and maybe more fire? I don't really have any ideas, lol.
Monger  [author] 22 Aug @ 2:39pm 
@Geolas Hello, I attempted to recreate the issue you were having and had no problems with it as described. If you could provide me with more specifics about your setup so I can recreate it better, I can try that, but it could potentially be another mod.
geolas 22 Aug @ 12:51pm 
this mod causes the game to crash at the end of the first turn (when pressing end turn) if you are playing as the Mystics with the Potential Subculture
Sindir 21 Aug @ 2:07pm 
@Monger
Ah yes I´m there too, but under the Name Gonto.
Yes they helped me a lot there too, but wasn´t sure if you´re there, and wanted to ask you directly.
Gonna contact you there.
Monger  [author] 21 Aug @ 1:28pm 
@Sindir Hi! I don't recall having that issue with my Tidecaller, though I do think I've seen that before with other units.

Are you a member of the AoW4 official Discord? There's a few channels for modders there and they are wonderfully talented and helpful (help me all the time!), and you can ping me there (same name and pfp), as it's a far better forum to talk back and forth and work through problems than here.

I think a good starting place might be to download this mod and compare the way we have our abilities set up. Perhaps you can figure out the missing link that way.
Sindir 21 Aug @ 12:55pm 
Hi Monger, Hope you´re fine!
Like you took over maintaining this mod, I do the same for the "Age of Tomes" mod. One of my subscribers made me aware of this mod here sharing the same "Tome of Tides".
Now I wondered if (working with the same tome) you may have found a solution for a bug, I´m not able to find.
At least for some subscribers, and for me a wired visual bug happens when the Tide caller uses his tidal call ability. The tide caller model becomes super big, filling the whole screen, srinking again and some other wired visual shenanigans are happening.
Did you expirienced something similar? And if yes could you please tell me how you fixed it, or if not do you have an idea what might be the cause?

Best greatings from a fellow modder collegue ;)
Monger  [author] 21 Aug @ 5:16am 
@Aile This mod does alter .rpks for the tome of Chaos Channeling and I believe a few others. I didn't make this mod and rarely touch those aspects at all, so I don't remember which off the top of my head. If you have any other mods that affect those packs, there could be conflicts.
Aile 20 Aug @ 6:35pm 
I don't know why but theres an issue that ctds me with your mod when i load into game. tested it with a new game. i do use other mods. I don't understand how this mod can conflict with anything.
Monger  [author] 13 Aug @ 4:59pm 
Alright, I've attempted to address the issues with Nimue. Please let me know if anyone is still having problems with that.

I have always found the Tidecaller's ability underwhelming and practically useless. I'm taking a swing here with the buff, but it's hard to say how strong it is without some testing. Please let me know if it feels good to use and/or if the swing was too big and needs to be toned down a bit. If you never thought it needed a buff, that is valuable feedback too!

Updates:
- refreshed modded files for Nimue to reflect faction creation updates and keep the Tome of Tides
- added modularity such as horns and feathers for ogrekin, goatkin, avians, and elysians to Ashen Vestal and Tidecaller
- buffed Tidecaller's tidal call ability, increasing the damage by 4 and cone radius by 1
originaljuke 9 Aug @ 6:08pm 
That's amazing. Thank you so much for still being active and looking into issues. And for being patient and polite when questions are asked or concerns are raised.
Monger  [author] 9 Aug @ 4:48pm 
Hello, I will be taking a look at all issues once the update drops, and while I can't give an exact timeline, I will try to have it updated by the weekend if possible. I usually wait til the update drops because I don't wanna fix something in the beta and have the actual update break it, as unlikely as that might be.
originaljuke 9 Aug @ 2:46pm 
With the griffon beta, after uninstalling mods one my by, it appears that for me at least this mod is causing the game to crash on creation. I couldn't offer any idea why, save with this mod when my library of heroes loads Nimue is at the top. Without this mod Nimua is not at the top. maybe there's some interaction with griffon, new classes, and how this mod affects Nimue? Does anyone else have issues during the beta with this mod?

i know the beta is a no mods thing usually, but my understanding also is the beta is an opportunity for modders to determine if there are any issues wtih the new update.

I love this mod, and that it let's nimue really do water. i hope I can keep using it.
Brk 11 Apr @ 9:13am 
Even after Resub and re-downloading, im having low frame-rates when encountering the units
Monger  [author] 5 Apr @ 6:40pm 
@Deathmond Hello, this issue has been resolved on my end. I would recommend unsubscribing then resubscribing to the mod to force it to redownload the updated files.
Deathmond 5 Apr @ 4:38pm 
some units do not work. the game starts to slow down a lot when they appear on the screen. you can check this in the game in the monster encyclopedia
LazerBaby 3 Apr @ 9:09pm 
My apologies had to go to work, it was flash flood. But thanks for the quick fix!
Monger  [author] 3 Apr @ 3:36pm 
Alright, as far as I can tell, this fix should resolve the issue.

Update:
- Fixed deprecated screen type errors that caused crashes when using certain spells.
Monger  [author] 3 Apr @ 2:03pm 
Which spell caused the crash?
LazerBaby 3 Apr @ 12:21pm 
Hello I cast one of the spells from tome of tides and it causes CTD
Zarathustra 3 Apr @ 10:23am 
Unrelated, but would you be willing to update her Lore and Miscellany mod? Love the unit lore but it needs to be updated and ideally include new units. I'm even willing to pay someone to do this I love the mod so much!
Vixey Nine Tails 2 Apr @ 11:56pm 
Could just be a my game thing but casting a combat spell from the tome of tides crashes my game
Monger  [author] 2 Apr @ 6:04pm 
Hello, I experienced the severity of the framerate drop myself, so resolved to try and push an update for tonight. There may still be a few less critical things I need to do to bring this mod in line with the latest update, such as adding a Champion level upgrade for the Ashen Vestal's spell, but it should at least be playable now.

- Added modularity for UnitPanelBounds to fix framerate drops from modded units
Nexious 2 Apr @ 11:37am 
The FPS issue is still a problem on the now live version. Many other modders where forced to deploy a fix in a similar fasion.
Monger  [author] 2 Apr @ 8:45am 
For now, I hope it assuages any concerns you might have had that I'm no longer monitoring this!
Patient Zero 2 Apr @ 7:54am 
@Monger Thanks alot and no worries take your time.
Monger  [author] 2 Apr @ 6:37am 
Hello, might not get a chance to update this until the weekend.

@Nexious Sorry for not responding earlier, but I was not planning on updating this until after the official launch. I'll test things on my end and see if it's still a problem.
Patient Zero 2 Apr @ 2:38am 
Need an update for this mod pls.
Nexious 23 Mar @ 9:14am 
Just popping in to tell you that the Ashen Vestal (and maybe other units from the mod) is currently causing massive FPS issues on the beta for the Ogre Update. It would be nice if you fixed that :)
Monger  [author] 24 Jan @ 10:52am 
@Lemonz Hey, I forget what exactly needed to be changed, but I think you need to to take the "Town Hall Tier 2" item and moved it from "Required Structure Properties" or wherever it's at and moved it to "Required Properties" under the "Colony Properties" tab.

I would recommend joining the official Age of Wonders Discord. They have a few discussion groups dedicated to modding where I got help for this problem initially.
Lemonz 23 Jan @ 4:55pm 
How did you re-enable the Tome of the Tides SPI? I want to do that with the original Age of Tomes mod for an ongoing playthrough
Letimineur 8 Jan @ 2:25pm 
hello,
i love this mod but i have an issue with the reorganisation of existing tomes.
Every mod i use ( or create ) that reference any spell in the original tomes of demon gate, channeling or pyromancy are broken.
For example i i create a new society trait that give scion of flame at the begin of my game. the spell will not get correctly unlocked.

Is it possible to revert change of the original placment of spell in the tome and add spell where there is space or directly create a new tome with all that god fire vibes ?