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Sage of Mastery Magic + Mastery Spells + Ghost Butler + Alchemy

by TwelfthDoctor1 Posted 20th Aug 2020 at 8:11 PM - Updated 9th Dec 2023 at 12:33 PM by TwelfthDoctor1 : Version 2.17
 
266 Comments / Replies (Who?) - 228 Feedback Posts, 37 Thanks Posts
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Test Subject
#251 Old 17th Aug 2022 at 4:56 PM
A few Occultify spells don't work. Alien, Servo, and Plantsims just turn your Sim into the occult.
Test Subject
#252 Old 27th Aug 2022 at 5:25 PM
Default wand bug??
great mod i love it. unfortunately most of the transformation spells not working but its all good. btw if yall ever encounter that your sim keep using wand eventho they were set to "never use wand", it is probably due to your sim equipped the sage of mastery trait TD1:trait_MagicSage_Master. I removed the trait and the wand problem is gone too.(if your sim still use wand try to ask rite of desagify from the mastery sage). this might help for simmers that hate wands like me.
Field Researcher
Original Poster
#253 Old 31st Aug 2022 at 6:12 PM
Quote: Originally posted by xenosgodly
great mod i love it. unfortunately most of the transformation spells not working but its all good. btw if yall ever encounter that your sim keep using wand eventho they were set to "never use wand", it is probably due to your sim equipped the sage of mastery trait TD1:trait_MagicSage_Master. I removed the trait and the wand problem is gone too.(if your sim still use wand try to ask rite of desagify from the mastery sage). this might help for simmers that hate wands like me.

For the Transformation Spell issue, lemme look into it. As for the consistent wand usage for the Mastery Sage & Alchemy Sage, if you want to remove the Wand Usage but retain the Sage Role of the Sims, you need to remove the following section of code for TD1:trait_MagicSage_Master and TD1:trait_MagicSage_Alchemy:
Code:
  <U n="trait_asm_overrides">
    <V n="param_type" t="enum">
      <T n="enum">CastingSpell_DeviceType</T>
    </V>
    <T n="trait_asm_param">wand</T>
  </U>

Downloads for my mods (and mods not listed on MTS) can also be found at my Blog:

Tumblr

For Bug/Issues report here: Discord Server
Field Researcher
Original Poster
#254 Old 31st Aug 2022 at 6:36 PM
Quote: Originally posted by xenosgodly
great mod i love it. unfortunately most of the transformation spells not working but its all good. btw if yall ever encounter that your sim keep using wand eventho they were set to "never use wand", it is probably due to your sim equipped the sage of mastery trait TD1:trait_MagicSage_Master. I removed the trait and the wand problem is gone too.(if your sim still use wand try to ask rite of desagify from the mastery sage). this might help for simmers that hate wands like me.

After looking into the Transformation Spell Issue, it looks like I have made a error at the time and the transformations for Servo, Alien, Fake Alien and PlantSim all only affect the Actor Sim only. Lemme try to fix it and push an update.

Downloads for my mods (and mods not listed on MTS) can also be found at my Blog:

Tumblr

For Bug/Issues report here: Discord Server
Test Subject
#255 Old 6th Sep 2022 at 10:50 AM
Quote: Originally posted by TwelfthDoctor1
For the Transformation Spell issue, lemme look into it. As for the consistent wand usage for the Mastery Sage & Alchemy Sage, if you want to remove the Wand Usage but retain the Sage Role of the Sims, you need to remove the following section of code for TD1:trait_MagicSage_Master and TD1:trait_MagicSage_Alchemy:
Code:
  <U n="trait_asm_overrides">
    <V n="param_type" t="enum">
      <T n="enum">CastingSpell_DeviceType</T>
    </V>
    <T n="trait_asm_param">wand</T>
  </U>


Got it TYSM!!
Test Subject
#256 Old 26th Sep 2022 at 6:33 PM
If you run https://scumbumbomods.com/#/tuning-error-notifier/ you can track down and fix errors like:
TD1:social_MagicHQ_AlchemyLecture_Lecture
Incorrectly matched tuning types found in tuning for distance in Instance: 12667285809786563541 (TD1:social_MagicHQ_AlchemyLecture_Lecture), Types.INTERACTION. Expected 'V', got 'E'
ATTRS 2: dict_items([('n', 'distance')])
ETree Node:
<E n="target">TargetSim</E>

Error in Instance: 12667285809786563541 (TD1:social_MagicHQ_AlchemyLecture_Lecture), Types.INTERACTION, parsing a TunableTuple tag
The tag name 'threshold' was unexpected. Valid tags: tooltip, distance_threshold, level_modifier, subject, target, object_count_threshold

I have been slowly going through and seeing if this solves some of the bugs I saw so far
Test Subject
#257 Old 18th Oct 2022 at 2:08 AM Last edited by IndigoSims : 18th Oct 2022 at 2:29 AM.
Hey, I seem to be having a problem learning alchemy recipes from the Alchemy Sage. First he said I need level 5 logic and 1 magical mote in order to learn a recipe, so I got those and asked him again. Then he said I needed 15 death flowers, so I got those as well. Now when I finally have everything he asked for and click on him, the option to ask to learn an alchemy recipe is gone. I can learn spells and potions but no alchemy. Is there any other way to learn these recipes? There doesn't seem to be any tomes for them in the shop in Caster's Alley. They're also not listed in the spellbook. In fact, I only found out they were part of this mod when I was scrolling through debug one day and saw them there, lol. I just assumed the Alchemy Sage was only for the EA potions that came with Realm of Magic.
Lab Assistant
#258 Old 29th Nov 2022 at 1:45 AM
Something going on with the Alchemy sage. He will teach regular RoM potions, and one or two branches of regular RoM magic, but nothing from this mod. Unless, the Sage of Mastery Magic leaves for some reason. If that happens, then the Alchemy sage becomes the Mastery sage until the other one comes back.
Test Subject
#259 Old 30th Jan 2023 at 6:03 PM
I have like 3-4 of each sages in my magic realm and wont let me remove that trait for the ones that show up as extra sages, i only want one of each
Test Subject
#260 Old 2nd Feb 2023 at 1:42 AM
I think this mod might be broken, because BetterExceptions created an error with it.
Test Subject
THANKS POST
#261 Old 13th May 2023 at 12:55 PM
Hey, Love the mod, goes well with hybrid so i try to keep my game with it. Question: any way to not use wands. After becoming a Sage the wand is automatic added to my sim. TY for your time and Keep up with the good work
Field Researcher
#262 Old 25th May 2023 at 2:58 AM
Quote: Originally posted by hitmontop16
I think this mod might be broken, because BetterExceptions created an error with it.


Just happened to me as well.
Test Subject
#263 Old 25th Jul 2023 at 4:21 AM
having issues with the sage of mastery, i have a magic mote, logic skill of 5 and have the highest possible spell caster rank but the sage of mastery keeps telling me im not a skilled enough spell caster to learn any spells from him
Field Researcher
Original Poster
#264 Old 10th Sep 2023 at 11:43 AM
Quote: Originally posted by Rosey_Lee1998
having issues with the sage of mastery, i have a magic mote, logic skill of 5 and have the highest possible spell caster rank but the sage of mastery keeps telling me im not a skilled enough spell caster to learn any spells from him

You would need a very high friendship level too (90 and above) to be able to learn the spells.

Downloads for my mods (and mods not listed on MTS) can also be found at my Blog:

Tumblr

For Bug/Issues report here: Discord Server
Test Subject
THANKS POST
#265 Old 16th Sep 2023 at 3:50 AM
Is it possible to keep using this mod, without the presence of Sage mastery? If so, please tell me how to remove sage mastery from the game and prevent the system from regenerating it, thanks.
Field Researcher
Original Poster
#266 Old 17th Sep 2023 at 10:36 AM
Quote: Originally posted by kuncen
Is it possible to keep using this mod, without the presence of Sage mastery? If so, please tell me how to remove sage mastery from the game and prevent the system from regenerating it, thanks.


It may be possible to play without using the sage in the magic realm, provided if you use dueling as the form of learning (that I need to check) or by the non situation sage. If you do not want the Sage of Mastery Magic, then you need to remove the following lines of code in this entry in S4S:

Code:
TD1:Add_Situation_Shifts_zoneDirector_MagicHQ | 18114426757956661796


Code:

   <U>
      <V n="shift_curve" t="curve_based">
        <U n="curve_based">
          <L n="entries">
            <U>
              <U n="days_of_the_week">
                <T n="0 SUNDAY">True</T>
                <T n="1 MONDAY">True</T>
                <T n="2 TUESDAY">True</T>
                <T n="3 WEDNESDAY">True</T>
                <T n="4 THURSDAY">True</T>
                <T n="5 FRIDAY">True</T>
                <T n="6 SATURDAY">True</T>
              </U>
              <L n="walkby_desire_by_time_of_day">
                <U>
                  <T n="hour_of_day">0</T>
                  <U n="desired_walkby_situations">
                    <V n="desired_sim_count" t="literal">
                      <U n="literal">
                        <T n="value">1</T>
                      </U>
                    </V>
                    <L n="weighted_situations">
                      <U>
                        <T n="situation">13711127338003329104<!--TD1:singleJobSituation_MagicSage_Master--></T>
                      </U>
                    </L>
                  </U>
                </U>
              </L>
            </U>
          </L>
        </U>
      </V>
      <E n="shift_strictness">OVERLAP</E>
    </U>


Downloads for my mods (and mods not listed on MTS) can also be found at my Blog:

Tumblr

For Bug/Issues report here: Discord Server
Test Subject
#267 Old 11th Apr 2024 at 6:43 AM
Does anyone know if this mod works with the latest patch?
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