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🧙 Sorcery Mod - A21.2 Stable LIVE! (v1.94)

Ok, got the error: NullReferenceException: Object reference not set to an instance of an object. Oddly, it also prevents me from exiting the game, giving the same error.

 
Ok, got the error: NullReferenceException: Object reference not set to an instance of an object. Oddly, it also prevents me from exiting the game, giving the same error.
Hi, can you give more information, please:

  • Mod Launcher or Manual?
  • Game Version: 17.2 b27?
  • New Game / Existing game?
  • Using Other Mods / Sorcery Only?



Thanks!


 
Mod Launcher. Latest version of the game. New game. Sorcery is being run clean, other than its own mods... unless there's some sort of cross-contamination going on (I do run multiple instances. But they're supposed to be kept separate by the launcher).

Edit: Correction something strange is going on here. Now there are a fair few modlets enabled. I'll get you a list in a moment. Separate post likely.

 
Daily Trader Restocks

Delmod: Kitchen Mod

Donovan: Mega Perks, Mega Stacks

Farm Life: Base mod, Icons, Models

Guppycur's Placeable Lights

JaxTeller718 mods: Car Loot Fix, Eggs in Fridges, Faster Vehicles, More Bones, More Quest XP (possible culprit?)

Khelldon's mods: Bigger Buck and Doe, Starter Crate

Learnable Attachment Schematics

Ragsy: Better Gyro Handling

RussianDood: Solar Panel mod

S420: Car Respawner, Bigger Backpacks and Storage

SMX: SMX Hud, Hud Icons, Hud Stats, Encumberance configuration

Snow Berry Farming

Sorcery (of course)

Spherell: Mod localization hook (no idea what this is. I didn't download it on any of my installed packs)

StallionsDens: Mining Machine, Pallets, Store Shelves

Wolfgang: Trader opens at 4:20am

 
Daily Trader RestocksDelmod: Kitchen Mod

Donovan: Mega Perks, Mega Stacks

Farm Life: Base mod, Icons, Models

Guppycur's Placeable Lights

JaxTeller718 mods: Car Loot Fix, Eggs in Fridges, Faster Vehicles, More Bones, More Quest XP (possible culprit?)

Khelldon's mods: Bigger Buck and Doe, Starter Crate

Learnable Attachment Schematics

Ragsy: Better Gyro Handling

RussianDood: Solar Panel mod

S420: Car Respawner, Bigger Backpacks and Storage

SMX: SMX Hud, Hud Icons, Hud Stats, Encumberance configuration

Snow Berry Farming

Sorcery (of course)

Spherell: Mod localization hook (no idea what this is. I didn't download it on any of my installed packs)

StallionsDens: Mining Machine, Pallets, Store Shelves

Wolfgang: Trader opens at 4:20am
If you're only getting the error message under the circumstances you mentioned, there's the possibility that you either added or removed a mod that caused a shift in Item ID's. This would trigger the error message for any mod/modlet that adds/removes items.

 


Unfortunately, I can't provide further support for such a vast list of mods.


 
Understandable. Just odd that it works perfectly fine on a new game that has not completed the starter mission.

Edit: To clarify, both games I tested it on were new. The new one I finished the starter mission on is the only one that had an issue.

 
Last edited by a moderator:
Seems all I had to do was start that second new game and read the Sorcery quest book first, so all is well enough, and I'm enjoying the mod a great deal. Well done on it!

 
Seems all I had to do was start that second new game and read the Sorcery quest book first, so all is well enough, and I'm enjoying the mod a great deal. Well done on it!
Awesome, glad you got it working with the mods... enjoy! :)

 
I wanna shed some light on a couple frequently asked topics...

 


USE A SPELLCAST WEAPON FOR EACH SPELL


Due to an existing Game Bug, you will not cast a newly loaded Spell UNTIL your first shot or you SWITCH AWAY from and back to the Spellcast on your Toolbar. This bug applies to all "Catapult" and "Launcher" Class weapons (
Bow / Rocket Launcher / Spellcast).

 


Luckily, an easy and preferred solution is to use a
Spellcast Weapon for EACH Spell. This is the best and most comfortable way to take advantage of all the Spell synergies and to to build up "Stacks".

 


Game Bug Report

 

 


XP FROM TRAPS / CLOSE PROXIMITY KILLS

I recently implemented a feature that "marks" foes within close proximity to the player. This opens up a lot of new feature capabilities for later and grants the player XP for Trap Kills, so long as they're within close proximity to the entity when they die.

 
Seems to be something up with the latest version, or is there not supposed to be any loot in containers? I'm getting empty cabinets, bird's nests, mailboxes, dufflebags, everything is empty.

 
Seems to be something up with the latest version, or is there not supposed to be any loot in containers? I'm getting empty cabinets, bird's nests, mailboxes, dufflebags, everything is empty.
Sounds like something else is interfering. Loot hasn't been touched for some time.


Are you using any other mods? Latest game version?


 
Unfortunately I am using a number of modlets, but nothing that should be interfering with loot. Got the latest gameversion. I was just seeing if this was part of the sorcery mod as I try to troubleshoot and see what's up.

 
Unfortunately I am using a number of modlets, but nothing that should be interfering with loot. Got the latest gameversion. I was just seeing if this was part of the sorcery mod as I try to troubleshoot and see what's up.
Definitely should be getting loot. Sorcery only adds to loot, nothing is removed or altered.

 


You're the only person reporting the issue, so my best guess is one of the mods you're using is the culprit and/or one of the Mods+Sorcery don't like each other.


 

 




 
watching kages playthrough of your mod devrix first i wanna say awesome work and second this may be asking alot but is there a way you can add a replica of hogwarts castle into your mod? :)

 
watching kages playthrough of your mod devrix first i wanna say awesome work and second this may be asking alot but is there a way you can add a replica of hogwarts castle into your mod? :)
I personally won't be adding any POI's as I want to focus all of my time on the Sorcery gameplay itself: Spells, Items, Traps, Crafting, Entities, Quests, FX, Balancing.





However, Sorcery is highly compatible with many other mods, including those that add new POI's to the game (and I intend to keep it this way). So feel free to browse and use those as you shouldn't have any problems! :)

 
New Sorcery Wiki Entry

Spell Stacks / Orbs

 

 


Applying Stacks


Consecutive direct hits with
Tier 1 Base Spells, such as: Fire Spell, apply what's referred to as an elemental Stack. These Stacks multiply all spell damage and effects, for all Spells, for each Stack. Certain perks, items and effects (as specified) are also capable of applying Stacks.





Stack Orbs


Stacks are
visually represented by Elemental Orbs found at your foes feet. Stacks have no limit, though the visual Orb representation of them will stop at four... for preservation of sanity.





Stack Limits


Stacks can be applied... infinitely, though they will expire after some time of no activity. Expiration of stacks does not occur if you have special perks or items that alter this mechanic.






Stack Refresh / Consumption


All stacks on a foe are refreshed by consecutive hits of the same element that applies stacks. Certain effects require and rely on stacks to trigger, typically consuming stacks in the process.






Stack Strategy


Tier 2-5 Spells rely heavily on Stacks for maximum damage and effect. It's wise to apply stacks to your foes, while they are affected by Tier 2-5 Spells, for maximum damage and effect. This is particularly true at later game stages when the nasties arrive.

 


https://github.com/7d2d-sorcery/Sorcery/wiki/Spells#spell-stacks--orbs

7d2d-sorcery-wiki.png



 
just out of curiosity, me an a friend of mine are doing a MP game and found that the lighting is disabled, anyway to fix that, we are interesting in testing it out since we have found we love the fire and ice!

 
just out of curiosity, me an a friend of mine are doing a MP game and found that the lighting is disabled, anyway to fix that, we are interesting in testing it out since we have found we love the fire and ice!
@dark_angel glad the two of you are enjoying the mod!


Lightning is not released yet. Should be out by the end of this month... save that Lightning Essence!
:)

 
Is there any kind of block that spellcasts can shoot through? I've tried bars, frames, and railings, and all three stop the fire bolt which just damages the block.

 
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