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Why am I only seeing class skills in the UI and nothing else?

Sirona_Starr
Sirona_Starr
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And how do I get the list of all my skills back?
  • Toanis
    Toanis
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    Do you have the SpentSkillPoints Addon?

    That puts out a ton of error messages and leaves a broken skill menu.
  • Sirona_Starr
    Sirona_Starr
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    Toanis wrote: »
    Do you have the SpentSkillPoints Addon?

    That puts out a ton of error messages and leaves a broken skill menu.

    That fixed it!! THANK YOU <3
  • Gandalf_72
    Gandalf_72
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    Fixed here:

    Marazota wrote:
    errors on PTS
    user:/AddOns/SpentSkillPoints/SpentSkillPointsUI.lua:41: function expected instead of nil
    stack traceback:
    user:/AddOns/SpentSkillPoints/SpentSkillPointsUI.lua:41: in function 'TreeEntrySetup'
    |caaaaaa<Locals> node = [table:1]{childrenHeight = 0, selected = F, childrenCurrentHeight = 0, enabled = T, childSpacing = -10, open = F, childIndent = 74, openPercentage = 0}, control = ud, data = [table:2]{isSubclassingNode = T}, open = F </Locals>|r
    /EsoUI/Libraries/ZO_Tree/ZO_Tree.lua:893: in function 'ZO_TreeNode:RefreshControl'
    |caaaaaa<Locals> self = [table:1] </Locals>|r
    /EsoUI/Libraries/ZO_Tree/ZO_Tree.lua:563: in function 'ZO_TreeNode:New'
    |caaaaaa<Locals> self = [table:3]{__isAbstractClass = F}, tree = [table:4]{width = 300, exclusive = T, defaultIndent = 74, enabled = T, autoSelectChildOnNodeOpen = F, suspendAnimations = T, defaultSpacing = -10}, templateInfo = [table:5]{template = "SSP_NavigationEntry"}, parentNode = [table:6]{childSpacing = 0, childrenCurrentHeight = 0, childIndent = 74, selectSound = "Click_TreeHeader", open = F, selected = F, childrenHeight = 68.826049804688, enabled = T, openPercentage = 0}, data = [table:2], childIndent = 74, childSpacing = -10, open = F, node = [table:1] </Locals>|r
    /EsoUI/Libraries/ZO_Tree/ZO_Tree.lua:184: in function 'ZO_Tree:AddNode'
    |caaaaaa<Locals> self = [table:4], template = "SSP_NavigationEntry", data = [table:2], parentNode = [table:6], templateInfo = [table:5] </Locals>|r
    (tail call): ?
    /EsoUI/Ingame/Skills/Keyboard/ZO_Skills.lua:1346: in function 'ZO_SkillsManager:RebuildSkillLineList'
    |caaaaaa<Locals> self = [table:7]{showAdvisorInAdvancedMode = F}, _ = 1, skillTypeData = [table:8]{skillType = 1, keyboardNormalIcon = "EsoUI/Art/Progression/progress...", name = "Class", keyboardPressedIcon = "EsoUI/Art/Progression/progress...", announceIcon = "EsoUI/Art/Progression/skills_a...", keyboardMousedOverIcon = "EsoUI/Art/Progression/progress..."}, parent = [table:6], subclassingData = [table:2] </Locals>|r
    /EsoUI/Ingame/Skills/Keyboard/ZO_Skills.lua:626: in function 'cleanFunction'
    /EsoUI/Libraries/Refresh/Refresh.lua:200: in function 'ZO_OrderedRefreshGroup:TryClean'
    |caaaaaa<Locals> self = [table:9]{autoCleanMode = "perFrame"} </Locals>|r
    /EsoUI/Ingame/Skills/Keyboard/ZO_Skills.lua:1377: in function 'ZO_SkillsManager:OnShown'
    |caaaaaa<Locals> self = [table:7] </Locals>|r
    /EsoUI/Ingame/Skills/Keyboard/ZO_Skills.lua:1432: in function 'ZO_Skills_OnEffectivelyShown'
    |caaaaaa<Locals> self = ud </Locals>|r
    (tail call): ?
    ZO_Skills_EffectivelyShown:3: in function '(main chunk)'
    |caaaaaa<Locals> self = ud, hidden = F </Locals>|r
    [C]: in function 'SetHidden'
    /EsoUI/Libraries/ZO_Scene/ZO_SceneFragmentTemplates.lua:122: in function 'ZO_AnimatedSceneFragment:Show'
    |caaaaaa<Locals> self = [table:10]{animationKey = 91, duration = 200, state = "showing", allowShowHideTimeUpdates = F, animationTemplate = "FadeSceneAnimation"}, currentScene = [table:11]{restoresHUDSceneToggleUIMode = F, restoresHUDSceneToggleGameMenu = F, wasShownInGamepadPreferredMode = F, name = "skills", state = "showing", fireCallbackDepth = 0, wasRequestedToShowInGamepadPreferredMode = F, disallowEvaluateTransitionCompleteCount = 1}, animation = ud </Locals>|r
    /EsoUI/Libraries/ZO_Scene/ZO_SceneFragment.lua:163: in function 'ZO_SceneFragment:ShouldBeShown'
    |caaaaaa<Locals> self = [table:10] </Locals>|r
    /EsoUI/Libraries/ZO_Scene/ZO_SceneFragment.lua:233: in function 'ZO_SceneFragment:Refresh'
    |caaaaaa<Locals> self = [table:10], asAResultOfSceneStateChange = T, refreshedForScene = [table:11], oldState = "hidden" </Locals>|r
    /EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:181: in function 'ZO_Scene:RefreshFragmentsHelper'
    |caaaaaa<Locals> self = [table:11], asAResultOfSceneStateChange = T, i = 14, fragment = [table:10] </Locals>|r
    /EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:189: in function 'ZO_Scene:RefreshFragments'
    |caaaaaa<Locals> self = [table:11], asAResultOfSceneStateChange = T </Locals>|r
    /EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:158: in function 'ZO_Scene:SetState'
    |caaaaaa<Locals> self = [table:11], newState = "showing", oldState = "hidden", name = "skills", AS_A_RESULT_OF_SCENE_STATE_CHANGE = T </Locals>|r
    /EsoUI/Ingame/Scenes/InteractScene.lua:106: in function 'ZO_InteractScene:SetState'
    |caaaaaa<Locals> self = [table:11], newState = "showing" </Locals>|r
    /EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Base.lua:207: in function 'ZO_SceneManager_Base:ShowScene'
    |caaaaaa<Locals> self = [table:12]{hudUISceneName = "hudui", remoteSceneSequenceNumber = 17, exitUIModeOnChatFocusLost = F, fireCallbackDepth = 0, isLoadingScreenShown = F, initialized = F, numTopLevelShown = 0, hudUISceneHidesAutomatically = T, numRemoteTopLevelShown = 0, hudSceneName = "hud"}, scene = [table:11], sequenceNumber = 17 </Locals>|r
    /EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Leader.lua:299: in function 'ZO_SceneManager_Leader:ShowScene'
    |caaaaaa<Locals> self = [table:12], scene = [table:11] </Locals>|r
    /EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Leader.lua:382: in function 'ZO_SceneManager_Leader:OnSceneStateHidden'
    |caaaaaa<Locals> self = [table:12], scene = [table:13]{restoresHUDSceneToggleUIMode = F, restoresHUDSceneToggleGameMenu = F, wasShownInGamepadPreferredMode = F, state = "hidden", fireCallbackDepth = 0, name = "hud", wasRequestedToShowInGamepadPreferredMode = F, disallowEvaluateTransitionCompleteCount = 1}, nextSceneGroup = [table:14]{activeScene = 1, state = "showing", fireCallbackDepth = 0}, currentNextScene = [table:11] </Locals>|r
    /EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Base.lua:281: in function 'ZO_SceneManager_Base:OnSceneStateChange'
    |caaaaaa<Locals> self = [table:12], scene = [table:13], oldState = "hiding", newState = "hidden" </Locals>|r
    /EsoUI/Libraries/ZO_Scene/ZO_SceneManager_Leader.lua:329: in function 'ZO_SceneManager_Leader:OnSceneStateChange'
    |caaaaaa<Locals> self = [table:12], scene = [table:13], oldState = "hiding", newState = "hidden" </Locals>|r
    /EsoUI/Ingame/Scenes/IngameSceneManager.lua:400: in function 'ZO_IngameSceneManager:OnSceneStateChange'
    |caaaaaa<Locals> self = [table:12], scene = [table:13], oldState = "hiding", newState = "hidden" </Locals>|r
    /EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:152: in function 'ZO_Scene:SetState'
    |caaaaaa<Locals> self = [table:13], newState = "hidden", oldState = "hiding", name = "hud" </Locals>|r
    /EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:284: in function 'ZO_Scene:OnTransitionComplete'
    |caaaaaa<Locals> self = [table:13], nextState = "hidden" </Locals>|r
    /EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:279: in function 'ZO_Scene:DetermineIfTransitionIsComplete'
    |caaaaaa<Locals> self = [table:13], nextState = "hidden" </Locals>|r
    /EsoUI/Libraries/ZO_Scene/ZO_Scene.lua:191: in function 'ZO_Scene:RefreshFragments'
    |caaaaaa<Locals> self = [table:13], asAResultOfSceneStateChange = T </Locals>|r
    


    error in live as well,
    but fixed with this version


    yachoor wrote:
    Made minimal changes to get it working on PTS.
    If someone wants to check and test it: https://drive.google.com/file/d/1-52IWpRhPQOIGMWGhHWe33GKiwVshmuj/view?usp=sharing
    This version is for update 46/PTS only - it uses functions that are not in the game on live yet.
    Should count the subclassing skills correctly for double points.

    Given that the game will now have almost same info on skill/subclassing respec screen (where you can double check if the addon is counting correctly) and most of the stuff that is counted and cached is available easier from SKILLS_DATA_MANAGER/SKILL_POINT_ALLOCATION_MANAGER, someone with more time should just rewrite the whole addon to reuse game code.

    Yachoor thanks for this
    :)B)


    w8d5w7657m2c.png
    PC | EU
  • Lirkin
    Lirkin
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    I had the same problem. Anyone going to fix this?
  • Gandalf_72
    Gandalf_72
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    Lirkin wrote: »
    I had the same problem. Anyone going to fix this?

    Fixed here
    as I wrote above.
    If you need further clarifications and explanations, do not hesitate to ask
    Edited by Gandalf_72 on 3 June 2025 00:15
    PC | EU
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