Well I WAS close to zipping up my mod and posting this today... Until...
As noted, I'm creating duplicate trees using the same trait trees for General and the Arisen (Spirit/Cinder Mage) Trees.
The way I was going about this was requiring me to duplicate a bunch of spells and abilities, which I was doing in order to completely clear the Arisen tree if you didn't have the 'parent' ability, which actually was working quite nicely.
Until the DEP errors showed up that is... apparently I crossed a threshold somewhere r.e. ability counts or something, and my Windows error message thing is saying that E:LH is now trying to access protected memory...
BTW, DEP fixed some crashing problems I was having before, and my laptop hasn't crashed in months so I'm NOT turning it off...
BTW, I have 4 GB of memory installed, 32 bit OS (Vista). With some tweaking wizardry I actually have access to the full 4 gb, but the last 670 MB or so is it's own ram drive essentially. Long story, but the short form is that Elemental has the full 2 GB it needs (Brad noted that Elemental isn't able to address more than 2 GB due to limitations of the Windows system or some such). But back to the matter at hand.
If I shut off a couple of abilities that I added towards the end, everything works fine again. Fortunately, I have a way to cut down on the duplication (mainly the Summoning and Prodigy subtrees for both Cinder Mages and Spirit Mages are essentially the same), so I have a plan to 'unduplicate' those perks/spells using a pre-assigned master ability. This will still allow the rest of the tree to change depending on blood type.
This all came about because non Cinder/Banshee Champions that were being acquired via Fame had a rather empty General Trait tree (The Strength and Initiative Abilities are handled differently, with Spirit Mages getting Cold Attack and Move bonuses, while Cinder Mages get Fire Attack and Dodge bonuses). So I needed to create a 'generic' tree, which is still a bit different than the 'stock' generic tree. The only two abilities that carry across from the 'vanilla' tree for Revenants are Tinker and the 15% xp bonus thing... Oh and 4 of the 5 Elemental Spell trees of course (Revenants have Bane instead of Life or Death).
BTW, my Mod folder is relatively clean, with only a few of my own small mods (Monuments XP, etc) and such installed. Oh and Parrotmath's River Bridge and Snaking Mod. So the Revenant Mod is responsible for pretty much all of the extra overhead. I may need to look at paring down some custom GFX and such (was planning on this to a degree already), but one thing at a time.
I do have all 5 DLCs (finally), but those are rather light coding wise.
Since I hit this wall, I'm sure some other players with 32 bit systems would hit this as well, so I'll need to spend some time to pare down all of the code I ended up generating. Which is a good thing... The .xml itself isn't that big in total kb's, but all of the 'addresses' that it requires to be set aside I'm sure is what pushed things over the top.
Re-Unifying the two versions of the Summoning and Prodigy trees should free up a LOT of space... now that I was able to completely separate these two trees using the same path, it'll be easy to put one common ability in to 'activate' these branches using one set of traits for both subclasses. It'll add an extra initial ability to the 'perk clutter' that shows up on the Sov card and such though. Can't have my cake and eat it too I guess...
I'm sure my choosing to go with a third Allegiance is pissing the game off too, but up to this point it has worked pretty well. The only major downside I've found (other than making third versions of things that have separate Kingdom and Empire versions) is that a few more detailed conversation options (based on if you are talking to the same or a different allegiance) won't appear ingame. You'll just have the default conversations. The game still offers tribute and such much as it did before, and I even remember being offered an alliance/treaty once. However, This faction hates the living in general, be it Empire or Kingdom, so I wouldn't mind seeing some negative modifiers when dealing with either Kingdom or Empire at some point.
In other good news, since I ironed out my Tech tree issues, the Tech Trees will now work from the Mods folder. Two less files to put in the core folder. At this point, the only thing that MIGHT need to go into the core folder is some .dds and .gif files, so that the game can find them. I haven't figured out how to 'point' the model files to the Mods folder to look for these, and due to how particle effects and such are built, it just makes sense to put them in the core folder, so everyone has the option to use those if they ever feel the need to mess with the particle fx creater tool.
BTW, you can see the Spirit Mage and Cinder Mage trees in action in the first post of this thread (I've been adding pics to it as I go along). You'll note some subtle differences, mainly in the placement of Geomancy and Areomancy, and note that one Tree has Hydromancy (no Pyromancy) while the other has Pyromancy instead. With their own subtree abilities of course! I definitely think this is worth the extra effort, as I can think of at least one other application for this approach. As an example: the Paladin and Anti Paladin trees could be COMPLETELY different using this method, while using the same Path.
My mod has a number of of other things in it though, hence the current overhead. I'm guessing you 64 bit types won't have any issues running it with a bunch of other mods. So I'm guessing that you COS and XTra Deconstruct fans on 32 bit systems may have issues running this, standalone as it is... Heavenfall highly recommends 64 bit for his mod, no doubt the limitations Primal and I have come across r.e. resource/ability/etc. counts are in play here.
Ahh well... at least I'm getting MY Elemental game closer to where I want to see the game heading...