Weapons Pack

A place to post your add ons and ideas for them

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grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#76 Post by grayswandir »

Ah, that was from when I thought uids were consistent across saving/loading the game. Should be fixed now.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

teraunce
Wayist
Posts: 17
Joined: Wed Jul 02, 2014 4:20 am

Re: Weapons Pack

#77 Post by teraunce »

Thanks for fixing that greyswandir. Now I can finally play again without 3 million error boxes popping up.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#78 Post by grayswandir »

Weapon damage values updated to keep them in line with the new 1.2.3 ones.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

Orangeflame
Thalore
Posts: 157
Joined: Sat Sep 14, 2013 9:09 pm

Re: Weapons Pack

#79 Post by Orangeflame »

LUA errors on being hit in melee:
tome-1.2.2-1407465989.png
tome-1.2.2-1407465989.png (74.7 KiB) Viewed 7547 times
tome-1.2.2-1407468551.png
tome-1.2.2-1407468551.png (222.69 KiB) Viewed 7544 times
Could this be because I'm now Unique rank thanks to Everything is Unique?
When in trouble / or in doubt / run in circles / scream and shout.

Thexare
Halfling
Posts: 105
Joined: Sun Aug 24, 2014 7:09 am
Location: A Holding Pattern on the Eidolon Plane

Re: Weapons Pack

#80 Post by Thexare »

Love the mod usually, but I've been getting some crashes with swordbreakers. Currently have the Shadow Guard equipped, I think that's what it's called. Relatively low-level artifact, 30 dark damage, etc. Some other items too, obviously, but the error says it's on swordbreakers.

Playing a Rogue. Had the crash in two places; one Ambush encounter, and one vault in Dreadfell. Both times, the error came, I closed the window, and my health was way below 0 and the death window never came up. Grabbed the error out of the log file, hopefully got everything.

Code: Select all

Lua Error: /engine/interface/ActorTalents.lua:175: /engine/interface/ActorTalents.lua:153: /data-grayswandir-weaponry/talents/swordbreakers.lua:8: attempt to index local 'combat' (a nil value)
stack traceback:
	/data-grayswandir-weaponry/talents/swordbreakers.lua:8: in function 'getDamageChange'
	/data/talents/techniques/dualweapon.lua:82: in function 'info'
	/engine/interface/ActorTalents.lua:78: in function 'info'
	/mod/class/Actor.lua:5039: in function 'getTalentFullDescription'
	/mod/class/interface/PlayerDumpJSON.lua:309: in function 'dumpToJSON'
	/engine/interface/PlayerDumpJSON.lua:66: in function 'saveUUID'
	/mod/dialogs/DeathDialog.lua:36: in function 'init'
	/engine/class.lua:97: in function 'new'
	/mod/class/interface/PartyDeath.lua:57: in function 'die'
	/mod/class/interface/ActorLife.lua:31: in function 'takeHit'
	/mod/class/Actor.lua:2709: in function 'basetakeHit'
	/mod/addons/verdant/superload/mod/class/Actor.lua:46: in function 'basetakeHit'
	/mod/addons/midnight/superload/mod/class/Actor.lua:61: in function 'takeHit'
	/data/damage_types.lua:436: in function 'projector'
	/engine/interface/ActorProject.lua:198: in function 'project'
	/data/talents/spells/arcane.lua:76: in function </data/talents/spells/arcane.lua:72>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:135>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:175 useTalent
	At /engine/ai//talented.lua:52 runAI
	At /engine/ai//talented.lua:61 doAI
	At /mod/class/NPC.lua:61 act
	At /engine/GameEnergyBased.lua:126 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1182 
 ----------------  Stack Dump ----------------

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#81 Post by grayswandir »

Alright, I think I fixed those two errors.

New update:
- Counter Bash checks for valid targets in pre use phase. (So you can autocast it.)
- Added ' of binding' club ego.
- Clubs no longer get mindstar set egos.
- 'heavy ' ego now grants a knockback talent instead of a knockback chance on hit.
- ' of throat-sitting' ego now grants a silence talent instead of a silence chance on hit.
- 'sweeping ' ego now grants a sweeping talent (sustain) instead of an innate weapon attribute.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

marshmallowpeep
Higher
Posts: 79
Joined: Wed Mar 12, 2014 10:30 am

Re: Weapons Pack

#82 Post by marshmallowpeep »

I get a lua error and a free attack when I use the attack action with a spear at range with a mindstar in my offhand.

Code: Select all

[ATTACK] attacking with	vined mindstar 'Flashslice'
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:153: in function </engine/interface/ActorTalents.lua:135>
Lua Error: /engine/interface/ActorTalents.lua:175: /engine/interface/ActorTalents.lua:153: /mod/class/interface/Combat.lua:187: bad argument #2 to 'max' (number expected, got nil)
stack traceback:
	[C]: in function 'max'
	/mod/class/interface/Combat.lua:187: in function 'attackTarget'
	...wandir-weaponry/superload/mod/class/interface/Combat.lua:203: in function 'attackTarget'
	/data/talents/misc/misc.lua:71: in function </data/talents/misc/misc.lua:51>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:135>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:175 useTalent
	At /mod/dialogs/MapMenu.lua:89 use
	At /mod/dialogs/MapMenu.lua:39 fct
	At /engine/ui/List.lua:159 onUse
	At /engine/ui/List.lua:82 fct
	At /engine/Mouse.lua:56 receiveMouse
	At /engine/Mouse.lua:94 delegate
	At /engine/ui/Dialog.lua:558 mouseEvent
	At /mod/dialogs/MapMenu.lua:53 fct
	At /engine/Mouse.lua:56 
I also get a super vague looking lua error when I try to enter the dagger store in Derth but I have no idea if that's from you, Zomnibus, or just the base game. It doesn't mention any mods, but those are all that I have active.

Code: Select all

Lua Error: /engine/Store.lua:76: bad argument #1 to 'getval' (table expected, got nil)
	At [C]:-1 
	At [C]:-1 getval
	At /engine/Store.lua:76 loadup
	At /mod/class/Store.lua:75 loadup
	At /mod/resolvers.lua:271 check
	At /engine/Map.lua:762 checkEntity
	At /mod/class/Player.lua:292 moveDir
	At /mod/class/Game.lua:1634 
	At /engine/KeyBind.lua:229 
I just learned that there's more information on errors in the te4_log.txt file than is displayed in the error popup. Is that information useful?

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#83 Post by grayswandir »

Alright, I should've fixed the first error.

The knife shop has always been rather buggy. :( It might only show up when both mods are used together. (I recall something similar with one of HousePet's addons I had to code around).
It works fine for me. I'll download Zomnibus and poke around a bit sometime later.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

marshmallowpeep
Higher
Posts: 79
Joined: Wed Mar 12, 2014 10:30 am

Re: Weapons Pack

#84 Post by marshmallowpeep »

This is happening
Error.jpg
Error.jpg (81.04 KiB) Viewed 7403 times
On this character
Rogon.jpg
Rogon.jpg (34.19 KiB) Viewed 7403 times
Every time I zone from the world map or back.

Einander
Cornac
Posts: 31
Joined: Tue Jul 22, 2014 3:40 am

Re: Weapons Pack

#85 Post by Einander »

Using the third Shield Offense skill with a Buckler equipped does... interesting things. No crash (or, at least, the game took quite a while to; I exited out after about a minute), but the game freezes and the visuals blink in and out. I'm guessing it's trying to access a shield-version Block from the user's equipped buckler and getting very, very confused... But the first skill seems to work just fine with a Buckler. (May work with an Iron Buckler? They seem to have a Block value, for some reason.) Haven't tried the second or fourth yet, but I suspect the second is nonfunctional and the fourth works just fine.

On a related note, a Bulwark with Buckler Offense and Battle Tactics is hell on wheels--it's kind of amazing how many things synergize, especially if you use a rapier in the other hand. Totally worth picking your race so that you can unlock Buckler Offense immediately, and that's rare! Very fun.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#86 Post by grayswandir »

Alright, I should've fixed the zone change error.

I've made block silently fail if you don't actually know the talent, so that one talent is now just a triple bash if you have a buckler on.

It's nice to hear someone's using the buckler tree - I haven't gotten much feedback on it. I'll have to try that for myself. :)

I also finally resolved the steam issue, so this is now on steam again.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

Einander
Cornac
Posts: 31
Joined: Tue Jul 22, 2014 3:40 am

Re: Weapons Pack

#87 Post by Einander »

I generally use Bucklers on any character who can use Buckler Offense, both because it's fun and because Buckler Offense isn't all that common as-is. The second ability is probably the only dud in the tree--generally your effect chances are high enough past the early part of the game, and so is your accuracy, so outright status resistance and Evasion effects are the real problems. It'd be more useful as a more direct disable or as a damage tool.

Aside from that, every part of the third ability Buckler Offense ability is useful (damage, movement, status), and the fourth makes the tree even better. It incentivizes Guarding frequently even more, since it makes Lightning Bash genuinely scary instead of a cool bonus, so you want it online again as quick as possible. The tree's a bit short on "this enemy needs to die now" nukes if you don't have Shield Offense, but Bucklers are an interesting transform on Shield Offense, especially with the fix just now. You lose Counter Bash and the Block on Shield Slam, which sucks, but Buckler Focus turns Shield Pummel and Shield Slam into pretty nasty offensive tools and Assault is already good at that.

Don't try to balance the tree based on Bulwarks, though, because Bulwark gets every tool that could possibly make Bucklers better. It's kind of scary.

Whitemend
Wayist
Posts: 15
Joined: Thu Apr 21, 2011 6:06 pm

Re: Weapons Pack

#88 Post by Whitemend »

Image

It broke.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Weapons Pack

#89 Post by grayswandir »

After investigating, I think the proper place to fix this would be in Ashes itself. I'll post a bug report for it.

Edit: Talking with the devs, is it possible you have an older version of Ashes?
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

Calodine
Cornac
Posts: 40
Joined: Fri Dec 30, 2011 4:21 am

Re: Weapons Pack

#90 Post by Calodine »

Image

Friend had this problem in the Vor Armoury. Happens every other turn, though he's at 200% movespeed so probably every game turn. Just happened while he was partway down a corridor. Still happening - even while on the Eidolon plane, and after changing floors.

I took a look but I got nothin'. Hopefully it's fixable, it's like his third run and he wanted to take a crack at the room of death :D
20:23 DarkGod: googina .. hum

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