Weapons Pack
Moderator: Moderator
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- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Weapons Pack
I really have no idea how that happened. I have a possible fix done, but I'm having connection issues with tome and can't upload at the moment.
The code in question is associated with the 'singing' ego on a rapier. Maybe you picked one up? If so, dropping it should fix the problem.
The code in question is associated with the 'singing' ego on a rapier. Maybe you picked one up? If so, dropping it should fix the problem.
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.
Currently working on Elementals. It's a big project, so any help would be appreciated.

Re: Weapons Pack
Well, he checked inventory, no rapier. Also tried grabbing the fix off git, but still no luck there. Different error, though. Progress?


20:23 DarkGod: googina .. hum
Re: Weapons Pack
So... Weapons Pack apparently breaks arrow collision.
Arrows fired will completely ignore all actors on any tile, except the one you aim at.
Simply get an enemy in view, fire an arrow at a tile behind him, watch it not hit him.
Arrows fired will completely ignore all actors on any tile, except the one you aim at.
Simply get an enemy in view, fire an arrow at a tile behind him, watch it not hit him.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
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- Thalore
- Posts: 190
- Joined: Tue Jul 03, 2012 7:04 pm
Re: Weapons Pack
Throwing Knives' paperdoll graphics are swapped out, right should be left and left should be right... well, unless that's intentional.
Anyway, also regarding Throwing Knives, their ammo display bugs out the custom resource bar of the addon I'm working on atm, should that be solved on my end or on your end?
Anyway, also regarding Throwing Knives, their ammo display bugs out the custom resource bar of the addon I'm working on atm, should that be solved on my end or on your end?
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- Halfling
- Posts: 105
- Joined: Sun Aug 24, 2014 7:09 am
- Location: A Holding Pattern on the Eidolon Plane
Re: Weapons Pack
What format are weapon graphics, and would there be an interest in some modified versions for different tiers? I'm not a spectacular artist or anything, but every rapier (and so on) looking the same bugs me enough to put some effort into fixing that.
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- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: Weapons Pack
Another fix for the list for when you get a chance to update this: ToME 1.3.0 added a Combat:getDammod:subs hook, but Weapons Pack overrides getDammod() and doesn't include it, so addons that try to use it for stat subs get snubbed.
Re: Weapons Pack
I don't really see what the point of tridents are. I suppose exotic weapon mastery is more attractive now that spears are added with this mod, but not worth spending a prodigy point IMO.
Tridents don't seem to have any special properties or advantages over other weapons (unless I'm missing some detail) except for the artifact type trident. Maybe they could be given some sort of defensive bonus (not sure how realistic that is, but sort of makes sense) along with having exotic weapons unlocked or have some trainer that you pay to train.
Tridents don't seem to have any special properties or advantages over other weapons (unless I'm missing some detail) except for the artifact type trident. Maybe they could be given some sort of defensive bonus (not sure how realistic that is, but sort of makes sense) along with having exotic weapons unlocked or have some trainer that you pay to train.
Re: Weapons Pack
The thing about exotic weapons is that you can get 0-5 talent points in mastery from warrior escorts and then another 5 from prodigy netting you up to 10.0 raw talent level.
Re: Weapons Pack
I didn't realize prodigy gave +5 points. I just assumed it opened up the talent category. I still don't see anything attractive about tridents other than maybe the prodigy frees up points for other abilities.
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: Weapons Pack
The point is that if you level exotic mastery, and then take the prodigy, you have Exotic Mastery 10, and slaughter all before you.
Re: Weapons Pack
+95 physical power and +97% weapon damage is no small bonus I assure you(assuming those are the correct values. I can't remember exactly). Any class that regularly uses their melee weapon will greatly benefit from this.
A little bit of a starters guide written by yours truly here.
Re: Weapons Pack
would you or maybe someone else consider making classes or talent trees that are based around the new weapons added? like, maybe a ninja class that uses throwing knifes, or a shield+ throwing knife class, like a ranged bulwark.
edit: maybe even some changes to ranged talents, currently ingame? i dont like how i cant use throwing knives with ANY ranged talents, at all
edit: maybe even some changes to ranged talents, currently ingame? i dont like how i cant use throwing knives with ANY ranged talents, at all
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- Halfling
- Posts: 105
- Joined: Sun Aug 24, 2014 7:09 am
- Location: A Holding Pattern on the Eidolon Plane
Re: Weapons Pack
It's throwing errors on New Game in the new patch.
Code: Select all
FROM /mod/addons/grayswandir-weaponry/superload/engine/interface/ActorTalents.lua loading previous!
Lua Error: /hooks/grayswandir-weaponry/load.lua:21: Could not find current addon name.
At [C]:-1
At [C]:-1 error
At /hooks/grayswandir-weaponry/load.lua:21 f
At /engine/Module.lua:650 loadAddons
At /engine/Module.lua:963 instanciate
At /engine/utils.lua:2221 showMainMenu
At /engine/init.lua:165
At [C]:-1 dofile
At /loader/init.lua:217
Re: Weapons Pack
"could not find current addon name"
just wanted to report it too. 1.4.2 on my side.
just wanted to report it too. 1.4.2 on my side.
Re: Weapons Pack
1.4.3 on my end. I've been using this mod for some time now, as I'm stickler for pole arms, whips, and all things dagger related. I've been coming up with the same ongoing error since 1.4.1 dropped.
Lua Error: /hooks/grayswandir-weaponry/load.lua:21: Could not find current addon name.
At [C]:-1
At [C]:-1 error
At /hooks/grayswandir-weaponry/load.lua:21 f
At /engine/Module.lua:650 loadAddons
At /engine/Module.lua:963 instanciate
At /engine/utils.lua:2221 showMainMenu
At /engine/init.lua:165
At [C]:-1 dofile
At /loader/init.lua:217
I hope that this new bug is quickly squashed, as I enjoy this mod almost too much to play without it.
Lua Error: /hooks/grayswandir-weaponry/load.lua:21: Could not find current addon name.
At [C]:-1
At [C]:-1 error
At /hooks/grayswandir-weaponry/load.lua:21 f
At /engine/Module.lua:650 loadAddons
At /engine/Module.lua:963 instanciate
At /engine/utils.lua:2221 showMainMenu
At /engine/init.lua:165
At [C]:-1 dofile
At /loader/init.lua:217
I hope that this new bug is quickly squashed, as I enjoy this mod almost too much to play without it.