Grayswandir's Weapons Pack Fixed

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dragoonknight
Posts: 2
Joined: Thu Nov 21, 2019 1:32 pm

Grayswandir's Weapons Pack Fixed

#1 Post by dragoonknight »

https://te4.org/games/addons/tome/grays ... onry-fixed

I'm just making a post here to let everyone know that I believe I fixed Grayswandir's Weapons Pack.

From the original postings' info:
This adds new weapon types and egos to the game.

- Tridents are unchanged, but generate more often.
- Whips can now generate normally, and their accuracy bonus now slows the target.
- Swordbreakers are weak knives that have a chance to disarm on hit, and give bonuses to dual weapon defense.
- Rapiers are 1h weapons that use dagger mastery and rely on strength, dexterity, and cunning.
- Bucklers are light shields that can greatly increase your defense and give you faster attacks against those who miss you in melee.
- Buckler offense tree at varying levels of access for 5 or so classes. Skirmishers start with a buckler.
- Spears/Greatspears are slow weapons that can attack from a distance.
- Clubs/Greatclubs are maces that can pick up mindstar egos.
- Throwing knives can be used in melee or as a short ranged attack with the shoot talent.
- Daggers will now use the higher of strength or cunning if you don't have Lethality.
- Mindslayers can now equip ranged weapons in their psionic focus slot.
- Aurastones are magic-based items that can be equipped to modify your unarmed attacks.
- Magic Weapon Mastery applies to staves, aurastones, and sceptres, and can be learned in Angolwen.


Patch 1.5 broke this addon, but I believe I fixed it. Please do not hesitate to let me know if you encounter any bugs.

The mod is also on the Steam Workshop.

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

Re: Grayswandir's Weapons Pack Fixed

#2 Post by marshmallowpeep »

I was pretty excited to see this because I used to love this addon, but the new item types are not actually appearing in my games. I make a Skirmisher and he's got nothing in his offhand. I got to around Sandworm caves without seeing any of these items types

Additionally, I occasionally crashed while loading zones, giving me this error in the log:

Code: Select all

Lua Error: /engine/Entity.lua:917: attempt to index local 'base' (a number value)
	At [C]:-1 __index
	At /engine/Entity.lua:917 recursive
	At /engine/Entity.lua:925 recursive
	At /engine/Entity.lua:947 addTemporaryValue
	At /engine/interface/ActorTalents.lua:1104 talentTemporaryValue
	At /data-grayswandir-weaponry-fixed/talents/archery.lua:49 passives
	At /engine/interface/ActorTalents.lua:599 learnTalent
	At /mod/class/Actor.lua:4914 learnTalent
	At /mod/addons/orcs/superload/mod/class/Actor.lua:201 learnTalent
	At /mod/class/Actor.lua:3743 resolveLevelTalents
	At /mod/class/Actor.lua:3776 levelup
	At /mod/addons/orcs/superload/mod/class/Actor.lua:121 levelup
	At /engine/interface/ActorLevel.lua:145 forceLevelup
	At /engine/interface/ActorLevel.lua:63 resolveLevel
	At /engine/Entity.lua:774 resolve
	At /mod/class/Actor.lua:312 resolve
	At /engine/Zone.lua:724 finishEntity
	At /engine/Zone.lua:445 makeEntity
	At /mod/class/generator/actor/Random.lua:44 generateOne
	At /engine/generator/actor/Random.lua:127 regenFrom
	At /engine/generator/actor/Random.lua:49 generate
	At /engine/Zone.lua:1106 newLevel
	At /engine/Zone.lua:970 getLevel
	At /mod/class/Game.lua:1150 changeLevelReal
	At /mod/addons/cults/superload/mod/class/Game.lua:45 changeLevelReal
	At /mod/class/Game.lua:949 base_changeLevel
	At /mod/addons/zomnibus/superload/mod/class/Game.lua:104 changeLevel
	At /mod/class/Game.lua:2200 
	At /engine/KeyBind.lua:231 receiveKey
	At /engine/interface/PlayerMouse.lua:154 mouseHandleDefault
	At /mod/class/Game.lua:2561 fct
	At /engine/Mouse.lua:71 
FROM 	/mod/addons/cults/superload/engine/dialogs/ShowErrorStack.lua	loading previous!
Lua Error: /engine/dialogs/ShowErrorStack.lua:41: attempt to index field 'author' (a nil value)
	At [C]:-1 __index
	At /engine/dialogs/ShowErrorStack.lua:41 init
	At /engine/class.lua:147 new
	At /engine/Game.lua:287 tick
	At /engine/GameTurnBased.lua:49 tick
	At /mod/class/Game.lua:1528 
The error does mention another mod I was running, so a conflict there could be the source of the crashing on loading, but I wasn't getting any of the items to drop even with no other mods active.

antheridium
Wayist
Posts: 16
Joined: Wed Apr 10, 2019 1:27 am

Re: Grayswandir's Weapons Pack Fixed

#3 Post by antheridium »

I got an error that looks like it's coming from this mod.

Code: Select all

Lua Error: /data-grayswandir-weaponry-fixed/talents/swordbreakers.lua:22: attempt to call field 'getDeflectPercent' (a nil value)
	At [C]:-1 getDeflectPercent
	At /data-grayswandir-weaponry-fixed/talents/swordbreakers.lua:22 getDamageChange
	At /data/talents/techniques/dualweapon.lua:77 callbackOnActBase
	At /data/talents/techniques/dualweapon.lua:51 
	At /engine/Game.lua:323 onTickEndExecute
	At /engine/Game.lua:314 tick
	At /engine/GameTurnBased.lua:49 tick
	At /mod/class/Game.lua:1523 base_tick
	At /mod/addons/turn_separators_v2/superload/mod/class/Game.lua:45 base_tick
	At ...ons/improved_combat_text_v2/superload/mod/class/Game.lua:61 
 ----------------  Stack Dump ----------------
--------------- Stack Dump Finished ---------------
This happened when entering the last level of the Wolfmire (from the Adventurer's Pack addon) and reappeared every turn until the boss in that zone (brown werewolf) was killed.

I suspect this may be because the boss was dual-wielding weapons; I don't know what base-game bosses dual-wield offhand to test with.

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

Re: Grayswandir's Weapons Pack Fixed

#4 Post by marshmallowpeep »

Mousing over an aurastone gives me a lua error, and having it in my inventory prevents me from opening my inventory with a similar error.

Code: Select all

Lua Error: /mod/class/Object.lua:792: attempt to call method 'getDammod' (a nil value)
	At [C]:-1 getDammod
	At /mod/class/Object.lua:792 desc_combat
	At /hooks/grayswandir-weaponry-fixed/descriptions.lua:63 
	At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
	At /mod/class/Object.lua:1143 descCombat
	At /mod/class/Object.lua:1264 desc_combat
	At /mod/class/Object.lua:1902 desc_wielder
	At /mod/class/Object.lua:1957 getTextualDesc
	At /mod/class/Object.lua:2228 getDesc
	At /mod/dialogs/ShowEquipInven.lua:54 on_select
	At /mod/dialogs/ShowEquipInven.lua:234 select
	At /mod/dialogs/ShowEquipInven.lua:93 on_select
	At /engine/ui/ListColumns.lua:437 onSelect
	At /engine/ui/ListColumns.lua:658 display
	At /engine/ui/Inventory.lua:308 display
	At /engine/ui/Inventory.lua:298 generateList
	At /engine/ui/Inventory.lua:147 generate
	At /engine/ui/Base.lua:107 init
	At /engine/ui/Inventory.lua:57 init
	At /engine/class.lua:147 new
	At /mod/dialogs/ShowEquipInven.lua:90 init
	At /engine/class.lua:147 new
	At /engine/interface/ActorInventory.lua:366 showEquipInven
	At /mod/class/Game.lua:2221 
	At /engine/KeyBind.lua:237 
I appreciate that you've been working on this.

Edit: I forgot to mention that this only happens when you can see unarmed damage stats, either by being a brawler or selecting the "always show glove combat properties " option.

dragoonknight
Posts: 2
Joined: Thu Nov 21, 2019 1:32 pm

Re: Grayswandir's Weapons Pack Fixed

#5 Post by dragoonknight »

Thank you for your feedback, everyone!

I have patched the mod a few hours ago, which should hopefully fix these issues. I'll do some more testing tonight, but I have yet to encounter these errors anymore as of the patch.

Please let me know if you see any other issues with this mod!

antheridium
Wayist
Posts: 16
Joined: Wed Apr 10, 2019 1:27 am

Re: Grayswandir's Weapons Pack Fixed

#6 Post by antheridium »

I'm continuing to get exactly the same error under version 1.3.

At this point I'm going to assume these two addons are incompatible.

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

Re: Grayswandir's Weapons Pack Fixed

#7 Post by Thexare »

I've yet to see most of the new items, just the spears and bucklers so far. Checked all the stores in Last Hope and that was it.

I also ended up with an infinite load entering Trollmire 3. Had to force-quit and now the save's busted. I don't know if it's this mod or another one, but I don't actually have many since 1.6 - ZOmnibus, Acid Trees for Archmage, Dread Necro, Grove Keeper, High Guard, Steamshaper, White Monk, and of course this, and that's not an error I had until I added this. Maybe Shax generated with an artifact that the game didn't like?

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Grayswandir's Weapons Pack Fixed

#8 Post by HousePet »

If you ever have to force quit, you should check the log file for the error before tying to load the inevitably broken save file. :(
My feedback meter decays into coding. Give me feedback and I make mods.

Laughmore
Wayist
Posts: 26
Joined: Wed Oct 24, 2018 3:56 am

Re: Grayswandir's Weapons Pack Fixed

#9 Post by Laughmore »

Playing a Temporal Warden with this addon appears to prevent it from auto-switching back to bow. When on melee, it grays out the shoot icon. Using a Chronomancy/Bow Threading talent will auto-switch to bow.

Without this addon I can switch automatically to bow by triggering the shoot icon.

While I did patch to 1.6.4 today, I verified by rolling a new Temporal Warden both with and without this addon enabled.

On the plus side, I did loot "Frozen Light" spear; that was cool. Character died and l lost it though :(

Xeldrakka
Posts: 3
Joined: Thu Feb 18, 2016 2:44 am

Re: Grayswandir's Weapons Pack Fixed

#10 Post by Xeldrakka »

So I was firing up a new archer for 1.6.4 and happened upon this particular error.
Lua Error: ...weaponry-fixed/superload/mod/class/interface/Archery.lua:12: attempt to index field 'ammo_mastery_reload' (a number value)
At [C]:-1 __index
At ...weaponry-fixed/superload/mod/class/interface/Archery.lua:12 reloadRate
At ...weaponry-fixed/superload/mod/class/interface/Archery.lua:28 reload
At /mod/class/Actor.lua:1407 move
At /mod/class/Player.lua:314 moveDir
At /mod/class/Game.lua:2083
At /engine/KeyBind.lua:231
Seems to be something with the new archery. Is reload rate not a thing anymore?

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