Grayswandir's Weapons Pack Fixed
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- Posts: 2
- Joined: Thu Nov 21, 2019 1:32 pm
Grayswandir's Weapons Pack Fixed
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.
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.
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- Higher
- Posts: 79
- Joined: Wed Mar 12, 2014 10:30 am
Re: Grayswandir's Weapons Pack Fixed
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:
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.
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
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- Wayist
- Posts: 16
- Joined: Wed Apr 10, 2019 1:27 am
Re: Grayswandir's Weapons Pack Fixed
I got an error that looks like it's coming from this mod.
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.
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 ---------------
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.
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- Higher
- Posts: 79
- Joined: Wed Mar 12, 2014 10:30 am
Re: Grayswandir's Weapons Pack Fixed
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.
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.
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
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.
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- Posts: 2
- Joined: Thu Nov 21, 2019 1:32 pm
Re: Grayswandir's Weapons Pack Fixed
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!
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!
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- Wayist
- Posts: 16
- Joined: Wed Apr 10, 2019 1:27 am
Re: Grayswandir's Weapons Pack Fixed
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.
At this point I'm going to assume these two addons are incompatible.
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- 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
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?
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?
Re: Grayswandir's Weapons Pack Fixed
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.
Re: Grayswandir's Weapons Pack Fixed
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
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

Re: Grayswandir's Weapons Pack Fixed
So I was firing up a new archer for 1.6.4 and happened upon this particular error.
Seems to be something with the new archery. Is reload rate not a thing anymore?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