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aedenthorn

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aedenthorn

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97 comments

  1. d3athrave
    d3athrave
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    This mod is abandoned?
    1. aedenthorn
      aedenthorn
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      no, just overlooked, should be fixed now
    2. traverse2
      traverse2
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      Testing it now. Trying to give Dyrnwyn the "Warm" status effect - shows up in item description but not in status effects. Otherwise seems to work.

      Separate question, is there *any* mod that you know of that can get rid of the excessive visual fire effects for Dyrnwyn? I want to love this weapon, I really do, but it's kind of a visual mess at the moment. But if it could at least grant me the Warm effect... :)

      Thanks for this mod!
    3. aedenthorn
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      try 0.8.1, I added two fields, attackStatusEffect and equipStatusEffect; the old statusEffect field was just applying an attack status effect; I've left it for compatibility, but you can ignore it.
    4. aedenthorn
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      visual effects are probably baked into the prefab; they could be removed easily with a mod, but I am not really up on what mods exist for Valheim.
    5. d3athrave
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      ohh thanks, your mods are awesome by the way.
    6. traverse2
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      Thanks, that seemed to do the trick. Warm status "equipped" effect applies correctly now, except it's a little more OP than I had in mind. Appreciate the mod!
  2. Khali111
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    this mod now crashes the console. When this or custom armor stats is active, every console use gives the below result.

    MissingFieldException: Field not found: UnityEngine.UI.InputField .Console.m_input Due to: Could not find field in class
      at (wrapper dynamic-method) Terminal.DMD<Terminal::InputText>(Terminal)
      at Terminal.SendInput () [0x00013] in <da52c09f594f4a7480000b7420815ba7>:0 
      at UnityEngine.Events.InvokableCall.Invoke () [0x00010] in <ab14d35a27c043688812ae199c64b5aa>:0 
      at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00049] in <ab14d35a27c043688812ae199c64b5aa>:0 
      at GUIFramework.GuiInputField.onInputSubmit (System.String text) [0x00019] in <1c0bbb94c86e42bb92d9376327e3b555>:0 
      at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00010] in <ab14d35a27c043688812ae199c64b5aa>:0 
      at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00025] in <ab14d35a27c043688812ae199c64b5aa>:0 
      at TMPro.TMP_InputField.SendOnSubmit () [0x0000e] in <99900a1f9e2a471c8b46c2c560e4eba9>:0 
      at TMPro.TMP_InputField.OnUpdateSelected
    (UnityEngine.EventSystems.BaseEventData eventData) [0x0006a] in
    <99900a1f9e2a471c8b46c2c560e4eba9>:0 
      at UnityEngine.EventSystems.ExecuteEvents.Execute
    (UnityEngine.EventSystems.IUpdateSelectedHandler handler,
    UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in
    <a01fe238487248d39ba352ec152ec890>:0 
      at UnityEngine.EventSystems.ExecuteEvents.Execute[T]
    (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData
    eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1]
    functor) [0x00067] in <a01fe238487248d39ba352ec152ec890>:0 
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception)
    UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
    UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessNavigation(NavigationModel&)
    UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()
    UnityEngine.EventSystems.EventSystem:Update()
    TMP_Input can't handle null eventData in curren package. Can be ignored atm
    though. Exception: Field not found: UnityEngine.UI.InputField
    .Console.m_input Due to: Could not find field in class
    1. aedenthorn
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      try the new version
  3. howardxu23
    howardxu23
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    Is it possible to have a "shield resist modifier" and "movement speed penalty" as well?
    as in adding resistances to Shields, similar to how serpent shield has pierce resist
  4. kitten661
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    Am i doing something wrong? so i have my durability loss multiplier set to 0 and my weapons/tools are still losing durability, i am using the configuration menu. Any help would be appreciated
  5. Ishkhatar
    Ishkhatar
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    A very much needed mod, thank you for creating it!

    Any chance to have a Secondary Attack customise option (unless it's already there and I just miss it)?
  6. Madball1981
    Madball1981
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    Does anyone know how to get a Staff to chop trees? I've added chop damage and changed the Tool Tier to 4 but it will not damage birch trees or higher

    I'm able to get a sword to cut tree or mine ore by changing the tool tier
    1. DismalRing
      DismalRing
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      I suspect there's some sort of keyword that needs to be added to items/creatures to allow them to destroy trees/objects that require higher tiers of tool. This mod doesn't have that feature (yet) but who knows, it may be added in the future.
    2. aedenthorn
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      It's not a keyword, it's a field that has to be set, m_hitTerrain I think... I could probably add a way to set it
    3. aedenthorn
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      Try the new version, it adds hitTerrain and hitTerrainSecondary which might let you toggle this for weapons.
    4. DismalRing
      DismalRing
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      You're an absolute champ! You updated the mod! Thank you so much!!
  7. DismalRing
    DismalRing
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    Brilliant mod! Allowed me to turn my character into a demigod! Unfortunately the mod has stopped working with the latest update (patch 0.217.14). An update would be much appreciated because I simply cannot enjoy Valheim without it now!
  8. Dremoralord0204
    Dremoralord0204
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    I am new to modded Valheim - sorry if I am making a newb error. I installed bepinex, and its showing up correctly, then I installed this mod in the plugin folder in bepinex. When I try to use the console commands, it tells me that 'customweaponstats' is not recognized, and nothing happens. Any advice?
  9. PinkLuver
    PinkLuver
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    customweaponstats

    Here is a link to all of the default weapons. It also includes Atmos Arrows too.
  10. Unforgiven13
    Unforgiven13
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    By typing customweaponstats se , I see that the mod dumped the status effects but they don't show up in the console in the game. Only in the BepInEx console outside of the game.
    Same goes for customweaponstats skills.