Youkai Pack

Youkai Pack

Adds a variety of random youkai that have weird and/or stupid quirks, generally pertaining to equipment slots.
Takonyudo (octopode): namesake of the addon. Start with poison unlocked. 4 weapon and 4 offhands, 8 rings, and no armor except helmet.
Oboroguruma (oxcart): equip any weapon, armor, or jewelry you like, but the total quantity of items you can equip is limited by level.
Chopirako (house spirit): all chance based events succeed every time.
Iwanabozu (fish monk): high life rating. Cannot deal or take more than 1% of its life per hit, which is relaxed as you deal or take more damage.
Mekurabe (pile of skulls): 16 head slots and no other armor. Roll around stealthily as a bunch of heads, then assemble yourself to frighten anyone you stare at.
Kyorinrin (sentient scroll): no armor slots. Gain stats and extra talent levels by picking up lore pieces depending on how long the lore scrap was.
Aoandon (lantern spirit): no armor slots. Tell ghost stories to reduce power and saves, then manifest in a flash of terror.


Youkai Pack on Steam's Workshop
See addon usage in the character's vault.
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Your rating: None Average: 4.7 (3 votes)
Name Module Version Required Released File
I give up 1.7.6 2026-10-14 15:31
tome-octopode.teaa
rng manipulations 1.7.6 2026-10-14 14:57
tome-octopode.teaa
minor desc change 1.7.6 2026-10-14 09:08
tome-octopode.teaa
flippy chopi 1.7.6 2026-10-14 08:41
tome-octopode.teaa
minor fixes 1.7.6 2026-10-07 03:14
tome-octopode.teaa
better trapping 1.7.6 2026-10-03 18:35
tome-octopode.teaa
fix some recursion bugs 1.7.6 2026-10-03 17:06
tome-octopode.teaa
nerfed Op (kinda) 1.7.6 2026-10-03 06:57
tome-octopode.teaa
chopirako/zashiki-warashi 1.7.6 2026-05-06 09:48
tome-octopode.teaa
functional fishman 1.7.6 2026-04-23 18:28
tome-octopode.teaa

Chopirako Invincible Slimes

This is one of my favorite addons of all time, thanks for this in general.

I want to try out the Chopirako like I have the others but as soon as I run into a splitting slime the 100% chance thing makes them always split and thus makes them completely unkillable, particularly an issue if there's a lot of them and I can get softlocked/trapped in the middle. Definitely doesn't feel very lucky to me and makes some areas impossible, is there any way to fix this?

Multiple Spells

If you read this before editing, ignore it... Thanks for the add-on. The different restrictions/benefits are fun.

Oboroguruma suggestions

Trying an Oboroguruma character now. I'm mentally picturing a self-propelled carriage with half a dozen steamsaws mounted on the sides. >;) I've got a few ideas for small improvements to the Packed Car informational effect:

  • It would be useful for the effect to have a "countdown" display, like on Step Up or Lightning Speed, to show how close you are to being "full".
  • Game-icons.net is a great source of icon images for effects like this. I'm partial to the Old wagon
    icon myself. ;)
  • You should probably superload Actor:levelup() to call :hinnagamiUpdateSlots(), as you're already doing with Actor:onWear() and Actor:onTakeoff(), so that the effect display will reflect the player's newly increased load capacity.
  • Might be a bit "overkill", but you could also use the Object:descMisc hook to add a note to the object descriptions of suitable equipment about how much space it takes to wield.

Incompatibility with Psiblades talent/Wilder Balance

Seems the mod is incompatible with the Wilder Balance mod https://te4.org/games/addons/tome/wilder-balance that adds a psiblade side to the class. Using Psiblades as a Takonyudo doesn't let psiblades appear, keeping talents that depend on them disabled. Bug doesn't seem to appear on vanilla races with Wilder Balance enabled, tested with Human.

:canWearObject() discards can't-wear reason

Found another problem, in your superloaded Actor:canWearObject():

local base_canWearObject = _M.canWearObject
function _M:canWearObject(o, try_slot)
        local ret = base_canWearObject(self, o, try_slot)
        [...]
        return ret

The problem is that the base Actor:canWearObject() returns multiple values, and you're only passing through one of them; the value you're dropping is the message explaining why the player can't wear the object, so we end up with messages like "player can not wear: Special Thing (nil)." instead of "player can not wear: Special Thing (not enough stat)." What you need to be doing here is something like:

  
local base_canWearObject = _M.canWearObject
function _M:canWearObject(o, try_slot)
        local ret = { base_canWearObject(self, o, try_slot) }
        [...]
        return unpack(ret)

to pass through all the returned values from the base method.

Chokes without EoR

Lots of interesting races in this addon [you should probably update the addon description to mention them... ;) ]. Small bug to report: the Mekurabe talent calls Actor:combatSteampower() without checking whether the method is actually present, which causes the game to go into an infinite error loop if the Embers of Rage DLC isn't active for the character.