

1) Transmog. I'd like to see about accomplishing this by one means or another - currently I am using the cosmetic slots mod, and like it alot, however it doesn't cover the hand slots, and its gear doesn't show up in multiplayer.
) But if you have experience with coding, you could get that working and maybe do a little hack tool like StashNinja, but for changing items appearance and name (nice part of this? would work on vanilla too)1) Transmog. I'd like to see about accomplishing this by one means or another - currently I am using the cosmetic slots mod, and like it alot, however it doesn't cover the hand slots, and its gear doesn't show up in multiplayer.
I think the transmog effect is the not possible for the TL2 engine by normal modding methods, this is because there seems to be no way to have the game alter the looks of an item, this being the mesh (3d model) and/or the texture, even the name is not something that has been possible to change.
Some things are changed dynamically, like a white item becoming green when you enchant it, or the name tags related to affixes of a white item being enchanted, but appart from that not really a way to change those things.

) that combines with any unique 2h sword, and returns a chainsword whose ilvl equals that of the unique item it was combined with? I know ilvl carries over in some fashion, e.g. combine 4 uniques into a new one whose ilvl is the avg of the original 4, that sort of thing.Then about the Dread pirate class passive, I'm not really sure if you can tied the chance to proc a skill to the chance to execute, also there seems there is not a "Cast skill on execute" effect to make skills trigger on execute (if someone has input on this it would be great). But I think your first step should be to contact the modder to see if he still want to update his mod, if he doesn't want to work on it anymore, not really a lot of sense in fixing his work.
Anyway, I haven't done this as long or as deeply as everyone else, but I've trial-and-errored a few things together. Guts is pretty clunky and finicky, restricting what you can do to a relatively rigid scheme that allows some things but not others. I don't know much about how to incorporate randomness, but I do know that this page more or less says more or less what stats can be read by skills:
http://docs.runicgames.com/wiki/Static_Stats
What's weird is that you have to turn on a "stat watcher" for these to work in your mod. It took me hours to figure this out once when I couldn't figure out why a mod wasn't working.
EXECUTE CHANCE or maybe EXECUTE CHANCE STAT is what you would want to read. I don't know how to use this in conjunction with randomness, though. You could easily have skills that scaled only off of skill level and execute chance, though. Someone else with more knowledge may be able to say more, but I've had trouble getting logic from different components to talk to each other and do their thing in the past.
If you had a skill that scaled off of skill level and execute chance, then I think it would also scale off of STR or FOC depending on whether the damage was physical or magical. As far as I know, there isn't a good way to have skills scale in an arbitrary multivariable function sort of way - you can pick one "stat watcher" stat, and then you get that times a number in a fixed random uniform range, times built-in damage multipliers (which I think are totally hard-coded, but I could be wrong). The way that your skill scales off of the watched stat could be non-linear, which you can do by constructing the graph of such a function in the Graphs editor.
Anyway, I haven't done this as long or as deeply as everyone else, but I've trial-and-errored a few things together. Guts is pretty clunky and finicky, restricting what you can do to a relatively rigid scheme that allows some things but not others. I don't know much about how to incorporate randomness, but I do know that this page more or less says more or less what stats can be read by skills:
http://docs.runicgames.com/wiki/Static_Stats
What's weird is that you have to turn on a "stat watcher" for these to work in your mod. It took me hours to figure this out once when I couldn't figure out why a mod wasn't working.
EXECUTE CHANCE or maybe EXECUTE CHANCE STAT is what you would want to read. I don't know how to use this in conjunction with randomness, though. You could easily have skills that scaled only off of skill level and execute chance, though. Someone else with more knowledge may be able to say more, but I've had trouble getting logic from different components to talk to each other and do their thing in the past.
If you had a skill that scaled off of skill level and execute chance, then I think it would also scale off of STR or FOC depending on whether the damage was physical or magical. As far as I know, there isn't a good way to have skills scale in an arbitrary multivariable function sort of way - you can pick one "stat watcher" stat, and then you get that times a number in a fixed random uniform range, times built-in damage multipliers (which I think are totally hard-coded, but I could be wrong). The way that your skill scales off of the watched stat could be non-linear, which you can do by constructing the graph of such a function in the Graphs editor.
I checked out your link - very interesting. I didn't see an entry for execute, but it looks like focus appears as "magic", so if it would let me plug that into a formula I could at least simulate what you get from the raw stat ( ((0.2002-0.0002*PLAYER MAGIC STAT)*PLAYER MAGIC STAT) or something like that, per
http://torchlight.wikia.com/wiki/Stats_(T2)#Focus); you'd lose the +execute% bonuses from gear, but I could maybe offset that loss with an incremental gain per skill point, like say +3% per skill point spent.
Thanks again for the input - and yes, I was talking about the Dread Pirate mod from BemusedBear (at least that was the name listed on the mod); do you know if he posts here on torchmodders?
Quotectrl-F, execute is in there, but there are two stats with similar names, and I don't understand the difference between them.
I don't know how to do fancy things. I had enough trouble getting relatively simple things to work, and I usually stumble and need two or three tries. Mostly it's monkey see, monkey do stuff working from the vanilla files. Some of the veterans know a lot more and they might be able to help (or better figure out what can and can't be done).
Hi Scott. Welcome!
Regarding the Dread Pirate passive, what you've outlined is absolutely possible.
You just need to
1)Declare the Execute Chance stat in the Stat Editor in Guts.
2)Input 'Execute Chance' into the Stat field of a Cast Skill on Strike effect in the passive skill(or 'Execute Chance Stat', I really don't know which. I would reference the Berzerker's Execute-based passive)
3)Create the passive skill that's going to apply this
4)Create the proc skill that deals your desired damage (use Fire Brand as a reference)
For reading on how to edit skills, go to our Wiki. There's a few links to some good articles. Also, browse the GUTS Editor forum here at TorchModders. Doing an Advanced Search over at Runic Games Forums might also bring up some good reads.
The other thing you'll want to do is just look at existing vanilla skills to see how they function.

