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Author Topic: Weird GUTS editor bugs  (Read 2844 times)

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Weird GUTS editor bugs
« on: »
These are the ones i've noticed :

Changing set bonuses does nothing : This is because all changes are saved to the main media folder instead of your mod's media folder...to get around this, you need to copy the set folder into your mod folder so that guts will load those files and save the changes there.

Affixes : Item affixes with a weight of 0 can still spawn.

Disabling a particular affix from spawning in a difficulty will still cause the game to roll for that affix, but because the affix is disabled on that difficulty, the item will then spawn with an empty affix instead of re-rolling for a valid affix.

Gem affixes without armor/trinket/weapon in the allowed unit types will not cause the gem to spawn with no affixes as the game doesn't know whether to assign it to armor/trinket/weapon slots.

Setting an affix to add a custom stat (for the purpose of stat watching, etc) on a timed duration skill will NOT reset the stat to 0 after the skill duration is over if you set the effect duration to ALWAYS (other effects will expire normally even if set to duration ALWAYS, but not add stat). There doesn't appear to be any way to make the skill do this either...

Setting an affix effect to duration 0 and then setting the affix duration to the real duration will NOT cause damage effects to do X damage PER Y seconds, unlike what the wiki states. It will simply cause the skill to display a flat damage with no duration.

There is no way to see what graph a particular effect is hardcoded to use by default. Even if graph override is left blank, the effect will still use its default graph.

"Use owner level" does not work for spells, neither does attempting to use "experience level" as the stat modifier.

Spawn classes : Any entry with a min/max of 0 can still spawn as it seems to mean "unlimited" instead of "0". Items with a weight of 0 or -1 can still spawn.

Items : Attempting to disable a vanilla spell from spawning by setting the item weight to 0 and DONTCREATE to true will STILL cause the item to spawn in merchant inventories. Looking at the merchant spawn classes, they spawn items with a unit type of "spell" so the spawn class shouldn't override anything. The only explanation I can come up with is that if a spawn class spawns items via unit type, it will spawn EVERYTHING in the associated folder regardless of what the ACTUAL unit type is. The alternative explanation is that Runic screwed up the mod system and the mod is not overwriting the vanilla game files properly (because certain disabled spells like critical strikes will never spawn). I tested it by setting some spells to unit type : dagger and they STILL spawned in merchant inventories. Setting them to a new custom unit type (blank) still caused them to spawn in the spell tab of merchants, even with DONTCRAETE set to true.


Monsters
: Removing a monster's associated sound files will often do nothing as they are set to play soundbanks that are not mentioned anywhere in the monster's file or anywhere that I can find. The only way i have found to stop them from playing the associated soundbank is to use the soundbank editor and disable the soundbank entirely, or set the playchance of the soundbank to 0.

Some monsters such as the engineer gun bot are actually comprised of two units, the main body and the turret. This allows the monster to move in one direction while firing in another direction. The problem is that GUTS will NOT show you the turret that is attached to the main body and you will need to open up the .dat file manually with a text editor to see it. In the case of the gun bot, this will also cause the turret to dissapear upon quitting the game as it is not saved for some reason. I have not yet found a way to make the turret save properly.

All good aligned monsters cannot be moused over (like with merchants) even if they have the appropriate flags set. Cause : unknown.

Props : Some props such as the dwarven lab secret valves will not display their names ingame when you give them names. The only work around i have found is to give them a vertical text offset of something like "1" in addition to a display name. GUTS will correctly show their display name, but you cannot see it ingame unless you give them a vertical text offset as well.

Dungeons : Setting a dungeon to volatile seems to do nothing, it will not cause the level to re-populate or re-roll when you leave and re-enter it. Setting it to volatile will cause certain floors to crash though, such as the 3rd floor of the broken mines. The game does not tell you why it crashes.

Setting a dungeon strata to don't save will simply cause it to re-populate everytime you leave/re-enter. It will NOT re-roll the map. I have not found a way to make the game re-roll maps without starting a LAN game.

Level rule sets : Setting a level rule set to "randomize after load" will cause the game to crash with no explanation after attempting to enter the area.

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Re: Weird GUTS editor bugs
« Reply #1 on: »
Affixes : Item affixes with a weight of 0 can still spawn.
I blocked all randomly affixes for my mod using this method. This should work correctly.

Re: Weird GUTS editor bugs
« Reply #2 on: »
Do you mean that setting affix weight to 0 shouldnt cause it to spawn?

Re: Weird GUTS editor bugs
« Reply #3 on: »
Spawn classes : Any entry with a min/max of 0 can still spawn as it seems to mean "unlimited" instead of "0". Items with a weight of 0 or -1 can still spawn.
0 or -1 means - do not use the weight for this unit. I use weight=0 for "always spawn" the unit.
Just delete unit and it never spawns. Or try use Count:0

Re: Weird GUTS editor bugs
« Reply #4 on: »
I mean affixes for items:



I assume that weight = 0 works differently for affixes and spawnlasses

Re: Weird GUTS editor bugs
« Reply #5 on: »
Spawn classes : Any entry with a min/max of 0 can still spawn as it seems to mean "unlimited" instead of "0". Items with a weight of 0 or -1 can still spawn.
0 or -1 means - do not use the weight for this unit. I use weight=0 for "always spawn" the unit.
Just delete unit and it never spawns. Or try use Count:0

Setting spawn class count to 0 (min/max) will cause it to spawn depending on weight.

For affix weight i did see several affixes that were set to a vanilla weight of 0 but its possible that they dont actually spawn if its set to 0...

Re: Weird GUTS editor bugs
« Reply #6 on: »
Spotted what seems to be another guts bug : I can see a lot of level rule sets for dungeons with shrines set to spawn with a count of 0-1, but they NEVER spawn...all the vanilla features like fishing holes set to 3-4 seem to only spawn the minimum count as well.

Re: Weird GUTS editor bugs
« Reply #7 on: »
I can see a lot of level rule sets for dungeons with shrines set to spawn with a count of 0-1, but they NEVER spawn...
I suppose that this is due to the fact that used Сhunks, just don`t have Shrines.
As I know from personal experience, rule sets works perfectly. http://torchmodders.com/forums/guts-editor/feature-tags/

Re: Weird GUTS editor bugs
« Reply #8 on: »
I guess that explains it, i thought torchlight 2 was capable of dynamically generating random maps based on feature tags? Like if you tell it to have 2-4 chests, it will randomly place 2-4 chests anywhere on the level, instead of requiring you to manually place every item.

Does it not have that function?

Edit : I think I figured out what was causing text to not display for props like levers. Anything without a collision radius will not display text.

Also another oddity : the target dummy does not have any stun resistance at all, but you cannot stun it.

You cannot edit the shield block chance in GUTS either, because the field is permanently grayed out, to edit it you need to manually edit the file with a text editor.
« Last Edit: February 05, 2016, 02:34:54 am by Question »

Re: Weird GUTS editor bugs
« Reply #9 on: »
Actually, directly editing the files in a text editor is IMHO a very good way to learn the modding variables, as it forces you to understand how these files work line-by-line, on their own AND in relation to each other (I made all my TL1 mods without ever using TorchEd, the TL1 equivalent of GUTS).

Then there's situations like what you found...

You cannot edit the shield block chance in GUTS either, because the field is permanently grayed out, to edit it you need to manually edit the file with a text editor.
where direct editing is your only solution ;)


Re: Weird GUTS editor bugs
« Reply #10 on: »
Yes, and sometimes its much faster to edit it with a text editor, and using a mass find and replace program like fnr is very handy for mass changing some stuff (like changing all item rarity to the same rarity), but its very counter intuitive when the editor doesnt allow you to do it for some things.

Still struggling to make some spells NOT spawn...I've tried the following :

-Setting the dontcreate flag
-Setting item rarity to 0
-Changing item level and min level to 999
-Changing them to a custom unit type like "Blank" or "Dagger".

They all do not work. Spells like haste will keep spawning in merchant inventories. The spawn class simply spawns unit type : spell, so its not coded to force spaw them, but they just KEEP SPAWNING. How the hell do i get them to not spawn?!

Re: Weird GUTS editor bugs
« Reply #11 on: »
Good news : Thanks to chton, i managed to find a way to stop spells from spawning, in the mod panel go to remove files and then exclude the spells entirely. This will probably remove any existing copies from a save but this seems to be the only way to stop them from spawning since spells are massively bugged and setting them to rarirty 0 and DONTCREATE still causes them to spawn.

Re: Weird GUTS editor bugs
« Reply #12 on: »
...in the mod panel go to remove files and then exclude the spells entirely.
So that's what that does...

Glad you found a solution ;)


 

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