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Author Topic: TL2 Item Patch Mod Information  (Read 14637 times)

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TL2 Item Patch Mod Information
« on: »
This mod intention is to finally fix the  item system in TL2.  Items in TL2 are essentially broken.

Proposed changes
- Make Legendary items the focal point of loot
- Better 2 Handed Weapons
- Staff changes (make into a 2 handed wand instead of it swinging like a melee weapon)
- Revamped Character stats (Dexterity provide damage to ranged weapons for example)
- Remove the redundancy of Unique and Legendary items. All vanilla Unique items will become Legendary items.  The Unique Unittype will become a higher tier for randomly generated items (Enchanted, Rare, Unique)
- Create new Unique items from Normal and Rare items
- Re-do all item affixes
- Item affixes that scale with item level
- Re-do the majority of the Legendary items to be more theme based
- Add custom behaviors and missiles to Legendary items to make them more interesting
- Widen the gap quality between Legendary items from Normal, Rare and Unique items (Legendary items will feel more powerful and make more of an impact when a player finds one)
- Raise item level requirements and stat requirements on all items.
- Add armor ranges that can spawn on armor
- All affixes will have ranges if possible, will provide more variety with item spawns
- Re-work item progression
- New items
- and many more changes!
« Last Edit: February 05, 2016, 09:13:58 am by Phanjam »

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Re: Information
« Reply #1 on: »
Just saw this post...

Any plans for this mod to have random rare generation like Diablo II?

http://noctalis.com/dis/diablo2/rare01.shtml

Heck of a lot of work (of which I'd be more than glad to do the grunt work, with questions, of course)

« Last Edit: February 24, 2015, 04:40:49 pm by Bill Hartman »

Re: Information
« Reply #2 on: »
Not at this time, but it's a possibility later on down the road.

Re: Information
« Reply #3 on: »
Really looking forward to this - signed up to this forum just so I could peek in here. Good luck!

Re: Information
« Reply #4 on: »
Hi fins!  Firstly, welcome to Torchmodders ;)

I hope you noticed that RnF actually made his mod available for DL and testing already? I'm sure he'd love more feedback ;D


Re: Information
« Reply #5 on: »
Hi fins!  Firstly, welcome to Torchmodders ;)

I hope you noticed that RnF actually made his mod available for DL and testing already? I'm sure he'd love more feedback ;D

Damn Phan you are fast.  You beat me to it.  I just updated the file with some big changes. (reduced the amount of affixes on the items, added a lot of new loot 500+ items.)   8)

Really looking forward to this - signed up to this forum just so I could peek in here. Good luck!

Thanks the for encouragement!  It's appreciated.  Hopefully the mod is to your liking.

Feel free to download and play test the mod.  Phan is right, could use all the feedback I can get.  (suggest playing it in Elite Mode for better feedback since I am balancing the mod around it)
« Last Edit: February 28, 2015, 08:38:16 am by RnF »

Re: Information
« Reply #6 on: »
Hi RnF and everyone. I couldn't find a version of the ITEM PATCH mod that didn't have Gytfunke's STATS and STAT UI overhaul files laid-in.  So I made one :P

RnF's Items Overhaul (Items Only)

So this is RnF's items overhaul mod as of his Build 73, just without the STATS changes.

No offense Gyt! It's just that I wanted the item changes but still within the vanilla stats system ;)


Re: Information
« Reply #7 on: »
S'all good.

Re: Information
« Reply #8 on: »
I'm seeing an unknown tag in some of the files.
Could you post the text content of basearmor_chest_unique_heavy.dat?

Re: Information
« Reply #9 on: »
Hi Chthon!

That would be...

Code: [Select]
[UNIT]
<STRING>BASEFILE:media\units\items\basearmor_chest.dat
<BOOL>DONTCREATE:true
<INTEGER>RARITY_AMR_MOD:90
<STRING>UNITTYPE:UNIQUE CHEST ARMOR HEAVY
<TRANSLATE>UNIDENTIFIED_NAME:A Mysterious Chest Piece
<INTEGER>ARMORMAX:40
<INTEGER>ARMORMIN:37
<INTEGER>RARITY:100
<INTEGER>MAX_SOCKETS:2
<STRING>NAME:basearmor_chest_unique_heavy
<STRING>UNIT_GUID:277459998997965088
<INTEGER>STRENGTH_REQUIRED:115
<INTEGER>DEXTERITY_REQUIRED:0
<INTEGER>1588154557:0
<INTEGER>DEFENSE_REQUIRED:50
<INTEGER>MAGIC_REQUIRED:0
[/UNIT]

Also, I linked to the archive of this mod's un-packed complete MEDIA folder from here...

http://torchmodders.com/forums/tl2-item-patch-private-board/tl2-items-patch-mod-version-information-and-files/msg3562/#msg3562


Re: TL2 Item Patch Mod Information
« Reply #10 on: »
You've got it too. Look at line 15. It says "<INTEGER>1588154557:0"

GUTS is going to eat that tag if you open the mod. Which makes it impossible to modify and repack.

Has anyone seen RnF around lately?

Re: TL2 Item Patch Mod Information
« Reply #11 on: »
RnF hasn't been around in a looooong while :(

What do you think we might be able to do in his absence?  I might still find some of his earlier work if I look hard enough...


Re: TL2 Item Patch Mod Information
« Reply #12 on: »
If we can find an original dat file with that tag (rather than one unpacked from the bindat by GUTS), then we're set.

Otherwise... we have five less-than-appealing options:

1. If someone can guess what the tag is, my tagfixer program has a feature that can verify if the hash matches.

2. I've recently written a relatively efficient brute-forcer for reversing the hash used in TL1, TL2, and Rebel Galaxy. Unfortunately, the hash function Runic used is not a very good hash function. For inputs above a certain length (or, more precisely, above a certain threshhold of unknown characters), you start to get a lot of hash collisions. I mean a lot. "A lot," as in the output file listing inputs that match the target hash is several gigabytes in size, but only a few entries are intelligible strings, and only one is actually right. Reading through the output to find the correct string could take years. (And writing a program to recognize intelligible strings that often aren't quite real words is a tough AI problem that's probably beyond me.)

3. I haven't tested this, but I think GUTS just hashes tags blindly. If that's correct, then we could substitute any of the nonsense outputs from my brute forcer and GUTS would create the correct bindat. The downside is that we'd still have no idea what that entry in the dat file actually does. If someone wants to test this out: copy that dat to a new mod, replace "1588154557" on line 15 with "OMHS6E6",  have guts build the mod, then unpack the new mod. If it works, you should get the same file as we have now; If it doesn't work, line 15 will be missing because GUTS ate it. (If it works, this is probably our best option.)

4. Another untested plan: I think it may be possible to alter a bindat after GUTS builds it, so that GUTS will pack the altered bindat into the mod without rebuilding it. Someone would need to create a modified version of txt2dat that can accept markup telling it to use particular tags as hashes rather than hashing them.

5. Just let GUTS eat the mystery tag and hope it didn't do anything important....

Re: TL2 Item Patch Mod Information
« Reply #13 on: »
RnF hasn't been around in a looooong while :(

Have you tried contacting him via email? As an admin you have access to his address from his profile page. Even if he doesn't mod anymore, he might give you the source files you need.

Re: TL2 Item Patch Mod Information
« Reply #14 on: »
Haha thanks Wolven!

Okay I just sent RnF an email asking if he might still have the files for only the item patching (fingers crossed).

Meanwhile I'll dig some more to see what I might have from that eon  :D


 

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