Hi
@VizWhat if, to allow weapons for Monk to be able to add skills and others in Merchants
Hi
@Viz- Implemented some new pets: Chibi Hatsune Miku, (credits to Phanjam)
Young Guardian (credits to Kva3imoda) and Companion of War (from the Barbarian class mod, credits to Visigoth)
I just looked at the changelogs in Variant and you added the pet too (I love it). I also found this Mod also have a funny cute pet "Kirby" and "Fighter Aircraft". Maybe you can also add it too (Need adjustment, because too strong).
pets (v.6)
Hi @Viz
What if, to allow weapons for Monk to be able to add skills and others in Merchants 
Uhm what? Explain it again
You meant to turn the weapon into a skill like the Minigun coolant?
No, I mean is to allow Monk weapons so can be add skill in all skill merchants. Because all this time monk weapons can not be upgraded in merchants except the addition of sockets (but when you want to remove gems, it can not)
But if I can choose, I prefer to make skill of Monk class (Shockwave, Burning Fists, Frozen Fists) is changed to always, like the skill of Mongol Archer class (Eagle Eye, Relentless Assault, Dynamic Prowess). You know, where we need that skill we turn on and when it is not needed then we turn it off. I really like
Unrelated, maybe you can find new things and new ideas (weapon, skill, icon for skill, pets, monsters, etc.) to develop Mod especially make a class or merge some classes into one class.

I'm giving praise to the Mod authors:
353042537Here, this is some mod he made:
Other Mod authors:
Panzakat
Do you know this monster attack has the potential to make a new kind of weapon like a whip. Can that happen? I'm curious
The first one consist of chinese mods. I don't understand chinese and even if I could use google translate or something, it will require a much more time to translate and arrange the code inside. Maybe the pet mod is doable since its fairly simple, but the chaos land mods? No.
I've denied the second one before. But since there's some interesting weapons inside, maybe I'll look into it, someday. But not now.

Whip as a weapon is complicated and requires extensive work. Read this thread for further explanation
https://forums.runicgames.com/discussion/57680/idea-for-a-new-weapon-type-whip
Yup that's right, That Mod does use Chinese language. But no doubt that Mod is good.

Sorry if I'm pushing too much of that Mod. But that's because I'm very interested in the weapons and armor in the Mod. I'm so glad if you think the same way as me about it. It is okay, I will patiently wait for it

Maybe someday that (whip) weapon will be realized in torchlight 2.

Hi
@Viz There's good news,
Extra Synergies Classes has been updated and there's a new class (
Archer class). I've tried a glimpse, the class is very good. But the class is a little not compatible with Mongol Archer class, because it eliminates the Mongol Archer class image/picture when choosing a new character and vice versa (depending on you put the Mod in what order). And there are also bug fixes for the 3 previous classes

Note: I will do the test again

Here's the link:
Beware of Update (always check for update) 
Extra Synergies Classes
(v.164)
Extra Classes (No Synergies)
(v.91)
Hi
@VizI've asked permission to "drewrobi" to use his Mod [Extra Class] in Variant Mod.
He's allowed to use it.

And check also some bug fix that he has been doing there. Might help you a little
Hi
@Viz You should check this class :
MyrmidonI think this class is quite interesting, it just needs a little improvement. Especially still there are some skills that have not worked (not finished) and the charge bar is still unfinished (I think).
But overall this class is very good
Yes I know about the Archer. I'll merge it eventually.
Myrmidon as you said, is far from complete. I can't do much about it.
The toggle-ability of Monk skill is a no-no.
Yes I know about the Archer. I'll merge it eventually.
Hooray, there are additional new classes.
By the way, you've got permission from "drewrobi" to use Mod Extra Class (No Synergies) in Variant Mod. So you can sign green on the list of Playable classes.

Note:
Are you going to use the latest version of Mod Extra Class? (Assassin, Monk and Druid)
Myrmidon as you said, is far from complete. I can't do much about it.
Yeah, it seems so. I wish the author could complete the Myrmidon Mod.

The toggle-ability of Monk skill is a no-no.
Hahaaha...As expected for the toggle-ability of Monk skill, but I still hope with passive skill class monk can be added.

Edit:
- Noxmer (Female) still not already implemented with ECC. Face and hair style is still normal.
Edit:
- Noxmer (Female) still not already implemented with ECC. Face and hair style is still normal.
Of course. I haven't update Variant yet..
Yeah, it's just that I just checked all the classes and I found that out.
I get excited about the next update (many are added and some improvements)

Keep going Viz.
Hi
@VizQuick review about Variant V81. Images of the Mongol Archer and Archer classes overlap with each other. Depending on you put Mod position. If Fep+ is placed above Variant then the Archer class image will disappear, and if Mod Variant is above then the Mongol Archer class image will disappear.
2. Skill Assassin class [Burst of Speed], when you use a male character, a woman's voice will come out when using that skill. It looks like you should replace it with the latest Extra Classes (No Synergies) Mod, "drewrobi" has done some fixes.
3. Pet Companion of War it's seems less suitable with Essential Mod, when the Essential Mod is above Mod Variant Companion of War pet it becomes white silver. Can you do something about this? (so it can be used either above or below)
4. Pet Young Guardian, can you do something with the Icon pet Young Guardian?
Note:
I'll do further testing, and if there's a bug or something, I'll let you know.
1. Icon is not a priority. Maybe I'd fix it in future update.
2. Yea I know I missed this. I'll fix it in the next update. (or whenever doudley is back from hiatus)
3. No idea. I didn't used Essentials.
4. Same as number 1.