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Author Topic: Variant Classes Mod Information  (Read 81799 times)

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Re: Variant Classes Mod Information
« Reply #240 on: »
I feel a little unfair if only that class can do Respect Skill. And like what was said by steffire3, many mods provide Respect skill & Respect potions.

And I feel a little annoyed with the info there because it looks like an over bound tab menu. I know I can close it by pressing the button, but if I have to do that every time it plays is very annoying.

Re: Variant Classes Mod Information
« Reply #241 on: »
Hi @Viz

Thank you for updating Variant Class with the latest version. ;)

But there are still some that have not been changed such as:

- Have not replaced Icon classes in several classes.
- Unlock Face, Hair & Hair Color in Elemental Brute Class.
- Change the Flamethrower animation with the animation that is in the skill "Fire Eater" skill from the Double Agent Class.
- I also found a little oddity in the Bark Skin skill in the Druid Class. In the Tier box, it looks divided into 3 parts, even though it does not have a Tier skill.



And I hope that in the next future update you can also add new classes. :D

Is it possible if you remove Pet & Fish for Chibi Miku and Young Guardian Pet to avoid redundancies with Variant Pet? ::)
« Last Edit: September 01, 2018, 05:48:53 pm by Sch123 »

Re: Variant Classes Mod Information
« Reply #242 on: »
Hi @doudley

Can you help Viz to remove the Tab "Skill Reset and Class Info" on the Emberblade class?

And also fix the WoW Paladin 2.0 class Charge Bar  that is less in line & fixing other things in that class. :)

- Can you help Viz to remove the Tab "Skill Reset and Class Info" on the Emberblade class? // Done

- And also fix the WoW Paladin 2.0 class Charge Bar  that is less in line & fixing other things in that class. :) // I forgot about this, sorry :P

Hi @Viz

Thank you for updating Variant Class with the latest version. ;)

But there are still some that have not been changed such as:

- Have not replaced Icon classes in several classes.
- Unlock Face, Hair & Hair Color in Elemental Brute Class.
- Change the Flamethrower animation with the animation that is in the skill "Fire Eater" skill from the Double Agent Class.
- I also found a little oddity in the Bark Skin skill in the Druid Class. In the Tier box, it looks divided into 3 parts, even though it does not have a Tier skill.



And I hope that in the next future update you can also add new classes. :D

Is it possible if you remove Pet & Fish for Chibi Miku and Young Guardian Pet to avoid redundancies with Variant Pet? ::)
- Unlock Face, Hair & Hair Color in Elemental Brute Class. // Done

- I also found a little oddity in the Bark Skin skill in the Druid Class. In the Tier box, it looks divided into 3 parts, even though it does not have a Tier skill. // Done

@Viz
See attached the added fixes and Version 12 had been uploaded to Steam.
« Last Edit: September 02, 2018, 06:23:09 am by doudley »

Re: Variant Classes Mod Information
« Reply #243 on: »
Quote
- Can you help Viz to remove the Tab "Skill Reset and Class Info" on the Emberblade class? // Done
- Unlock Face, Hair & Hair Color in Elemental Brute Class. // Done
- I also found a little oddity in the Bark Skin skill in the Druid Class. In the Tier box, it looks divided into 3 parts, even though it does not have a Tier skill. // Done
Thank you @doudley  ;)

Quote
- And also fix the WoW Paladin 2.0 class Charge Bar  that is less in line & fixing other things in that class. :) // I forgot about this, sorry :P
I hope this class can be added to Variant Mod too, because there are quite a few who are asking for this class. :D

Re: Variant Classes Mod Information
« Reply #244 on: »
Quote
- And also fix the WoW Paladin 2.0 class Charge Bar  that is less in line & fixing other things in that class. :) // I forgot about this, sorry :P
I hope this class can be added to Variant Mod too, because there are quite a few who are asking for this class. :D
Oh, so this class is not yet included in the mod. Good thing I forgot about it :P

Re: Variant Classes Mod Information
« Reply #245 on: »
@doudley

But can it be fixed, so that later it can be added to Variant Class? :)

There are several things that need to be fixed in this class.

WoW Paladin:
- Still need to be fixed on the charge bar that has not functioned properly.
- Must correct skills that don't work properly. Like skill "guardian of ancient" on tier 1 that skill doesn't call guardian of ancient"
- Some active skills need tier effect.
- Some passive skills need adjustment Requirement.
- The Starter Armor that is still visible on the Player Menu.

I don't think it is necessary to make all skills level up to 1/15 like other classes. Because I see in this class there are 3 passive skills, each of which is in each job that can have levels up to 1/99.
Most likely the author is deliberately made that way, building up the class by focusing on developing passive skills. As a substitute for a skill whose level can only be up to 1/5. :D



And also can you see the class that still crashes, maybe you can fix it.

And also makes each class have the name charge bar itself, not using the name of the charge bar from the vanilla class. Because there are still some who use the name of the charge bar from the vanilla class.

And give a unique icon for each class, don't use the icon from the vanilla class.
« Last Edit: September 02, 2018, 07:04:02 pm by Sch123 »

Re: Variant Classes Mod Information
« Reply #246 on: »
Many players are fans of the WoW Paladin 2.0 class mod and even if the Skills are patched up with minimal changes and basic auras based on Forcefield and Heal Bot, Berserker Banner Skill, Outlander Blade Pact and Stone Pact then it will be satisfactory.
At this point after playing Torchlight 2 for 8 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Re: Variant Classes Mod Information
« Reply #247 on: »
@doudley

But can it be fixed, so that later it can be added to Variant Class? :)

There are several things that need to be fixed in this class.

WoW Paladin:
- Still need to be fixed on the charge bar that has not functioned properly.
- Must correct skills that don't work properly. Like skill "guardian of ancient" on tier 1 that skill doesn't call guardian of ancient"
- Some active skills need tier effect.
- Some passive skills need adjustment Requirement.
- The Starter Armor that is still visible on the Player Menu.

I don't think it is necessary to make all skills level up to 1/15 like other classes. Because I see in this class there are 3 passive skills, each of which is in each job that can have levels up to 1/99.
Most likely the author is deliberately made that way, building up the class by focusing on developing passive skills. As a substitute for a skill whose level can only be up to 1/5. :D
The UI stuff can easily be fixed.

I seem to remember that @Viz had a history in trying to make this class complete and fully playable...but I'm not sure if it is the same Paladin. If he could post here his current fixes for that class as a separate mod, maybe you guys could help him finally finish it.
« Last Edit: September 03, 2018, 01:53:26 am by doudley »

Re: Variant Classes Mod Information
« Reply #248 on: »
@doudley

Can you change some Requirement skill from Plaguelord class:

  • Tyrant's Shell
    From: Requires any Bow, Cannon or right hand ranged weapon
    To: Requires any Ranged Weapons or Shield
    Note: This will add variety to play
  • Overlords Grip
    From: Requires any two handed melee weapons
    To: Requires any melee weapons
    Note: If you change the skill requirement, you have also replace the description of the skill from the "two handed melee weapon to any melee weapon".
  • Oppression
    From: Requires any right handed melee weapon
    To: Requires any weapons
    Note: I think it's better if it's opened for all weapons

And also remove Pet & Fish Miku Chibi & Young Guardian. Because you can get it in Variant pet mod. No need to worry, you can safely remove it with Mod Unbinder.

Re: Variant Classes Mod Information
« Reply #249 on: »
@Viz would have the final say. I'll help if there would be a coming update but if there's none yet, I don't want to make sudden changes.

Re: Variant Classes Mod Information
« Reply #250 on: »
Those Plaguelord passives are suppose to be weapon specific.

Tyrant Shell is already usable with Pistol+Shield I'll just edit the description to make it clear.

I'll change Oppression to require 1h sword/axe/mace in right hand.
« Last Edit: September 05, 2018, 03:34:04 am by Viz »

Re: Variant Classes Mod Information
« Reply #251 on: »
The reason I asked for a change in those Passive Skills because:

Tyrant's Shell [Focusing on the Range Weapons]

Chance To: Requires any Ranged Weapons or Shield
Reason: Therefore that skill still can active when using a shield (Don't get the full effect when using Shield) even with/without weapon in the right hand.

Those who prefer to play with the Range weapon style or Mix Weapon+Shield.

Overlords Grip [Focusing on the Melee Weapons]

Chance To: Requires any Melee Weapons
Reason: To be more specific on Melee Weapons.

Those who prefer to play with the Melee weapon style.

Oppression [Focusing on Support Range & Melee Weapons]

Chance To: Requires Any Weapons or Shield
Reason: I think that, this skill aims to support both other skills "Tyrant's Shell & Overlords Grip".

Those who prefer to play with the Any weapon style or Mix Weapon+Shield.

This is just my opinion, I hope you can consider it. :)
« Last Edit: September 05, 2018, 05:34:50 am by Sch123 »

Re: Variant Classes Mod Information
« Reply #252 on: »
Hi @Viz, @doudley

Can you, please recheck the causes of crashes from class Red Mage, Theolentist, & Emeber Sage.

This crash case is similar to that in the Variant Pet for Crawler and Goba. But now it has been fixed.
What Korzeam did to fix it was to "re-encode DDS files".

Red Mage

Crash when using this class to play. But the Red Mage version in Variant Class is far better than the original, because in the original Mod I can't even enter the Torchlight 2 Main menu. When I use the original Red Mage Mod I will crash immediately.

Can you make Stand alone from the Red Mage class (from Variant Class) to make it easier for testing to cause crashes in that class and be separated based on each job he has. So you can narrow down the location of the cause of the crash.

For example:

Red Mage has 3 different jobs so they are separated into Red Mage Job 1, Red Mage Job 2 & Red Mage Job 3. Later if any of these 3 are crashed, then the cause of the crash is in that class job. After that, the possibility will be further reduced by dividing the skills that are there in order to find out the exact cause of the crash.

I admit this method sounds stupid but I don't know of any other way than this way to trace down crashes on Mac. :P

And check the causes of crashes that occur in:

Theolentist
Crash when using skills "Anaerobic Acolytes".
Crash when using skills "Sepulcher" with Theolentist scroll summon.

Ember Sage
Crash when using skills "Ice Titan".
« Last Edit: September 05, 2018, 07:19:58 am by Sch123 »

Re: Variant Classes Mod Information
« Reply #253 on: »
@Viz

Bug Report:

Wood Wraith's skill in the Druid class

- In skill rank 2-9 Wood Wraith doesn't attack enemies

Thunderstorm skill in the Druid class

- Thunderstorm skills in the Druid class have no information small icon that tells you how long the skill works when I cast that skill (Usually it will be on the left near the Health bar). Although in the skill description there is information on how long the skill is active. Makes me a little confused when using it whether the skill is still running or not.



Add Class:

- Can you add the "Dark Sorcerer" class from TL2-E Mod?

- Add Classless Character
« Last Edit: December 15, 2018, 09:13:40 pm by Sch123 »

Re: Variant Classes Mod Information
« Reply #254 on: »
Hey thanks for your works, I had quite some fun with it.
Now I want to use it with your FEP+ and Essential Synergies mod, but im unsure :-[ about what load order i should use or if i shouldn't use that modpack and go with the seperate mods instead.

 

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