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Author Topic: Variant Classes Mod Information  (Read 81783 times)

0 Members and 27 Guests are viewing this topic.

Re: Variant Classes
« Reply #105 on: »
Well he did changed the skill codes in one way or another to make the skills unique, but he didn't change the skill GUID. It's up to him to fix that.

Re: Variant Classes
« Reply #106 on: »
Or maybe you can include this Mod as an alternative Mastery Mod (v.2)   ;)
But I also feel that Mod also did not change the skill GUID, it's up to you if you want to include it or not.

Re: Variant Classes
« Reply #107 on: »
@Viz if someone wanted to make new classes then what GUID's should that modder choose to avoid conflict with FEP+ and Variant?

Thanks for your time.  :)
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
« Reply #108 on: »
Well afaik.. the GUID is an identifier that is generated automatically every time you create a .DAT file by using GUTS. Every GUID is supposed to be unique and different from each other.

The only reason conflict would happen is when you copied the .DAT file from the original source and uses it directly for your mod without changing the GUID.

So to get a new GUID, use GUID Dumper in GUTS> Utilities. There is also a tool to generate the GUID without using GUTS somewhere in Runic Forum.

Re: Variant Classes
« Reply #109 on: »
@Viz thanks for explaining that! This kind of info is very helpful.  :)
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
« Reply #110 on: »
Can skin pet Companion of War put in skin pet panther?, so there are no two panther if we want to choose pet.

Re: Variant Classes
« Reply #111 on: »
Yeah, that is doable. In the next version, then.

Re: Variant Classes
« Reply #112 on: »
Thank you @Viz   :)

Re: Variant Classes
« Reply #113 on: »

Re: Variant Classes
« Reply #114 on: »
which one of them is bugged? I can't do much if its related to animation

Re: Variant Classes
« Reply #115 on: »
Quote
    5 New Pets - Baneling (Starcraft), Gusting Grimoire (World of Warcraft), Treasure Goblin (Diablo 3) and Big Bad Voodoo (Diablo 3) by Gao. Very high quality new pets taken from Blizzard games, with nice textures and sound assets. Unfortunately for now these pets can't cast attack spells; I added them anyways because of their high quality. The author should have them fixed soon.
From Steam Torchlight II Essentials

But I hope this is better put into mod test. Because I'd rather if Mod Variant just focus for the class merges only  :) . So if you agree with my thoughts, what if Mod Mini gun, Flamethrower, & pets are included in Test Mod.

As I said in the forum "Some Bugs Report and Request Idea" :
Quote
What about combining Mod Torchlight II Essentials + Mod test [the old version (Evil UI Grittier Edition + Diablo 2 Orbs (v.6) + Skills Expansion + Alternate Outfits + spells redux (v.1) + TL1 Rifles (v.4) + stat(x10) + skill boost(x2/x4))].
Because, I see most of the mod that I want to combine already in Mod Torchlight II Essentials (just don't have: Mod Evil UI Grittier Edition + Diablo 2 Orbs (v.6) + Skills Expansion + spells redux (v.1) + TL 1 Rifles (v.4) + stat (x10) + skill boost (x2 / x4 )). Maybe it will not cause crashes, because Mod Torchlight II Essentials is already stable  ;)

Although there are pets that can not use spell attacks, I hope you can fix that bug.  :)

Maybe you can name it: Mod "Variant Essentials"  :D
« Last Edit: October 24, 2017, 12:12:32 pm by Sch123 »

Re: Variant Classes
« Reply #116 on: »
I think if Variants Classes's merged with other mods, it should be new mod beside Variant Classes

Re: Variant Classes
« Reply #117 on: »
Absolutely. Only a few of non-class mods are merged into Variant.

I don't want to turn it into Essential either.

Re: Variant Classes Mod Information
« Reply #118 on: »
@Viz will Variant keep unique behavior weapons such as Minigun, Flamethrower and TL1 Rifles?

Or will these be placed in their own unique weapon mod pack where further development of curious weapon options will continue?
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 #119 on: »
Hmm I see no reason to separate them from Variant. So they stays.  :)



 

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