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

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Re: Variant Classes Mod Information
« Reply #120 on: »
Hmm I see no reason to separate them from Variant. So they stays.  :)

Thank you so much @Viz !!!  :o

It's good to see awesome weapons staying available to these awesome classes saving some awesome load order space.

(Variant gains +3 points for Awesome Mastery !!!)  :D
« Last Edit: November 11, 2017, 08:12:22 pm by steffire3 »
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 #121 on: »
I've reuploaded v9 to fix a bug regarding Double Agent's Shakedown. 


Re: Variant Classes Mod Information
« Reply #122 on: »
Hi @Viz

There is a new class of Elemental Brute, maybe you are interested to add it in Variant Mod. Only need the addition of hair model, hair color and face of all vanilla class  ;)

And also World of Warcraft pet fish Wolfish, Protofish to change the appearance of pet. Maybe you can also add it directly to Pet  ;)

They all are new and need permission from the author especially Wolfish & Protofish. Apart from all, that both Mod is very good  :)

Note:
- It looks like both the duration of this Mod pet fish is only there for 5 minutes only, nothing is up to a permanent duration.
- Protofish pet can't used active/attack spell. This case is almost the same as some other Mod pet:
Spoiler (hover to show)

Edit: For some reason, I do not know why Mod Wolfish and Protofish are missing from the Steam Workshop (It may have been deleted by the author: Galandrix). Luckily I've saved it, before it was deleted  ;)
Looks like he's already uploaded again  :D
« Last Edit: January 22, 2018, 04:46:34 am by Sch123 »

Re: Variant Classes Mod Information
« Reply #123 on: »
Looks good. Maybe I'd add it someday, but not now. The mods are very recent so let them gain more subscribers.

Re: Variant Classes Mod Information
« Reply #124 on: »
It's good to see awesome weapons staying available to these awesome classes saving some awesome load order space.

I also agree with you @steffire3, and it will also be good if TL1 Rifle can also be included in Variant Mod. Speaking of TL1 Rifle, I saw in the Steam Workshop there is a  interesting mod RifleOverhaul. That mod gives me an idea where TL1 Rifle & Flamethrower can be developed even more. I hope @Viz can consider this idea ;D

For example:

- On TL1 Rifle animation when shooting bullets can be replaced with RifleOverhaul animations that look more real by using the "Regular Shot Skill" for TL1 Rifle weapons when firing normally. For the accuracy is also good, not so problematic as TL1 Rifle.

- On RifleOverhaul Mod there is a "Reload Skill" where the skill works to fill the bullet when it runs out for Rifle type weapons. I think that "Reload Skill" can be made to be like passive skill scroll spell like Mini Gun scroll spell (Collent), where the spell is to fill the bullet when it is empty automatically or when not firing. If it can be done I also think if it can also be applied to Flamethrower weapons, where "Reload Skill" not only serves to fill bullets for Rifle but also can serve as a fuel filler for Flamethrower weapons or maybe you created separately for Rifle & Flamethrower.

- On RifleOverhaul Mod there is a "Charge Shot". I think it will be very useful for Flamethrower weapons, to see the amount of fuel (gasoline) that remains. That way you can anticipate the amount of fuel you have when faced with many enemies.
« Last Edit: December 24, 2017, 03:39:00 am by Sch123 »

Re: Variant Classes Mod Information
« Reply #125 on: »
Hi@Viz

I hope in the next update you also include TL1 Rifle Mod, of course with a little improvement by replacing the normal shot with Regular Shot Skill in RifleOverhaul Mod (without having to use reload skill).

Info:
I found Mod for the Death Night Class,
Spoiler: Quote (hover to show)
But that mod only skins, have not changed anything in the skill (Still using the Berserker Class skill). But interesting is the skill icon has been changed all so that it becomes unique. I hope it can be used to create a new class.  :D
« Last Edit: December 27, 2017, 04:22:03 pm by Sch123 »

Re: Variant Classes Mod Information
« Reply #126 on: »
Rifle mod author still has plan for his mod.

And that class is a no for me. Maybe I'll make a separate mod for those kind of classes.

Re: Variant Classes Mod Information
« Reply #127 on: »
I mean is to include TL1 Rifle Mod with Variant Mod.
It's just that TL1 Rifle is slightly altered for normal attacks to look like an attack on Regular Shoot skill in RifleOverhaul Mod (Without having to use Reload skill), because it looks more realistic (It looks like he's using Rapid Fire skills for his normal attacks) and also can solve the problem of Bug in TL1 Rifle (Shooting is not right target especially when shooting an empty spot). Don't combine TL1 Rifle Mod with RifleOverhaul Mod. Because RifleOverhaul Mod can only be used for Outlander Class only (Skill and weapons).

Or if you do not want to use RifleOverhaul Mod, you can use Rapid Fire skill attacks (From Outlander Skill)  for normal TL1 Rifle attacks. If you do that, you also need to adjusted the firing speed. I'm afraid because using Rapid Fire skill, the speed of shooting so very fast Because Rapid Fire skill shoots at a fairly fast speed, and it's not like using Rifle instead it looks like using a minigun.

« Last Edit: December 28, 2017, 03:57:10 am by Sch123 »

Re: Variant Classes Mod Information
« Reply #128 on: »
Try this. See if the shooting issue is still exist. 
https://drive.google.com/open?id=1zw2XkcVME6P2J9DpBHM5yMYnocD6WEdn

If there are no more issue then I'll add it into Variant in the future.

Re: Variant Classes Mod Information
« Reply #129 on: »
Try this. See if the shooting issue is still exist. 
https://drive.google.com/open?id=1zw2XkcVME6P2J9DpBHM5yMYnocD6WEdn

If there are no more issue then I'll add it into Variant in the future.

Wow!  :o thank you, this is so cool @Viz. There are no more shooting issue so far.  :)
I'm glad if this can be added to Variant Mod  :D

If you do not mind, maybe you can also adding weapons from Noddyngineering !! (v.830) Mod (Sorry if I've already asked for this)  :P

Info:

I found this TL1 Ratlins Pack (Can be used for Pet) and Shadowmaster Class (According to the information the class is not finished, but may be useful), but both have to be changed into MOD form.

Note:
Can you add a description on Variant Mod so players can know what's in Mods when we use MODLauncher
« Last Edit: December 29, 2017, 10:52:16 am by Sch123 »

Re: Variant Classes Mod Information
« Reply #130 on: »
Hi @Viz

Can you put Dragon Prince into Variant Mod instead of in Parallel Classes Mod. Also WoW Paladin class. I know Wow Paladin is still far from perfect, it's just very unfortunate when the class is as beautiful & good as it is not included in the Variant Mod (while waiting for a better Paladin class). I hope you can consider it  :)

Can you change a little require skill from this Plaugelord skill:
- Tyarant's Shell :
"Requires all long range weapons or 1H melee weapon"

- Overlords grip
"Requires all melee weapons"
« Last Edit: December 29, 2017, 12:53:46 pm by Sch123 »

Re: Variant Classes Mod Information
« Reply #131 on: »
Dragon Prince stays in Parallel Classes. I don't want to add WoW Paladin for now.

I'll change Tyrant's Shell requirement to all ranged weapons only. Overlord Grip is for 2h weapon exclusive to match the theme of the class.

Re: Variant Classes Mod Information
« Reply #132 on: »
Quote
Dragon Prince stays in Parallel Classes.
Are you sure the Dragon Prince remains in Mod Parallel Class? because the class is quite unique than the parallel class.  :(

Quote
I'll change Tyrant's Shell requirement to all ranged weapons only.
Please add also for requirement for 1H melee weapon if you do not mind.  :)

Re: Variant Classes Mod Information
« Reply #133 on: »
Quote
Dragon Prince stays in Parallel Classes.
Are you sure the Dragon Prince remains in Mod Parallel Class? because the class is quite unique than the parallel class.  :(

I have played the Dragon Prince and I can say that it's like the Fighting Arts, simply doesn't have enough unique skills to pass @Viz criteria

@Viz was Electrical Engineer isolated into it's own class? When I played it's original mod it affected the main Engineer too.
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 #134 on: »
Oops I forgot about that. I'll fix it.

 

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