Torchmodders
Modding => Modding Discussions => Topic started by: Scott on July 11, 2016, 08:25:29 am
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Hi there!
I just signed up - I've been playing TL2 quite a bit since quitting WoW, and have a few changes I'd like to make, and was hoping someone could point me in the right direction;
1) Transmog. I'd like to see about accomplishing this by one means or another - currently I am using the cosmetic slots mod, and like it alot, however it doesn't cover the hand slots, and its gear doesn't show up in multiplayer. Here a a couple angles I'd like to explore:
A) Add a new vendor whose GUI includes two slots; you put the item with the desired appearance in slot A, the item that will be receiving that appearance in slot B, click a button and it copies the image mesh (if I'm using the right term), icon, name and any flavor text from item A to item B (otherwise item B's stats remain as-is). Gold charge would be (item B's ilvl * 100).
B) if approach A isn't feasible, then I'd like to try doing it via the transmute process, where you buy "uncharged transmutation stones" from the general vendor, and combine them with the item whose appearance you want to copy; in return you received a "charged transmutation stone: xyz", where "xyz" contains the name of the original item; its mouse over description would include its icon, flavor text, and name of the image mesh. You would then be able to combine that with any item of the same type, and get the item back with the new icon, name, image mesh and flavor text.
C) If neither of the above would work, then any info or thoughts people might have on expanding the cosmetic slots mod to display in multiplayer would be good - as I recall from the steam forums the author never got this part working due to playing mostly solo and not having anyone to test with (this isn't a problem for me as I have a couple machines I can run it on in parallel). This option would be my last choice however. :D
Dread Pirate - passive change. I love this mod however as I understand it, if you want to play the iconic pistol / sword build, you won't be able to execute due to the "two similar weapons" requirement (this seems to be the case in my testing, also - e.g. you can mix most 1h wpns, but pistols, wands and I think (?) claws will only execute with one of their own kind).
The corsair passive is intended to address this however from what I can see it just adds some basic dmg bonuses which don't (iirc) actually require you to have a pistol equipped, and even if they do I'd prefer something that goes off the character's execute stat.
To get around this I was thinking of replacing the Corsair passive with something like
Doubleshot - Using one pistol saves ammo and allows the pirate to sometimes load an extra round. 100% of weapon (physical) dmg "on hit" proc with percentage chance equal to your net total execute % (factoring in stats, direct +execute% gear and so forth); dmg does not increase with pts spent however secondary effects (per skill pt) would be: +1 knb, -1% enemy movement rate, and +1% chance of stun.
Animation: not critical to have this but would be nice if it could have a simple small explosion effect (no actual aoe radius, just for looks).
Requirements: pistol in right hand, and a wand or melee weapon in the left hand.
The exact scaling benefits aren't super important so long as it gives you way of simulating an execute when dual wielding a pistol and something else. Once I can get a working version of this locally my plan was to reach out to the mod's author and see if he would be interested in including the change in the "live" version.
Quests / Vendors. I'd like to have the camera zoom in to first person view when speaking to a quest giver or vendor, and then zoom back out to the previous camera angle when the dialogue ends, which I think would make things more immersive.
If anyone has any thoughts on any of the above I'd be very appreciative - although I am new to TL2 modding, I've been programming for a couple decades now IRL, so I'm a pretty quick study! ;D
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Hello there Scott, and welcome to Torchmodders, go ahead and make yourself at home, the activity here goes up or down by moments, so if a responce take time just be patience, most of us tend to get busy with RL sometimes, but other times the activity explodes out of the window and it's hard to keep up with everything that gets posted :D
Now I'll adress some of your questions
1) Transmog. I'd like to see about accomplishing this by one means or another - currently I am using the cosmetic slots mod, and like it alot, however it doesn't cover the hand slots, and its gear doesn't show up in multiplayer.
I think the transmog effect is the not possible for the TL2 engine by normal modding methods, this is because there seems to be no way to have the game alter the looks of an item, this being the mesh (3d model) and/or the texture, even the name is not something that has been possible to change.
Some things are changed dynamically, like a white item becoming green when you enchant it, or the name tags related to affixes of a white item being enchanted, but appart from that not really a way to change those things. Now, don't take my word for it to be impossible, but if it's possible it should need some heavy work on it, since you would need a way for the game to find the name data of the item, and then replace it with something else. I think that someone found that if you can have affixes totally replace the name of an item for an unique name, but this unique name has to be predefined in the affix, so It won't change dynamically.
Now, changing all this, should be possible by hex editing the item data on the shared stash save file, but for this you would need a response from @Chthon, he is the one that has the most knowlegde on the hex and code editing part of TL2 (that's more hacking than modding if you ask me :D) But if you have experience with coding, you could get that working and maybe do a little hack tool like StashNinja, but for changing items appearance and name (nice part of this? would work on vanilla too)
Another thing, I don't know the cosmetic slot mod, or how it's build, but most of the time problems with things not working on MP tend to be related to "Local only" flags not being changed to false, but this is just a wild guess. Other times is just the engine MP code part not interacting properly.
So TL;DR:
A) I doubt it's possible
B) I doubt it's possible to do in a dynamic way, you can brute force it by making item clones of every unique item with different 3d models, and making an unique recipe for every clone, but this is a tone of work, and tedius work for the most part.
C) Could be bad "local only" flags, or an engine malfunction.
Then about the Dread pirate class passive, I'm not really sure if you can tied the chance to proc a skill to the chance to execute, also there seems there is not a "Cast skill on execute" effect to make skills trigger on execute (if someone has input on this it would be great). But I think your first step should be to contact the modder to see if he still want to update his mod, if he doesn't want to work on it anymore, not really a lot of sense in fixing his work.
But about this, better to wait for some of the skill experts around, @gytfunke @Khazad @TwinkleToes @Phanjam and others to say his piece.
And the last part about the Quest/vendors... not really much to do there, if I remember correctly the camera in TL2 is tied to something like a rail, you can move it up or down the rail to get closer, but I'm not sure if you can "lower" it enough for it to look like a first person view.
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Unless you're talking of a different mod, mine's the only one I know of that has a pirate.
Anyway, I haven't done this as long or as deeply as everyone else, but I've trial-and-errored a few things together. Guts is pretty clunky and finicky, restricting what you can do to a relatively rigid scheme that allows some things but not others. I don't know much about how to incorporate randomness, but I do know that this page more or less says more or less what stats can be read by skills:
http://docs.runicgames.com/wiki/Static_Stats
What's weird is that you have to turn on a "stat watcher" for these to work in your mod. It took me hours to figure this out once when I couldn't figure out why a mod wasn't working.
EXECUTE CHANCE or maybe EXECUTE CHANCE STAT is what you would want to read. I don't know how to use this in conjunction with randomness, though. You could easily have skills that scaled only off of skill level and execute chance, though. Someone else with more knowledge may be able to say more, but I've had trouble getting logic from different components to talk to each other and do their thing in the past.
If you had a skill that scaled off of skill level and execute chance, then I think it would also scale off of STR or FOC depending on whether the damage was physical or magical. As far as I know, there isn't a good way to have skills scale in an arbitrary multivariable function sort of way - you can pick one "stat watcher" stat, and then you get that times a number in a fixed random uniform range, times built-in damage multipliers (which I think are totally hard-coded, but I could be wrong). The way that your skill scales off of the watched stat could be non-linear, which you can do by constructing the graph of such a function in the Graphs editor.
The biggest issue I have with the Pirate class as it stands now, though, is that there isn't enough incentive to spend much time in melee, and I ran out of ideas for what to add. So it's mostly a shooter, but Cutlass Sweep is decent, and Pirate Handshake is a nice dirty trick to have available from time to time. I've also wondered if the class would have enough defenses even if it had more melee skills anyway, and if not, what sort of tweak might fix help. An extra effect on Skull Mug (so far, it's a regeneration buff granted by kills) could help, but my two custom classes have a fair number of mandatory skills as is, where vanilla classes don't seem to put as much weight on passive skills.
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Unless you're talking of a different mod, mine's the only one I know of that has a pirate.
Well, he is talking about another mod :D
Dread Pirate
http://steamcommunity.com/sharedfiles/filedetails/?l=spanish&id=138860521
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Unless you're talking of a different mod, mine's the only one I know of that has a pirate.
Well, he is talking about another mod :D
Dread Pirate
http://steamcommunity.com/sharedfiles/filedetails/?l=spanish&id=138860521
Ah, I see. Simpsons did it.
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1) Transmog. I'd like to see about accomplishing this by one means or another - currently I am using the cosmetic slots mod, and like it alot, however it doesn't cover the hand slots, and its gear doesn't show up in multiplayer.
I think the transmog effect is the not possible for the TL2 engine by normal modding methods, this is because there seems to be no way to have the game alter the looks of an item, this being the mesh (3d model) and/or the texture, even the name is not something that has been possible to change.
Some things are changed dynamically, like a white item becoming green when you enchant it, or the name tags related to affixes of a white item being enchanted, but appart from that not really a way to change those things.
Thanks for responding Anarch! :)
It sounds like my xmog ideas aren't going to be feasible - you've saved me a lot of time finding that out the hard way.
Ok, what about this approach: let's say I identify the "coolest" (based on my own arbitrary preferences) items, and add fixed transmute recipes for them, including a base item which you buy from a vendor, e.g. "chainsword skin" (that right there is like 90% of my motivation for doing this :D ) that combines with any unique 2h sword, and returns a chainsword whose ilvl equals that of the unique item it was combined with? I know ilvl carries over in some fashion, e.g. combine 4 uniques into a new one whose ilvl is the avg of the original 4, that sort of thing.
Certainly a clunkier / less dynamic approach but at least it would give some sort of in-game, non-hack solution?
Let me know if you think that might be feasible?
Then about the Dread pirate class passive, I'm not really sure if you can tied the chance to proc a skill to the chance to execute, also there seems there is not a "Cast skill on execute" effect to make skills trigger on execute (if someone has input on this it would be great). But I think your first step should be to contact the modder to see if he still want to update his mod, if he doesn't want to work on it anymore, not really a lot of sense in fixing his work.
Well, assuming I can find a way to accomplish this, it would be nice to have for my own personal use even if the author doesn't want to include the change. But it sounds like it's going to take a lot of research - can you recommend a good tutorial or resource that would highlight the basics of modifying skills in an (existing) class mod?
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Anyway, I haven't done this as long or as deeply as everyone else, but I've trial-and-errored a few things together. Guts is pretty clunky and finicky, restricting what you can do to a relatively rigid scheme that allows some things but not others. I don't know much about how to incorporate randomness, but I do know that this page more or less says more or less what stats can be read by skills:
http://docs.runicgames.com/wiki/Static_Stats
What's weird is that you have to turn on a "stat watcher" for these to work in your mod. It took me hours to figure this out once when I couldn't figure out why a mod wasn't working.
EXECUTE CHANCE or maybe EXECUTE CHANCE STAT is what you would want to read. I don't know how to use this in conjunction with randomness, though. You could easily have skills that scaled only off of skill level and execute chance, though. Someone else with more knowledge may be able to say more, but I've had trouble getting logic from different components to talk to each other and do their thing in the past.
If you had a skill that scaled off of skill level and execute chance, then I think it would also scale off of STR or FOC depending on whether the damage was physical or magical. As far as I know, there isn't a good way to have skills scale in an arbitrary multivariable function sort of way - you can pick one "stat watcher" stat, and then you get that times a number in a fixed random uniform range, times built-in damage multipliers (which I think are totally hard-coded, but I could be wrong). The way that your skill scales off of the watched stat could be non-linear, which you can do by constructing the graph of such a function in the Graphs editor.
I checked out your link - very interesting. I didn't see an entry for execute, but it looks like focus appears as "magic", so if it would let me plug that into a formula I could at least simulate what you get from the raw stat ( ((0.2002-0.0002*PLAYER MAGIC STAT)*PLAYER MAGIC STAT) or something like that, per
http://torchlight.wikia.com/wiki/Stats_(T2)#Focus); you'd lose the +execute% bonuses from gear, but I could maybe offset that loss with an incremental gain per skill point, like say +3% per skill point spent.
Ok, my bad - you're exactly right about the execute stats being there:
L"EXECUTE CHANCE STAT", //KSTATLOOKUP_CHARACTER_EXECUTECHANCE,
L"EXECUTE CHANCE", //KSTATLOOKUP_CHARACTER_TOTALSTATEXECUTECHANCE,
So maybe this will work!
Thanks again for the input - and yes, I was talking about the Dread Pirate mod from BemusedBear (at least that was the name listed on the mod); do you know if he posts here on torchmodders?
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Anyway, I haven't done this as long or as deeply as everyone else, but I've trial-and-errored a few things together. Guts is pretty clunky and finicky, restricting what you can do to a relatively rigid scheme that allows some things but not others. I don't know much about how to incorporate randomness, but I do know that this page more or less says more or less what stats can be read by skills:
http://docs.runicgames.com/wiki/Static_Stats
What's weird is that you have to turn on a "stat watcher" for these to work in your mod. It took me hours to figure this out once when I couldn't figure out why a mod wasn't working.
EXECUTE CHANCE or maybe EXECUTE CHANCE STAT is what you would want to read. I don't know how to use this in conjunction with randomness, though. You could easily have skills that scaled only off of skill level and execute chance, though. Someone else with more knowledge may be able to say more, but I've had trouble getting logic from different components to talk to each other and do their thing in the past.
If you had a skill that scaled off of skill level and execute chance, then I think it would also scale off of STR or FOC depending on whether the damage was physical or magical. As far as I know, there isn't a good way to have skills scale in an arbitrary multivariable function sort of way - you can pick one "stat watcher" stat, and then you get that times a number in a fixed random uniform range, times built-in damage multipliers (which I think are totally hard-coded, but I could be wrong). The way that your skill scales off of the watched stat could be non-linear, which you can do by constructing the graph of such a function in the Graphs editor.
I checked out your link - very interesting. I didn't see an entry for execute, but it looks like focus appears as "magic", so if it would let me plug that into a formula I could at least simulate what you get from the raw stat ( ((0.2002-0.0002*PLAYER MAGIC STAT)*PLAYER MAGIC STAT) or something like that, per
http://torchlight.wikia.com/wiki/Stats_(T2)#Focus); you'd lose the +execute% bonuses from gear, but I could maybe offset that loss with an incremental gain per skill point, like say +3% per skill point spent.
Thanks again for the input - and yes, I was talking about the Dread Pirate mod from BemusedBear (at least that was the name listed on the mod); do you know if he posts here on torchmodders?
ctrl-F, execute is in there, but there are two stats with similar names, and I don't understand the difference between them.
I don't know how to do fancy things. I had enough trouble getting relatively simple things to work, and I usually stumble and need two or three tries. Mostly it's monkey see, monkey do stuff working from the vanilla files. Some of the veterans know a lot more and they might be able to help (or better figure out what can and can't be done).
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ctrl-F, execute is in there, but there are two stats with similar names, and I don't understand the difference between them.
I don't know how to do fancy things. I had enough trouble getting relatively simple things to work, and I usually stumble and need two or three tries. Mostly it's monkey see, monkey do stuff working from the vanilla files. Some of the veterans know a lot more and they might be able to help (or better figure out what can and can't be done).
I did find the execute entries you mentioned earlier, and updated my post.
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Hi Scott. Welcome!
Regarding the Dread Pirate passive, what you've outlined is absolutely possible.
You just need to
1)Declare the Execute Chance stat in the Stat Editor in Guts.
2)Input 'Execute Chance' into the Stat field of a Cast Skill on Strike effect in the passive skill(or 'Execute Chance Stat', I really don't know which. I would reference the Berzerker's Execute-based passive)
3)Create the passive skill that's going to apply this
4)Create the proc skill that deals your desired damage (use Fire Brand as a reference)
For reading on how to edit skills, go to our Wiki. There's a few links to some good articles. Also, browse the GUTS Editor forum here at TorchModders. Doing an Advanced Search over at Runic Games Forums might also bring up some good reads.
The other thing you'll want to do is just look at existing vanilla skills to see how they function.
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Hi Scott. Welcome!
Regarding the Dread Pirate passive, what you've outlined is absolutely possible.
You just need to
1)Declare the Execute Chance stat in the Stat Editor in Guts.
2)Input 'Execute Chance' into the Stat field of a Cast Skill on Strike effect in the passive skill(or 'Execute Chance Stat', I really don't know which. I would reference the Berzerker's Execute-based passive)
3)Create the passive skill that's going to apply this
4)Create the proc skill that deals your desired damage (use Fire Brand as a reference)
For reading on how to edit skills, go to our Wiki. There's a few links to some good articles. Also, browse the GUTS Editor forum here at TorchModders. Doing an Advanced Search over at Runic Games Forums might also bring up some good reads.
The other thing you'll want to do is just look at existing vanilla skills to see how they function.
That's good to hear! Always easier to dig into a project once you know it's actually feasible! ;D
Thanks for the input guys!
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Hiyya Scott and welcome! As Anarch already pointed out, the activity level here can swing pretty wildly and u happen to have come in at a quiet time :P
If u'd like a sub-forum for your own mod just let me know and i'll set it up (i keep forgetting to tell @potterman28wxcv the same thing / will do so after this).
Yes pls go thru the wiki (link above, in the "Information" bar) its not yet as info-rich as we'd like but we do our best to post the best stuff we run into.
And of course, always feel free to ask, ask, ask! I'd engage u on ur questions but i really just popped in to check things and now need to get some sleep :D