Congratulations Viz! Your compilation mod looks like a lot of work and well done too. Keep it up 8)Thanks Phan!
(lol idk why did I put a spoiler)No worries, it looks neat to do so I think. :)
I'm interested in adding the Plaguelord but I can't seem to pinpoint what's the forget spell issue is about.
RIPNoob maybe but the particles you made are astounding! (I can't comment about the skills yet, I haven't tried any custom class yet, even yours)
thats the 1st mod ive done solo and i was a noob back then lol
so the file naming is all over the place.
The criteria is probably the class itself should have a somewhat unique skills mechanic, charge bar mechanic.. something along the line, anything that sets them apart from vanilla classes.Point taken. Thank you for the reply, I think this info is sufficient enough for me to entertain questions regarding the subject.
Master Sergeant, Infiltrator and Swordsman could "probably" be merged into one class since they're all somewhat incomplete. I can't promise anything though.Idea scrapped for now. It's taking so much time.. ::)
@ "Viz":Yeah sure. I don't mind if you're helping us out.
"Doudley" and "I" can work on merging those 3 classes together into it's own separate mod then present you with a combo class worthy of being added into your pack if both you and "Doudley" are okay with it...
Those 3 are very interesting mod classes and we would be happy to help take some of your workload off for you! ;)
Also thank you for giving feedback on the list! I really like your mod class pack and the classes that have been added!
@Phanjam would you mind if I add TL1CP into this compilation?
Alright, fair enough.@Phanjam would you mind if I add TL1CP into this compilation?
Oh @Viz im sorry but no. The team took a decision some time ago: while tl1cp development is still active we won't agree to having it built in to compilation-mods that are publicly offered.
We've already said no to 2 such inquiries; it wouldn't be right if we bend the rules now. I hope you understand.
Hey @Viz!@Phanjam would you mind if I add TL1CP into this compilation?
Oh @Viz im sorry but no. The team took a decision some time ago: while tl1cp development is still active we won't agree to having it built in to compilation-mods that are publicly offered.
We've already said no to 2 such inquiries; it wouldn't be right if we bend the rules now. I hope you understand.
I'm gonna upload new screenshot at rgf site soon.I see you have a wider screen on Plague and Preach's screenshots. If you are going to make new screenshots would you mind not mouse-overing on them from now, I just realized that there is a "Selected" icon look, so no need to highlight the portrait. Sorry for before :P
Thank you for your help @doudley :)You are very welcome. :)
So just the class icon would be suffice? Okay.Yes, select the character and leave it like that, no need to put the cursor above its portrait. Selecting a character will show a portrait with blue highlight borders.
Also I found out that Lightwarden is missing its spawnclasses too. Oh welp :/:P
:PI've checked and the original mod files has no spawnclasses as well. Gotta create it from scratch.
How do you even replace the spawnclasses?? Are they left inside its original mod files??
I can re-update the mod as long you needed to.
I've received a report of game crash on main menu start after the update. Can you try the steam updated version of Variant?Hmm, I did and I'm not crashing. Maybe its related to other mods?
Please download the archived file that contains linked to (the new) resource version of the mentioned above classes.Ah yes I got it now, thanks! Seems like a small typos makes a lot of difference. :-[
Ah yes I got it now, thanks! Seems like a small typos makes a lot of difference. :-[Yes typo errors in pointing to mesh files and textures ALWAYS screws me up :D
media/triggerables/assassin_rigged.datIn the affix dread_pirate_dodge_shield, the unidentified tag is most probably is <BOOL>SAVE:TRUE
media/affixes/skills/dread_pirate_dodge_shield.dat
I really couldn't figure what are those missing tags. There's a few more in units/monster but those aren't really important imo.
The assassin_rigged triggerable action should looked like this:
There are no "Kill" blocks in triggerable actions but there are "Watch specific units" block, although those only works for STAT game event types.
[TRIGGERABLEACTION]
<STRING>NAME:ASSASSIN_RIGGED
<TRANSLATE>DESCRIPTION:Rigged to Blow
<STRING>GAMEEVENTTYPE:CHARACTER
<STRING>EVENTCREATOR:PET
<STRING>SUBTYPE:GOTHIT
<INTEGER>LEVEL:1
<FLOAT>FLOATCONDITION:0
<INTEGER>COOLDOWN:0
<BOOL>USEOWNERLEVEL:false
<BOOL>SAVES:false
[TRIGGERSKILL]
<STRING>SKILL:ASSASSIN_RIGGED_TO_BLOW_PROC
[/TRIGGERSKILL]
[3593608322]
<STRING>UNIT:FLAMING SWORD
<STRING>UNIT:NETHER IMP SUMMON
<STRING>UNIT:NETHER IMP SUMMON 2
<STRING>UNIT:NETHER IMP SUMMON 3
<STRING>UNIT:NETHER IMP SUMMON 4
<STRING>UNIT:NETHER IMP SUMMON 5
<STRING>UNIT:SKELETAL ARCHER SKILL
<STRING>UNIT:SKELETON WARRIOR SKILL
<STRING>UNIT:SKELETON WARRIOR SKILL2
<STRING>UNIT:SKELETON WARRIOR SKILL3
<STRING>UNIT:SKELETON WARRIOR SKILL4
<STRING>UNIT:SKELETON WARRIOR SKILL5
<STRING>UNIT:SKELETON WARRIOR SKILL6
<STRING>UNIT:SKELETON_BLOOD_SKILL
<STRING>UNIT:ZOMBIE PET
<STRING>UNIT:ZOMBIE PET BLOOD
<STRING>UNIT:ZOMBIE PET2
<STRING>UNIT:ZOMBIE PET3
<STRING>UNIT:ZOMBIE PET4
<STRING>UNIT:ZOMBIE PET5
<STRING>UNIT:ZOMBIE PET6
[/3593608322]
[/TRIGGERABLEACTION][TRIGGERABLEACTION]
<STRING>NAME:ASSASSIN_RIGGED
<TRANSLATE>DESCRIPTION:Rigged to Blow
<STRING>GAMEEVENTTYPE:CHARACTER
<STRING>EVENTCREATOR:PET
<STRING>SUBTYPE:GOTHIT
<INTEGER>LEVEL:1
<FLOAT>FLOATCONDITION:0
<INTEGER>COOLDOWN:0
<BOOL>USEOWNERLEVEL:FALSE
<BOOL>SAVES:FALSE
[TRIGGERSKILL]
<STRING>SKILL:ASSASSIN_RIGGED_TO_BLOW_PROC
[/TRIGGERSKILL]
[KILL]
<STRING>UNIT:FLAMING SWORD
<STRING>UNIT:NETHER IMP SUMMON
<STRING>UNIT:NETHER IMP SUMMON 2
<STRING>UNIT:NETHER IMP SUMMON 3
<STRING>UNIT:NETHER IMP SUMMON 4
<STRING>UNIT:NETHER IMP SUMMON 5
<STRING>UNIT:SKELETAL ARCHER SKILL
<STRING>UNIT:SKELETON WARRIOR SKILL
<STRING>UNIT:SKELETON WARRIOR SKILL2
<STRING>UNIT:SKELETON WARRIOR SKILL3
<STRING>UNIT:SKELETON WARRIOR SKILL4
<STRING>UNIT:SKELETON WARRIOR SKILL5
<STRING>UNIT:SKELETON WARRIOR SKILL6
<STRING>UNIT:SKELETON_BLOOD_SKILL
<STRING>UNIT:ZOMBIE PET
<STRING>UNIT:ZOMBIE PET BLOOD
<STRING>UNIT:ZOMBIE PET2
<STRING>UNIT:ZOMBIE PET3
<STRING>UNIT:ZOMBIE PET4
<STRING>UNIT:ZOMBIE PET5
<STRING>UNIT:ZOMBIE PET6
[/KILL]
[/TRIGGERABLEACTION]
Character block chance stats is used by PlagueLord. So, what do I do?Which skill(s)?
media/skills/plaguelord/passives/debuffer/debuffer.datWait, I'll create a workaround for this. The stat is used to only know if the character is using a shield or not.
media/skills/plaguelord/passives/tyrant shell/tyrantshell_proc.dat
On another note, I'm sorry that my opinion is too long, maybe see this as warning. :PNo, I'm glad you wrote it all out. I am an old fart / sorry I forgot all about the fun of modding :-[
Oh...sorry Phanjam. I feel bad, I think I got overboard again... :(On another note, I'm sorry that my opinion is too long, maybe see this as warning. :PNo, I'm glad you wrote it all out. I am an old fart / sorry I forgot all about the fun of modding :-[
Oh...sorry Phanjam. I feel bad, I think I got overboard again... :(
Go guys, Go! ;D:D
Good job @doudleyThanks! Although it seems like a strange luck to snap out the issue at first try :P
About WoW Paladin.. idk lol. I'm lacking imaginations and knowledge to create a new skills, so I mostly going to tweak skill %, make them to have 15 max level and add tier bonuses.That class looks very promising to not be included in your mod pack, I hope you'll be able to complete it. If steffire3 gets back from his absence, maybe he can help you out (i.e. if his a fan of WoW game ;)).
Also, it would be nice if there's more people to give their feedback. Or even rate the mod to show their appreciation for our work.I'll ask about more feedback, I too want a bit of interaction with the subscribers. :)
Hi there. Can you please add these classes? HeheheI'm afraid that I have to decline your request. Those classes are not exactly unique as they reuses skills from original classes.
https://steamcommunity.com/sharedfiles/filedetails/?id=772495675&searchtext=
Hmm. The last time I tested the mod its still using skills from other custom classes.
iirc the Occultist is using skills from Salan's Necro and Twink's Plaguelord, which can causes conflict if it were to be merged with Variant.
Maybe it has changed with some recent update? Idk. I'll test it again when I have a free time.
EDIT : Yup, still uses similar skills. Many skill GUIDs are not changed. ¯\_(ツ)_/¯
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
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. :)
Hmm I see no reason to separate them from Variant. So they stays. :)
It's good to see awesome weapons staying available to these awesome classes saving some awesome load order space.
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.
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'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. :)
QuoteDragon 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 criteriaWhich makes me say that Dragon Prince class is quite unique is, there is a skill that calls friends and monsters and we can turn into a dragon when attacking. Indeed he is similar to the Otaku class, but Otaku class does not have its own skill icon. :)
I'll change Tyrant's Shell requirement to all ranged weapons only.Can you also add requirement to the shield as well. Because the effect of Tyrant's Shell skill also involves the shield, but on the requirement there is no shield. :)
Variant Classes by Viz (http://steamcommunity.com/sharedfiles/filedetails/?id=900049612&searchtext=variant)
CycloneXL 27 Dec @ 8:13am
Miku chibi is from this mod right ? It will be great if there was a scroll or something that let's you transform your pet in it in case you didn't started with it. Maybe mamba can do something about that since i'm also using his pet collection mod.
Fish? I'll see if I can work on it.Items or scroll magic that can transform your old pet into this new ones is also great ;)
And talk about pet, when you told me that some custom pets are unable to cast spell, is that for all spells? Or only some spells?Yes, Baneling pet (and Pet I've mentioned before) are unable to cast spell ("Mana" is reduced but no spell happens).
I messed with the Baneling pet and was able to make it cast spells but only level 1 to level 4 spells. Level 5 and 6 spells are still not castable..
Hi @Viz
There is a new class of Elemental Brute (http://steamcommunity.com/sharedfiles/filedetails/?id=1212898553), 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 fishWolfish(http://steamcommunity.com/sharedfiles/filedetails/?id=1211300745),Protofish(http://steamcommunity.com/sharedfiles/filedetails/?id=1218702982) 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:
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 ;)
Wow cool, Is the light color dependent of the given gems?You mean Socketables? No, although it would be cool. I think that it is possible to realize this only in one way - to replace all kinds of elemental particles, but this will affect the whole game. This means changing the crystal you change the type of damage - and this should change the type of particles.
Thanks @Kva3imoda for completing the lightsaber :)Well, technically, they are not finished, I have not made icons, stats and more. I do not have complete lightsabers, only concepts. :)
about sparks from lightsaber strikes, yes it should be possible.You want to try the effect "to cast on hit"? If the item has a hidden effect, which must cast the skill "sparks". I think this should work.
You want to try the effect "to cast on hit"? If the item has a hidden effect, which must cast the skill "sparks". I think this should work.Yes that's the method i was thinking of 8)
Is the concept the same as the Indicators Premium Mod made by doudley?I think doudley edited the UNITTHEME that is used when the attack is a critical one. But we can't use that method to make sparks for the lightsabers because then all weapons will give sparks when they crit :D
When we do a critical attack it will trigger slash animation.
Next update : WIP
- Implement a new class : Elemental Brute by Korzeam. Credit goes to him :)
- Preliminary work to balance Gunmage class?
QuoteNext update : WIP
- Implement a new class : Elemental Brute by Korzeam. Credit goes to him :)
- Preliminary work to balance Gunmage class?
I'm glad to see that there will be new classes in Variant Mod, I also hope you can consider to adding this class: Shadow Ninja Class (http://steamcommunity.com/sharedfiles/filedetails/?id=159125903) :)
Hi @VizWhat's the difference? iirc the Preacher and Tenebris in Essentials only changes the starting outfit and weapon.
Can you make the Level Weapon (not Requirement Level) of Fist Wrap weapon (both of them) from Monk class, changed from level 1 to level 100. So that I can equip a high level gems. ;D
I hope you can consider replace Preacher & Tenebris Variant class with Preacher & Tenebris class that exist on Torchlight II Essentials, especially Tenebris class pretty much changed there. I just realized when I changed the position of mod in both of them and using the Tenebris class. And for the additional Preacher skin classes in Torchlight II Essentials it's look more smooth. :)
Hi @Viz- Are you sure about Disrupt not dealing any damage? Does it show any animations?
I'm not sure if this is a bug or not, I found a bug on the Emberblade class, in Distrupt skill. It looks like the skill is not working properly. The skill does not damage the opponent.
I also have a question about Iron Will's passive skill, it says that ice damage reflects. Does that mean if I hit an ice attack then the attack will be reflected ?. Or if I get attacked then the attack will reflect an ice attack?. And also can you add passive skill chance to block into Iron Will skill ?. :)
Can you also remove Emberblade Basics info? because it's a bit annoying, always appear even without me pressing the (+) button. :( , at least do not let it appear itself.
- Are you sure about Disrupt not dealing any damage? Does it show any animations?Yes, There is an Animation, but no damage to the opponent. :(
- Iron Will will reflect ice damage to enemy whenever you get attacked.Ok, thanks :)
- That's related to certain parts of the UI.. I'm not sure how to properly fix it.Maybe you can remove the Tab Bar (Reset skill & Class info) it? :)
Drewrobi has published a new class : the Prophet.
https://steamcommunity.com/sharedfiles/filedetails/?id=660068853
Maybe you would be interested to include it in your next update.
I love drewrobi's work. :)
I'll most likely change the skill effects instead.
Hi @Viz there are some classes that still use the effect charge skill from vanilla classesHi @Sch123 . Remember, the objective of the Variant mod is to combine classes and fix what may be broken. So if it was the intention of the original author to use the vanilla charge mechanics for their class, then it doesn't "have to be" changed ;) .
Hi @Sch123 . Remember, the objective of the Variant mod is to combine classes and fix what may be broken. So if it was the intention of the original author to use the vanilla charge mechanics for their class, then it doesn't "have to be" changed ;) .Yup, you right. ;)
Hey @Viz can you share the Variant mod unpacked MEDIA folder somewhere? When i have time, i can help fix broken parts - so i think it will be easier for you if editors just submit their revisions to the shared folder and you manage the compilation in GUTS (like how we did it for TL1CP). What do you think?Hmm I'm not sure how did you guys set up the thing for TL1CP. Is it okay if I just share it to gdrive or something?
The divine presence skill for lightwarden at rank 1 does health recovery and physical armor then at rank 2 it gives the elemental resistance and damage. Doesn't bother me either way but also could be because I have synergies installed as well (is below variant in load order tho)Yeah I noticed this as well. It's not because of conflict with other mods, the skill is using Embermage's Elemental Boon as the effect.
Hi @Viz
in Torchlight II Essentia both classes have been polished further. I just want to help, so you do not have to tired to do the balance of the class that is too much, because there is already a balance class. ;)
I don't know how far are the changes since they were no details about it but I checked Essential's files and honestly.. there's not much changes that were done to both Tenebris and Preacher class.
Author just slapped a few additional affixes onto some passive skills and call it a day. Sure these classes have new shiny starting weapons and wardrobe, but that's about it.
I suppose I could bring the charge bar if I must? But I don't think it is necessary.
I'm pretty sure fish merchant came from a mod somewhere, so that's why I place the Sushi to the general merchant.
I don't understand why you don't want to add the advantages possessed in the "Tenebris & Preacher" class that is on Essential Torchlight II, if the advantage is added to the Variant Mod, isn't that something good ?. :)It's because the changes, imo, are not that significant.
It's because the changes, imo, are not that significant.
About the fish, I'll do something about it.
I hope later when Variant Merge Pet Mod is created it can be side by side with Variant Merge Class Mod
Hi @Korzeam unfortunately doudley isnt active now - i think he is too busy with "real life"Well, he was the one who published Variant Classes on Steam workshop.
What did u need from him?
Well, he was the one who published Variant Classes on Steam workshop.
I don't think it can be done by anyone else.
Uh-oh, you are correct @Korzeam ! Hey @Viz i can try to use doudley's registration email address. How would u like the page to be managed while @doudley is not active?Uhm sorry I don't understand this. Does this mean you can update the page with the latest version? :o
Does this mean you can update the page with the latest version? :o
Hi @Viz
Information Class Updated:
It looks like Drewrobi is updating Drew's Class Pack (https://steamcommunity.com/sharedfiles/filedetails/?id=660068853&searchtext=Drew%27s+Class+Pack) | Change Notes (https://steamcommunity.com/sharedfiles/filedetails/changelog/660068853).
Quite a lot of changes in the update this time, I hope Classes in Variant Mod can be replaced with the latest in the next update. ;)
This is the reason why its never a good idea to include a mod which is still under active development :-XYea tbf it hasn't been updated for about 6 months, then author seemingly came back and do updates frequently.
I think I just wait for awhile (read : 2-3 months) before updating his classes.. since it's clear that the author is currently in the mood for modding.
By the way, is there anyone who can make Icon For Class "Monk & Druid". Because I was discussing with him about this. It is difficult to find a suitable source because of the copyright issue. :(
I think u need to get Drewrobi's agreement for us to make new icons to use for his classes, because it wont be nice for us to just make icons and use them on his classes only in the Variant mod.
Thanks for this @Sch123 ;)
@Sch123 What about the WoW Paladin 2.0?Hi @steffire3
https://steamcommunity.com/sharedfiles/filedetails/?id=712279451&searchtext=2.0
[ANIMATION]
<STRING>FILE:special_whirlwind.skeleton
<STRING>NAME:Special_Whirlwind
<FLOAT>DURATION:1.2
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:1
[/KEY]
[/ANIMATION]
Sorry I still not going to add those classes anytime soon.It's ok, but have you seen the Dark Sorcerer Class from TL2-E? I think the class is like a cure for me because I can't use the Red Mage. :D
There's one that is somewhat playable and ready to be merged and its the Shadow Ninja (renamed to Shadower) but unfortunately some of its skills have issues, especially the clone related skills.What happened with clone related skills?
Hi @doudleyIs this necessary, ain't those one of features built by the modder for that specific class? If it is okay with everyone, I think it will be easy enough to remove those features.
Can you help Viz to remove the Tab "Skill Reset and Class Info (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=1312)" on the Emberblade class?
Hi @doudleyIs this necessary, ain't those one of features built by the modder for that specific class? If it is okay with everyone, I think it will be easy enough to remove those features.
Can you help Viz to remove the Tab "Skill Reset and Class Info (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=1312)" on the Emberblade class?
Hi @doudley
Can you help Viz to remove the Tab "Skill Reset and Class Info (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=1312)" on the Emberblade class?
And also fix the WoW Paladin 2.0 (https://steamco.mmunity.com/sharedfiles/filedetails/?id=712279451&searchtext=2.0) class Charge Bar (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=1316) that is less in line & fixing other things in that class. :)
Hi @Viz- Unlock Face, Hair & Hair Color in Elemental Brute Class. // Done
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 (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/msg9287/#msg9287) 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? ::)
- Can you help Viz to remove the Tab "Skill Reset and Class Info" on the Emberblade class? // DoneThank you @doudley ;)
- 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
- 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 :PI 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 :PQuote- 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 :PI hope this class can be added to Variant Mod too, because there are quite a few who are asking for this class. :D
@doudleyThe UI stuff can easily be fixed.
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: (https://steamcommunity.com/sharedfiles/filedetails/?id=712279451&searchtext=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
Well I prefer Melee I only play singleplayer and I never tried to play a tank its already hard to kill stuff xDHmm ... maybe you can try this melee classes;
Will there ever be tiered passives btw ?Mostly don't have Tier effects for Passive skills.
Yea sure. I think I'll remove all the new pets as well since Variant Pets already got them covered.Awesome. :D
Yea sure. I think I'll remove all the new pets as well since Variant Pets already got them covered.I think this is a good idea too :thumbsup:
It's like skill Warp Shell is resetting to cast the skill every time we add skill points to any passive skills or replacing equipment and swap weapons.Yeah I was mistaken, the shield would still automatically refreshes somehow.
It's like skill Warp Shell is resetting to cast the skill every time we add skill points to any passive skills or replacing equipment and swap weapons.Yeah I was mistaken, the shield would still automatically refreshes somehow.
I dug deeper and found the skill code to be fairly complicated. Since I never edit this skill, I'm guessing the same issue also applies to original mod as well.
Hi @Actkqk , welcome to Torchmodders. :)
By the way, I hope you don't mind if the Tenebris class is merged into the Variant mod class.
Hi, just found one problem with wilding class, in second tree, first skill- if you want just move mouse curson on this skill it will automatically ctd. Could you fix that ?Thanks for notifying me about this, it will be fixed in the next update :)
I just wanted to update that i posted a version 14 of Variant on TLF (https://www.torchlightfansite.com/mod_downloads/compilations-tl2/download-1516-variant-classes.html) a few days ago which reverted the changes made on the Temebris class.
This was done to address @Actkqk 's valid concern about the changes made to his mod. We are not yet able to upload the new version to steam workshop bcos that page is controlled by @doudley who is still on break from modding. But otherwise, we believe the issue has been adequately addressed.
More recently @Viz uploaded a later version of his mod corrections to TLF as well.
hi! making some mods localization, including different classes, found some not included in class packs. Like this: https://steamcommunity.com/sharedfiles/filedetails/?id=556681233 (https://steamcommunity.com/sharedfiles/filedetails/?id=556681233) Did you saw it? Looks interesting.I know that issue, but I have no idea what caused the extra/empty folders to appear when extracting the mod. I've already made sure there's no iunused/empty folder in the media folder but its still appear.
And yet. when i unpack your mod by GUTSm i saw many directories on same with MEDIA level. Isn't it crap, not used at all?
Hey @doudley welcome back :)
I'll pm you the link to the file in a short while