Torchmodders
Mod Projects => Variant Classes Mod => Topic started by: Sch123 on July 07, 2017, 08:29:42 am
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Bug report:
<Variant Classes>
1. Theolentis Class:
- Crash when used "Anaerobic Acolytes" skill
- "Favor: Electron Veil" skill doesn't cancel when I used "Dispell Auras" ( It made me become unable to use another spell. If you want to use another spell, I have to wait 2 minutes until the effect of the spell is gone )
- "Sepulchre" skill doesn't do anything, because I didn't found any "Bind Scroll Spell" (Not even in Spell Merchants )
Ps: Can you give "Sepulcher" skill bonus tiers effect ( Because each add skill point on the skill, the skill is no change at all. For example, can be added : + attack and defense capabilities, + attack speed, - Colldown and Mana cost, ect ...)
2. Red Mage:
- Crash when trying to use this class
Request:
1. Combine Mod:
- Indicators Premium + Auto Consume
- Arcane and Bestiary + Indicators Premium + Auto Consume
- Equipment Slots Overhaul EC + Arcane and Bestiary + Indicators Premium + Auto Consume
- HUD Expanse + Arcane and Bestiary + Indicators Premium + Auto Consume
- Skills Expansion + Arcane and Bestiary + Indicators Premium + Auto Consume
Question & Idea:
<Variant Classes>
1. Is it possible, if all classes in Variant Classes mod have "passive skills" for the future ?
2. Can you make all portraits in each class different from one another for Variant Classes ?
3. You allso can improve Tenebris and Preacher with the one on Torchlight II Essentials. So preacher no longer need to buy potion to restore resisten and also includes the Preacher Skin Add-on. For the Tenebris portrais and different costumes allso removed penalty for decreasing vitality. For both of them Unlocks all Hairstyles, New hair colors and Facial Appearance options in the Character Creation menu!
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Well, thanks for the feedback. Here's some clarification to your question. ;)
Bug report
1. Anaerobic Acolytes skill works fine for me. The reason the skill is crashing is because there is other mods which has files that uses the same GUID as the Anaerobic skill. In layman's term, there's some conflicting stuff between other mods' files and the skill. There will be a fix for it in the next update.
2. Electron Veil, noted. I'll check it later.
3. Sepulcher skill.. I will take a look at this. afaik if you use other mods which adds tons of item on general merchant, the chances to find the scroll will be much lower since it generates item randomly.
4. So far, me and @doudley only received reports of Red Mage crashes on Mac user. Windows/Linux user can use the classes. Unfortunately.. we are still looking for solution to the crashing issues, as we have no idea what's exactly causing this issue.
Request
- These mods are all the work of @doudley , so he's the only one who could merge them correctly.
Ideas
1. By passive skill.. did you meant this mod? https://steamcommunity.com/sharedfiles/filedetails/?id=153565915&searchtext=passive
It's possible but this will require a huge amount of work of adding a new skill tab to 24 different classes. These classes are already overpowered compared to base classses.. so that's a no.
2. I wish I could, but I'm not artistic enough to create a unique portraits for each classes. Sorry :/
3. Can you elaborate on this matter? The potion for Preacher can be deleted if needed.
Tenebris already have all hair options in Variant. There's probably a conflict with TL2 Essentials because it provides Tenebris class too.
So, if you're using TL2 Essentials and Variant together, Tenebris hair options will be limited if you load Essential higher than Variant. What you need to do is load Essential below Variant and Tenebris will have more hair options.
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Thank you for answering my question. By the way I have also told Doudley about this and he advised me to tell you directly in here (Torchmodders), and yeah I also use Mac Os.
For Preacher Class:
Yeah potion on merchant, I did not see this useful enough. Probably because I'm using a new character. I think rather than drinking the potion better change the ability of Preacher directly.
For Tenebris Class:
As you pointed out, there is indeed a slight difference from the preacher and tenebris class in the Variant Mod that you have with Torchlight II Essentials Mod. In Torchlight II Essentials there is also a Preacher and Tenebris class, in this mod there is no herb for status / abilty Preacher, and Tenebris portrait and outfits are changed. Vitality exposure when adding skill points to some skills is also omitted in this Mod.
For Theolentis Class & Red Mage:
Ok, I will wait :)
<Other:>
Add some Other Class, like:
-Demon Classes (v.12)
Mod that I'm used (In Order):
- Equipment Slots Overhaul EC / HUD Expanse
- Arcane and Bestiary
- Indicators Premium
- Easy Level Up (v.0)
- Skills Expansion
- Torchlight II Essentials
- TL1CP v177 (Update 3) (v.177)
- Variant Classes by Viz [V6]
- SynergiesMOD (v.1337)
- Armour, Weapons, and Classes Oh My! <Far East Pack 1 & 2 and other armor & weapon Mod>
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Request:
1. Combine Mod:
- Indicators Premium + Auto Consume
Done.
- Arcane and Bestiary + Indicators Premium + Auto Consume
I may have to publish a new mod for this.
- Equipment Slots Overhaul EC + Arcane and Bestiary + Indicators Premium + Auto Consume
I may have to publish a new mod for this.
- HUD Expanse + Arcane and Bestiary + Indicators Premium + Auto Consume
I may have to publish a new mod for this.
- Skills Expansion + Arcane and Bestiary + Indicators Premium + Auto Consume
I may have to publish a new mod for this.
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Hi @doudley, thanks for your quick response.
I heard you're planning on making a new Mod about Pets. I found Mod that may be one of your inspirations in making Ultimate Pets Mod. Here it is, pets (v.6) <Link: http://steamcommunity.com/sharedfiles/filedetails/?id=153695617&searchtext= (http://steamcommunity.com/sharedfiles/filedetails/?id=153695617&searchtext=) >.
I think that Mod can give you the idea to solve the problem of "perfect equipment comparison". For all your mods Brother-in-Arms compatibility mod and those using Cosmetic have the same problem that is in terms of equipment comparison.
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Hi @doudley, thanks for your quick response.
I heard you're planning on making a new Mod about Pets. I found Mod that may be one of your inspirations in making Ultimate Pets Mod. Here it is, pets (v.6) <Link: http://steamcommunity.com/sharedfiles/filedetails/?id=153695617&searchtext= (http://steamcommunity.com/sharedfiles/filedetails/?id=153695617&searchtext=) >.
I think that Mod can give you the idea to solve the problem of "perfect equipment comparison". For all your mods Brother-in-Arms compatibility mod and those using Cosmetic have the same problem that is in terms of equipment comparison.
Apparently, the Pets mod didn't do anything unique, at least in my sake, it has nothing new to offer. And its equipment compare fix is only intended for non-visual pet armors, by this I mean it won't work for human character companions.
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I've done some update on Variant recently.
- Preacher's potion has been deleted, and original hair options are restored.
- Sepulcher skill is still being look into.
- I've checked Electron Veil interaction with Dispel Aura and it works fine for me.
Dispel Aura does remove the buff.. so I'm going to assume that there's a conflict with another mod that you used that prevents Dispel Aura from removing Electron Veil.
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I've done some update on Variant recently.
- Preacher's potion has been deleted, and original hair options are restored.
- Sepulcher skill is still being look into.
- I've checked Electron Veil interaction with Dispel Aura and it works fine for me.
Dispel Aura does remove the buff.. so I'm going to assume that there's a conflict with another mod that you used that prevents Dispel Aura from removing Electron Veil.
- I've tried using only Variant Mod [V7] but the result remains the same, Dispel Aura does not remove the Electron Veil interaction buff. (Theolentis Class)
- Anaerobic Acolytes skill still crash when used (Theolentis Class)
- Red Mage still crash when used
Ps: - Is there a plan to add a new class? like Demon Classes (v.12) [link: http://steamcommunity.com/sharedfiles/filedetails/?id=286562111&searchtext=Demon+Classes+%28v.12%29 (http://steamcommunity.com/sharedfiles/filedetails/?id=286562111&searchtext=Demon+Classes+%28v.12%29)] Maybe still need a little improvement :D
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..Really? :o
Well then there's something serious compatibility issue regarding Theolentist and Mac OS because I've tried both Dispel Aura and Anaerobic skill and they worked fine for me.
If Red Mage is still crashing, then the fix that doudley made isn't working. We are back to square one since we still have no idea why it kept crashing for Mac users.
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..Really? :o
Well then there's something serious compatibility issue regarding Theolentist and Mac OS because I've tried both Dispel Aura and Anaerobic skill and they worked fine for me.
If Red Mage is still crashing, then the fix that doudley made isn't working. We are back to square one since we still have no idea why it kept crashing for Mac users.
- I found another bug on the Theolentist class, Intelligent Design Skill crash when used
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Again, Intelligent Design works fine on my end. I'm on Windows 7.
We are really running out of ideas on why these crashing issues only occurs on Mac OS.
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@Sch123
Try this version of Variant and see if the crashing issue is still occurring for you.
Note that the fix is pretty much experimental so it may or may not work.
https://drive.google.com/uc?id=0B4s8HV89FStzNTJRQXlWSElHQ0k&export=download
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@Sch123
Try this version of Variant and see if the crashing issue is still occurring for you.
Note that the fix is pretty much experimental so it may or may not work.
https://drive.google.com/uc?id=0B4s8HV89FStzNTJRQXlWSElHQ0k&export=download
I've tried it and the result is the same :(
- I found something on Electron Veil Interaction skill, while still under rank 4 the skill can not be removed with Dispel Aura, but when it reaches tier I [rank 5] the skill can be removed
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Alright I found out why Electron Veil doesn't get dispelled in rank 1-4. I'll fix it. This apparently happens in original mod as well.
So.. other skills are still crashing for you? Red Mage creation as well? This is getting really problematic, and I'm starting to think that these crashing issue on Mac OS can't really be fixed.
Not trying to be pessimistic, but this is prob going to be beyond our capabilities to fix it. I'll discuss with doudley and see if he can tinker something again.
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I've tried it and the result is the same :(
Has this been tested on new game character(s)?
By test, I mean Red Mage has been selected and played and Theolentist's skills have been executed?
If yes, then the crashing issue has nothing to do with image or texture encodes.
I already made sure that all icon names are unique and no existing name are being used.
I already tried re-encoding texture files (.dds) and proof checked texture files' directory or folder location.
.
.
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The hope in fixing this, is running very thin.
What things we can make sure to not cause the crashing issue are:
- Sound data because Red Mage and Theolentist does not have any in their files
- GUID conflict because if this happens, it will take affect on Windows users too
- Corrupted .dat or .layout files because if any of those has problems, it will take affect on Windows users too
So.. other skills are still crashing for you? Red Mage creation as well? This is getting really problematic, and I'm starting to think that these crashing issue on Mac OS can't really be fixed.
Lol Sorry, we both pointed out the same response. :P
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Alright I found out why Electron Veil doesn't get dispelled in rank 1-4. I'll fix it. This apparently happens in original mod as well.
So.. other skills are still crashing for you? Red Mage creation as well? This is getting really problematic, and I'm starting to think that these crashing issue on Mac OS can't really be fixed.
Not trying to be pessimistic, but this is prob going to be beyond our capabilities to fix it. I'll discuss with doudley and see if he can tinker something again.
- I'm glad to hear Electron Veil it can be fixed :)
- Unfortunately so, Red mage crashes when used, and Theolentist skill also still crashes when used (Anaerobic Acolytes, Intelligent Design)
- If I may know what is the problem of class Monk? I read in the "Known issues" Variant that Monk class had a problem [Monk: Solar Wind is possibly not activating at all.]. I've tried it and it's no problem. There may be little input to using Solar Wind Skill, you must combine it with Burning Fists Skill or you can add fire gems that make your weapons covered by fire, or you can give an ability fire attack skill on your weapon. :)
But when you add fire gems or ability to fire fire skills, your weapon will look like a claw that looks invisible, unlike using a Fighter Glove. Looks different from when you use the Burning Fists skill ;) .
- Hey, I found the Bug again, this time it's on the Ember Sage Class. Crash when trying to use Titan Ice Skill (Skill that summons a giant size ice skull).
- I found similarities in both these skills (Titan Ice and Intelligent Design). In both these skills have the effect of changing the size of a monster to be very large. I have a guess, that the problem is on the size of the monster (too big). So that on Mac users crashes when using the skill. Or if it still can't too, maybe it's good to be considered to change the skill that caused the crash (I hope this does not happen :( )
I've tried it and the result is the same :(
Has this been tested on new game character(s)?
By test, I mean Red Mage has been selected and played and Theolentist's skills have been executed?
If yes, then the crashing issue has nothing to do with image or texture encodes.
I already made sure that all icon names are unique and no existing name are being used.
I already tried re-encoding texture files (.dds) and proof checked texture files' directory or folder location.
.
.
.
The hope in fixing this, is running very thin.
What things we can make sure to not cause the crashing issue are:
- Sound data because Red Mage and Theolentist does not have any in their files
- GUID conflict because if this happens, it will take affect on Windows users too
- Corrupted .dat or .layout files because if any of those has problems, it will take affect on Windows users too
So.. other skills are still crashing for you? Red Mage creation as well? This is getting really problematic, and I'm starting to think that these crashing issue on Mac OS can't really be fixed.
Lol Sorry, we both pointed out the same response. :P
Yes i've tried it by using new game characters with Red Mage and Theolentist
Unfortunately so, Red mage crashes when used, and Theolentist skill also still crashes when used (Anaerobic Acolytes, Intelligent Design) and Electron Veil doesn't get dispelled in rank 1-4
PS: I apologize to you guys if this makes you stressed out :(
I hope this Mod can be perfect, because it's a very good Mod. You must keep the spirit :D. And keep on making good Mods, I'm looking forward to your next Mod ;D
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List Bug Which I found on Mod
OS: Mac
Variant Classes Mod:
1. Red Mage
- Red mage crashes when used.
2. Theolentist
- Theolentist skill also still crashes when used (Anaerobic Acolytes, Intelligent Design).
3. Ember Sage
- Crash when trying to use Ice Titan Skill.
4. Monk
- Umbra skill buff is not lost when the duration of the skill is up. Its duration changed to permanent. Because it makes me unable to use some skills such as fire fist skill and others.
- Can not get rid of gems when I add on fist wrap weapon.
- Is it possible to add skill to fist warp in merchant ?
5. Noxmer
- At the time of making a new character, hair color and beard and side hair is not appropriate.
Nb: I will tell you when there are other bugs that I found in other classes. ;D
Arcane and Bestiary Mod:
- Why when I destroy the object, I get "Fallens and Ordraake" artworks. Is it supposed to be like that?
Skills Expansion Mod:
- General Skills are missing all of their intended icons
- Fusillade with Shotgonne: Cannot damage foes and the Fusillade fire animation does not appear.
TL1CP Mod:
- Sometimes when I want to change my weapon from the first weapon to the second weapon I have a crash
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Variant Classes Mod:
1. Red Mage
- Red mage crashes when used.
2. Theolentist
- Theolentist skill also still crashes when used (Anaerobic Acolytes, Intelligent Design).
3. Ember Sage
- Crash when trying to use Ice Titan Skill.
4. Monk
- Umbra skill buff is not lost when the duration of the skill is up. Its duration changed to permanent. Because it makes me unable to use some skills such as fire fist skill and others.
- Can not get rid of gems when I add on fist wrap weapon.
- Is it possible to add skill to fist warp in merchant ?
5. Noxmer
- At the time of making a new character, hair color and beard and side hair is not appropriate.
I still can't figure out what else is there to be causing these crashes. Supposedly, texture files are the culprit and it was for the Linux system.
Let's call out @Viz on what he has to say about the other issues.
Nb: I will tell you when there are other bugs that I found in other classes. ;D
That's great, thank you for the support!
Arcane and Bestiary Mod:
- Why when I destroy the object, I get "Fallens and Ordraake" artworks. Is it supposed to be like that?
Thank you for this, I forgot to include the data files for these monster that's why triggers are acting up and directing it to any unit who gets destroyed/killed. The fix is already been up'ed.
Skills Expansion Mod:
- General Skills are missing all of their intended icons
- Fusillade with Shotgonne: Cannot damage foes and the Fusillade fire animation does not appear.
Yup, I know. I already uploaded the fix, please check.
TL1CP Mod:
- Sometimes when I want to change my weapon from the first weapon to the second weapon I have a crash
@Phanjam
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1,2,3 works fine for me. Since this issues seems to only occur on Mac OS, I have absolutely no idea on what's the cause of it or even knows how to fix it. Sorry, but this is truly beyond my capabilities to fix it.
4) I'll check about the Umbra skill.
I can't do much about the fist wrap issues because there's little to no info about them from the original mod.
5) Elaborate. The hair color options works fine for me. A picture/screenshot of this problem would be helpful.
Edit : Alright, Umbra skill will be fixed in the next update. It's another bug left from the original mod as well.
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@Viz
This photo when I want to create a new character using Noxmer Class:
http://i.cubeupload.com/03mxWk.png (http://i.cubeupload.com/03mxWk.png)
http://i.cubeupload.com/d5qRvP.png (http://i.cubeupload.com/d5qRvP.png)
http://i.cubeupload.com/GRVHT4.png (http://i.cubeupload.com/GRVHT4.png)
http://i.cubeupload.com/F0wXAd.png (http://i.cubeupload.com/F0wXAd.png)
http://i.cubeupload.com/CRe9Mo.png (http://i.cubeupload.com/CRe9Mo.png)
http://i.cubeupload.com/6cQ1sw.png (http://i.cubeupload.com/6cQ1sw.png)
@doudley
Skills Expansion Mod:
http://i.cubeupload.com/V2bbuM.png (http://i.cubeupload.com/V2bbuM.png)
Skill names overlap each other. But when you look at another tab and back to that tab, the skill name returns to normal
http://i.cubeupload.com/KdXYB3.png (http://i.cubeupload.com/KdXYB3.png)
No passive skills bar name
- Do you mind to merge this mod:
- Equipment Slots Overhaul EC + Arcane and Bestiary + Indicators Premium + Auto Consume + Enchantable Pet Accessories
- Arcane and Bestiary + Indicators Premium + Auto Consume + Enchantable Pet Accessories
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@Viz
This photo when I want to create a new character using Noxmer Class:
http://i.cubeupload.com/03mxWk.png (http://i.cubeupload.com/03mxWk.png)
http://i.cubeupload.com/d5qRvP.png (http://i.cubeupload.com/d5qRvP.png)
http://i.cubeupload.com/GRVHT4.png (http://i.cubeupload.com/GRVHT4.png)
http://i.cubeupload.com/F0wXAd.png (http://i.cubeupload.com/F0wXAd.png)
http://i.cubeupload.com/CRe9Mo.png (http://i.cubeupload.com/CRe9Mo.png)
http://i.cubeupload.com/6cQ1sw.png (http://i.cubeupload.com/6cQ1sw.png)
Thanks. I'll fix this.
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@Viz
Ember Sage
http://i.cubeupload.com/ChxdXr.png (http://i.cubeupload.com/ChxdXr.png)
I wonder if this should be like this (get the armor at the beginning) ? . Because if the armor is removed, then the character is not seen wearing clothes (naked), In the female sex is also the same (although not naked). And sometimes when you create a new Ember Sage character (Male) he looks not wearing clothes, but when you change to female gender and back to male gender, then he is seen using armor.
And also because of that, on the character you just created, you get the extra ability point for the armor. That should be, every new character should not get it in the beginning.
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Yeah Ember Sage started off with an armor. Not a big deal, I can remove that armor if needed.
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Hi @Viz
Do you mind to improve the Elemental Mastery passive skill (Monk Class)?
(http://i.cubeupload.com/RrR5X6.png)
From
Original skill:
- only improve +[_%] fire and +[_%] ice damage
To
Improve skill:
- improve +[_%] fire and +[_%] ice damage
- Conveys [_] fire and [_] ice damage for [_] seconds
Note: So can be sustainable with Solar Wind passive skill ;)
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Skills Expansion Mod:
http://i.cubeupload.com/V2bbuM.png (http://i.cubeupload.com/V2bbuM.png)
Skill names overlap each other. But when you look at another tab and back to that tab, the skill name returns to normal
http://i.cubeupload.com/KdXYB3.png (http://i.cubeupload.com/KdXYB3.png)
No passive skills bar name
Thank you so much for reporting this and sorry for the late response, I often forget to check in at Torchmodders' site. Please get the recent update for the graphical fixes.
- Do you mind to merge this mod:
- Arcane and Bestiary + Indicators Premium + Auto Consume + Enchantable Pet Accessories
https://drive.google.com/open?id=0B8nZo53ucHqjYlV0UHhQUWtLcXc
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Hi @doudley
it's okay. Yup has been fixed, Thank you :)
and thanks for merge the mod that I requested. ;D
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Hi @Viz, @doudley
There are little visual bugs that I found on Variant Mod:
1. Emberblade
http://i.cubeupload.com/2cl7tI.png (http://i.cubeupload.com/2cl7tI.png)
Like the one on the picture, the writing goes over the boundary box.
2. Blade Dancer
http://i.cubeupload.com/KLfW7M.png (http://i.cubeupload.com/KLfW7M.png)
Like the one on the picture, No passive skill text on the passive skill bar.
3. Noxmer, Darklite, Dark Noxmer, Light Warden, Tenerbis
http://i.cubeupload.com/wFfGXU.png (http://i.cubeupload.com/wFfGXU.png)
http://i.cubeupload.com/SFEPo5.png (http://i.cubeupload.com/SFEPo5.png)
http://i.cubeupload.com/hQ7uJh.png (http://i.cubeupload.com/hQ7uJh.png)
http://i.cubeupload.com/Wlc5Jn.png (http://i.cubeupload.com/Wlc5Jn.png)
http://i.cubeupload.com/RpBxEF.png (http://i.cubeupload.com/RpBxEF.png)
There are some classes that still use the 4 original class charge bar ability (have not had a unique charge bar ability).
4. Monk
Do you mind to improve the Elemental Mastery passive skill (Monk Class)?
From
Original skill:
- only improve +[_%] fire and +[_%] ice damage
To
Improve skill:
- improve +[_%] fire and +[_%] ice damage
- Conveys [_] fire and [_] ice damage for [_] seconds
Note: So can be sustainable with Solar Wind passive skill ;)
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Hi @Viz, @doudley
There are little visual bugs that I found on Variant Mod:
1. Emberblade
http://i.cubeupload.com/2cl7tI.png (http://i.cubeupload.com/2cl7tI.png)
Like the one on the picture, the writing goes over the boundary box.
2. Blade Dancer
http://i.cubeupload.com/KLfW7M.png (http://i.cubeupload.com/KLfW7M.png)
Like the one on the picture, No passive skill text on the passive skill bar.
3. Noxmer, Darklite, Dark Noxmer, Light Warden, Tenerbis
http://i.cubeupload.com/wFfGXU.png (http://i.cubeupload.com/wFfGXU.png)
http://i.cubeupload.com/SFEPo5.png (http://i.cubeupload.com/SFEPo5.png)
http://i.cubeupload.com/hQ7uJh.png (http://i.cubeupload.com/hQ7uJh.png)
http://i.cubeupload.com/Wlc5Jn.png (http://i.cubeupload.com/Wlc5Jn.png)
http://i.cubeupload.com/RpBxEF.png (http://i.cubeupload.com/RpBxEF.png)
There are some classes that still use the 4 original class charge bar ability (have not had a unique charge bar ability).
4. Monk
Do you mind to improve the Elemental Mastery passive skill (Monk Class)?
From
Original skill:
- only improve +[_%] fire and +[_%] ice damage
To
Improve skill:
- improve +[_%] fire and +[_%] ice damage
- Conveys [_] fire and [_] ice damage for [_] seconds
Note: So can be sustainable with Solar Wind passive skill ;)
1. I can't do much about this.. you can hide the text by clicking the (-) button besides the Emberblade Basics's text.
2. This can be done I guess.
3. Same as number 2. But this isn't my priority atm.
4. Hmm.. probably no.
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Hi @Viz
Maybe you can consider this Mod to be included into Variant Mod
1. http://steamcommunity.com/sharedfiles/filedetails/?id=148668569&searchtext=Dragon+Warrior (http://steamcommunity.com/sharedfiles/filedetails/?id=148668569&searchtext=Dragon+Warrior)
2. http://steamcommunity.com/sharedfiles/filedetails/?id=712279451&searchtext=paladin (http://steamcommunity.com/sharedfiles/filedetails/?id=712279451&searchtext=paladin)
Note: I hope Far East 1 & 2 can be included also in Variant Mod (if possible) :)
1. http://steamcommunity.com/sharedfiles/filedetails/?id=170299996&searchtext=far+east (http://steamcommunity.com/sharedfiles/filedetails/?id=170299996&searchtext=far+east)
2. http://steamcommunity.com/sharedfiles/filedetails/?id=193078054&searchtext=far+east (http://steamcommunity.com/sharedfiles/filedetails/?id=193078054&searchtext=far+east)
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Oh hey @Sch123 , sorry I didn't notice this post earlier.
1. No.
2. Work in progress. The Paladin needs some balancing + new skills. But I can't say when I could finish the class. :c
I'd love to add them but Far East Pack requires special attention. Merging them is simple enough but there will be some bugs that needs to be iron out.
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Hi @Viz
Oh hey @Sch123 , sorry I didn't notice this post earlier.
It's okay
By the way, is there something new on Variant mod?
2. Work in progress. The Paladin needs some balancing + new skills. But I can't say when I could finish the class. :c
Wow great, no need to hurry :)
I'd love to add them but Far East Pack requires special attention. Merging them is simple enough but there will be some bugs that needs to be iron out.
How about combining far east 1 & 2 first and fix the bugs that appear. When the bugs are fixed, then merged with Variant Mod. This will reduce the bugs that will appear later. ;)
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How about combining far east 1 & 2 first and fix the bugs that appear. When the bugs are fixed, then merged with Variant Mod. This will reduce the bugs that will appear later. ;)
Seem plausible, but I would need people to test the FEP's classes extensively.
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Seem plausible, but I would need people to test the FEP's classes extensively.
If you do not mind, I can help to test it for you @Viz ;)
I do not know if it will suit what you expect, but I will do my best.
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Nice, you have my gratitude. I need every help that I could get since FEP is fairly complicated compared to other class in Variant.
Here's the merged FEP
https://drive.google.com/uc?id=0B4s8HV89FStzR3JfR1gydjZBMjg&export=download
What you need to do for now, is to find which skill (from every FEP classes) that gives excess skill points when using respec/potion. Determine at which level that the skill starts giving excess skill points.
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Hi @Viz
I've tried and the result is, all FEP classes have excess point skill when using respec / potion on each skill. Because when using respec / potion, only returns the last 3 skills. so the previous skill points will not come back.
Note:
OS: Mac
Mod that I used in tests:
FEP+
EXP+Fame+Gold X 10
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Hi @Viz
I've tried and the result is, all FEP classes have excess point skill when using respec / potion on each skill. Because when using respec / potion, only returns the last 3 skills. so the previous skill points will not come back.
Note:
OS: Mac
Mod that I used in tests:
FEP+
EXP+Fame+Gold X 10
Wait.. every single skill? Now that's a bummer. :o
What do you meant by "previous skill points will not come back"?
Also if you have free time, try playing Kensei and Mongol Archer and see if there's any weird behaviour or buggy skills for them.
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Wait.. every single skill? Now that's a bummer. :o
What do you meant by "previous skill points will not come back"?
example:
skill point you have 4
then you use it for Skill A, Skill B, Skill C, and Skill D. So when you use the respec / potion skill point it returns only 3, and the skill point on Skill A will remain, and the rest will return to Skill Point.
Before used respec/potion:
Skill A = 1 skill point
Skill B = 1 skill point
Skill C = 1 skill point
Skill D = 1 skill point
After used respec/potion:
Skill A = 1 skill point (Skill point still remain)
Skill B = 0 skill point
Skill C = 0 skill point
Skill D = 0 skill point
Skill point you have now 3
Note:
when you play with Synergies MOD, all Far East 1 classes have problems in respec / potion because, your skill point will be 2 times more than the skill point you got when you use respec / potion. But that does not happen when I use Mongol Archer (Far East 2).
Also if you have free time, try playing Kensei and Mongol Archer and see if there's any weird behaviour or buggy skills for them.
ok i'll see if there's anything strange
Note:
1. I found a bug in Ronin Class Level 8-up. when I want to add the status point it will happen crass. But if you remove your equipment, you can assign the stat points. Then put the equipment back on. (it's a bit annoying :'( )
2. Do you want to include Monk FEP also on Variant ?
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Can you specify the name of the skill that gives excess skill points?
The Ronin/Kensei stat crash bug is another known issue left unfixed by the original authors. :c
And yes, I was hoping to include every FEP classes into Variant, eventually, if these two major bugs can be fixed.
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If only using FEP Mod it seems no problem for Skill point. But if using Synergies MOD also, then there will be little bug on skill point.
Or maybe I misunderstand the "excess skill points" what you mean is. Can you clarify what is the meaning of the "excess skill points" you mean?
For the class "Ronin" indeed it has not been a fix settlement. And I hope not to limit weapon type skills to all katana types (Fire, water, wind, earth) to be used only on the right hand. I wish it could work also for the left hand.
Does Monk on Variant mod overlap with Monk FEP ?
Is there any way to both be mutually use able ?
For another class, I have not found any other bugs yet.. :)
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If only using FEP Mod it seems no problem for Skill point. But if using Synergies MOD also, then there will be little bug on skill point.
Or maybe I misunderstand the "excess skill points" what you mean is. Can you clarify what is the meaning of the "excess skill points" you mean?
Does Monk on Variant mod overlap with Monk FEP ?
Is there any way to both be mutually use able ?
For example, Kensei's Fine Control giving excess amount of skill points when using respec npc or respec potion.
I need the names of other skills that has this issue.
And FEP's Monk should be playable alongside with Variant's Monk. But this only applies to my merged version of FEP, original version/other version of FEP will still conflict with Variant's Monk.
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For example, Kensei's Fine Control giving excess amount of skill points when using respec npc or respec potion.
I need the names of other skills that has this issue.
ohh okay i already understand what you mean, i will search again.
And FEP's Monk should be playable alongside with Variant's Monk. But this only applies to my merged version of FEP, original version/other version of FEP will still conflict with Variant's Monk.
I wish it could also apply to Darkthan's Classes Mod, because there are several classes that overlap with each other , such as the Monk and Druid classes.
Note:
I find a bug when I use "Floating Fist" weapon (Claw Weapon), when using it make crass.
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I wish it could also apply to Darkthan's Classes Mod, because there are several classes that overlap with each other , such as the Monk and Druid classes.
Note:
I find a bug when I use "Floating Fist" weapon (Claw Weapon), when using it make crass.
I can't do much about Darkthan's mod. He's reusing some skills from other custom classes for his own.
I'll see what I can do about the weapon bug.
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I can't do much about Darkthan's mod. He's reusing some skills from other custom classes for his own.
Hahaha...maybe for the time being do not to worry about it.
Yup, as you said Darkthan Mod class does reusing some skills from other custom classes for his own.
It can cause many Bugs, especially on the same skills as other classes when combined into one with Variant mod.
I'll see what I can do about the weapon bug.
Excess amount of skill
I've tried with Kensei class like you said and tried to give skill point on "Fine Control" skill only.
Then I use respec npc or respec potion, my skill point returns as before (no excess amount of skill points).
But when I give all skill points randomly (With and without Fine Control skill), then I use respec npc or respec potion.
I even get an additional skill point from the previous I have 17 skill points but now become 19 skill points.
To know what skills are causing it, I also do not know (it's like random).
I also experienced it when using a Ninja class (still do not know what skills make Excess amount of skill).
I just found on: Kensei and Ninja
This also happened to the "Plauge Lord" Class in Variant Mod
Note:
Does the Excess amount of skill bug cause crashes?
Bug Report:
Weapon:
Floating fist style (Normal and Already had skill [Enhanced])
When you put in the "Left" hand and you try to do the attack, it will crass
Note:
Occurs in all classes, including the Variant class, Tl1CP, 4 Original, Synergies as well
Kensei
Skill
Heat of the Forge, Cold Steel, Strom Blade
The three skills have the effect of enveloping the weapon with the element and when the buff time is finished, we should be able to use a similar skill (enveloping weapons with elements). But it can not be done, because we have to wait "Mana Cooldown" and after that we can use another skill
Example:
I use the Heat of the Forge skill (15 seconds duration of buff) and 30 seconds "Mana Cooldown" after the duration of the buff is over, I want to use "Cold Blade" skills. But it can not, because I have to wait for "Mana Cooldown" from "Heat of the Forge" skill to finish. Vice versa.
Ronin
Have 1 additional skill point when creating a new character that is (The Way of Earth skill). When I try to use the respec merchant in town, it appears that the skill has been selected by itself. That way I get 2 skill points, which normally get 1 skill point when you are still level 1.
Skill
The Way of Air, The Way of Earth, The Way of Fire, Water
Can you do something about this skill requirement ?
[Requires a Fire katana in the right hand...] to [Requires a Fire katana in the right hand or left hand...]
[Requires a Air katana in the right hand...] to [Requires a Air katana in the right hand or left hand...]
[Requires a Earth katana in the right hand...] to [Requires a Earth katana in the right hand or left hand...]
[Requires a Water katana in the right hand...] to [Requires a Water katana in the right hand or left hand...]
Or
Just [Requires a katana in the both hand]
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If you guys are talking about my first classes mod, then yes, those classes used a lot of skills that were from other classes. Darkthan's Classes 2 is, in my opinion and intention, a mod to surpass and replace the first of the same name. In that mod, I attempt to make classes that feel unique and use unique skills. Of course, there are a few exceptions were other modders just made skills that were fundamentally better than what I could have made, or did something similar to what I was trying to achieve, and I used their affixes for a skill.
Let me know if you come across a major overlap between my classes in Darkthan's Classes 2 and another modders' work, that's something that I would like to fix so you guys can play my mods without problems. I will not make changes to Darkthan's Classes 1 anymore, I'm only working on its successor.
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Hi @Darkthan9800, glad you can give a suggestion here too :)
By The way, I found a little bug on Darkthan's Classes 2 to
Bug
#Excess amount of skill is, skill points increase abnormally when using respec / potion
Darkthan's Classes 2 Mod
Occultist:
Skill:
#Corpse Lance [Starting from Rank 2-etc Skill Point +1]
#Bone Storm [Starting from Rank 2-etc Skill Point +1]
#Ossuary [Starting from Rank 1-etc Skill Point +1]
Grim Scythe [no animation when played with Variant Mod although I put Mod Above Variant Mod the result remains the same]
Rouge:
Skill:
#Contagion [Starting from Rank 14-etc Skill Point +1]
#Riposte [Starting from Rank 1-etc Skill Point +1]
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Kensei
Skill
Heat of the Forge, Cold Steel, Strom Blade
The three skills have the effect of enveloping the weapon with the element and when the buff time is finished, we should be able to use a similar skill (enveloping weapons with elements). But it can not be done, because we have to wait "Mana Cooldown" and after that we can use another skill
Example:
I use the Heat of the Forge skill (15 seconds duration of buff) and 30 seconds "Mana Cooldown" after the duration of the buff is over, I want to use "Cold Blade" skills. But it can not, because I have to wait for "Mana Cooldown" from "Heat of the Forge" skill to finish. Vice versa.
Ronin
Have 1 additional skill point when creating a new character that is (The Way of Earth skill). When I try to use the respec merchant in town, it appears that the skill has been selected by itself. That way I get 2 skill points, which normally get 1 skill point when you are still level 1.
Skill
The Way of Air, The Way of Earth, The Way of Fire, Water
Can you do something about this skill requirement ?
[Requires a Fire katana in the right hand...] to [Requires a Fire katana in the right hand or left hand...]
[Requires a Air katana in the right hand...] to [Requires a Air katana in the right hand or left hand...]
[Requires a Earth katana in the right hand...] to [Requires a Earth katana in the right hand or left hand...]
[Requires a Water katana in the right hand...] to [Requires a Water katana in the right hand or left hand...]
Or
Just [Requires a katana in the both hand]
The shared cooldown between Heat of The Forge, Cold Steel and Storm Blade.. I think its intentional for balancing purpose. I'll rewrite the skill description to reflect this.
I think I found why the Floating weapon causing crash. I'll take a look on the rest.
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Hi @Viz, finally I found the skill that is problematic. :D
But still I haven't found it on Kensei and the other classes.
FEP Mod
Ninja:
Skill:
#Thunder Clap [Starting from Rank 2-etc Skill Point +1] & [Skill Point +1 when mouse crossover on (+) button after using respec/potion]
#Lotus Kick [Starting from Rank 2-etc Skill Point +1] & [Skill Point +1 when mouse crossover on (+) button after using respec/potion]
#Shunpo [Starting from Rank 4-etc Skill Point +1]
Variant Mod
Plauge Lord:
Skill:
#Drain [Starting from Rank 9-etc Skill Point +10]
#Lord Of Flies [Skill Point +1 when mouse crossover on (+) button after using respec/potion]
Ps:
Please correct me if i'm wrong :P
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Hi @Viz, finally I found the skill that is problematic. :D
But still I haven't found it on Kensei and the other classes.
FEP Mod
Ninja:
Skill:
#Thunder Clap [Starting from Rank 2-etc Skill Point +1] & [Skill Point +1 when mouse crossover on (+) button after using respec/potion]
#Lotus Kick [Starting from Rank 2-etc Skill Point +1] & [Skill Point +1 when mouse crossover on (+) button after using respec/potion]
#Shunpo [Starting from Rank 4-etc Skill Point +1]
Variant Mod
Plauge Lord:
Skill:
#Drain [Starting from Rank 9-etc Skill Point +10]
#Lord Of Flies [Skill Point +1 when mouse crossover on (+) button after using respec/potion]
Ps:
Please correct me if i'm wrong :P
Yes I know, you don't have to report the same bug repeatedly. :)
Plaguelord
1) Drain - Will be fixed in the next Variant update
2) Lord of the Flies - Somewhat buggy after being fixed..
EDIT: What mods did you use again? I respec Thunder Clap on Ninja (using respec npc in Synergies) and it seems fine.
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Ohh..sorry I'm just separating from the previous post, because it looks too long :)
Mod in use just for testing (in sequence):
-Instant Level Up [http://steamcommunity.com/sharedfiles/filedetails/?id=216449823&searchtext=level (http://steamcommunity.com/sharedfiles/filedetails/?id=216449823&searchtext=level)]
-SynergiesMOD (v.1337) [http://steamcommunity.com/sharedfiles/filedetails/?id=136232408 (http://steamcommunity.com/sharedfiles/filedetails/?id=136232408)]
-FEP+
Thunder Clap:
Try adding skill point to Thunder Clap skill, and look at skill point at respec merchant simultaneously. When the skill has reached rank 2 then the skill point will increase 1, so for the next rank.
Edit :
#Shunpo [Starting from Rank 4-etc Skill Point +10 & start rank 5 or 6 skill point + 1]
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Ohh..sorry I'm just separating from the previous post, because it looks too long :)
Mod in use just for testing (in sequence):
-Instant Level Up [http://steamcommunity.com/sharedfiles/filedetails/?id=216449823&searchtext=level (http://steamcommunity.com/sharedfiles/filedetails/?id=216449823&searchtext=level)]
-SynergiesMOD (v.1337) [http://steamcommunity.com/sharedfiles/filedetails/?id=136232408 (http://steamcommunity.com/sharedfiles/filedetails/?id=136232408)]
-FEP+
Thunder Clap:
Try adding skill point to Thunder Clap skill, and look at skill point at respec merchant simultaneously. When the skill has reached rank 2 then the skill point will increase 1, so for the next rank.
Edit :
#Shunpo [Starting from Rank 4-etc Skill Point +10 & start rank 5 or 6 skill point + 1]
Okay thanks, I understand now.
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Hi @Viz i will try to give this some time for testing. Sorry but can u summarize again what u need to be checked pls? Warning: i will b slow!
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Hi @Viz i will try to give this some time for testing. Sorry but can u summarize again what u need to be checked pls? Warning: i will b slow!
Hey PJ thanks for the help. :)
You just need to find which skills (from every FEP classes) that gives excess skill points upon respec.
Edit : Hold on, I'm going to upload a new version of the FEP mod soon.
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Hi @Phanjam, glad you can join to help find bugs ;D
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@Viz ok i'll DL ur latest version when its ready.
No problem @Sch123 thats why we started this site :D
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https://drive.google.com/uc?id=0B4s8HV89FStzZk9GbHg1M05pbVU&export=download
Here's the new version. Needs more feedback :)
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Thanks Viz! Will try to give feedback soon but b patient :o it will probably be in drips and drops!
-
https://drive.google.com/uc?id=0B4s8HV89FStzZk9GbHg1M05pbVU&export=download
Here's the new version. Needs more feedback :)
- Has it been fixed floating fist style weapon and bug in class Ronin (which makes crash) ?
- I think for bug "excess skill" point already no problem.
- There are only a few that need to be fixed, such as a tier skill view that has no separator and none [II] [III] (Mostly on pasive skill).
- Separator passive skill bar are not appropriate for some class.
Note: I also hope for every skill can get tier skill. ;D
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1) Yes, floating fist crash bug should have been fixed. Stat crash bug is still unfixed
2) Most likely yes. If you found any more bugged skill, report back here. :)
3/4) UI related, not really a priority.
5) Tier bonus on every skill is a bit too much imo. And I need rebalance those OP skills first.
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1) Yes, floating fist crash bug should have been fixed. Stat crash bug is still unfixed
2) Most likely yes. If you found any more bugged skill, report back here. :)
3/4) UI related, not really a priority.
5) Tier bonus on every skill is a bit too much imo. And I need rebalance those OP skills first.
- For next Variant Mod update will you merge with FEP too ? Or are you still going to fix some things before merging ?
- If I find another bug I will tell you ;)
- Yup...you are right, UI related not really a priority for now. But it also should not be forgotten. ;D
- Hahaha...Sorry I'm just too excited to imagine when that happens. That would be really cool. :P
Note:
- Can you do something about Title & Background Torchlight II Far East Expansion
-
Yea the title can be removed. I think I'm going to fix a few more bugs/rebalance skills before merging FEP into Variant.
-
Hi@Viz
It's looks like a floating fist bug still causes crashes. :'(
I just got the Floating fist and tried it in my left hand. Then I try to attack, and instantly crashes.
For some reason it only happens on this weapon either normal or enhanced, but for another Floating Fist Style weapon it does not happen.
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It seems like "floating fist style" weapon is crashing but "floating fist" weapon didn't cause any issue.
Alright I'm on it, it will be fixed (again..) Thanks for the report.
EDIT : Not related but just for information. I'm going to removed Kensei's Scorpion Style since the skill is buggy.
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Why would you want to remove Kensei's Scorpion Style skill?
I do not think there's a problem with that skill.
Can you explain in more detail what kind Bug it's?
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Why would you want to remove Kensei's Scorpion Style skill?
I do not think there's a problem with that skill.
Can you explain in more detail what kind Bug it's?
Hmm does the skill worked for you? I though the dodge bonus didn't worked. Looking through the code, there's nothing wrong with it either.
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If I may ask, have you used the right sword? I mean, "Bayushi" Katana (2H)
Because the "Scorpion Style" skill will be active when you are using "Bayushi" Katana only.
Example Of Bayushi Katana:
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If I may ask, have you used the right sword? I mean, "Bayushi" Katana (2H)
Because the "Scorpion Style" skill will be active when you are using "Bayushi" Katana only.
Example Of Bayushi Katana:
yeah I did but the dodge stats(from the skill) is not counted
the skill does seemed to work (there's some purple cloud thing that inflicts damage) but the damage seems too random.
I'll dig deeper and attempt to fix the skill.
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Strange, I tried to use respec then I saw "Dodge Status" in "Arcane Statistics". Before I add the skill point to the "Scorpion Style" my "Dodge Status" skill is 10%, and after I add 1 skill point, my Dodge Status becomes 11%. That I do while using "Bayushi" weapons. And when I switch it with another weapon then my "Dodge Status" goes back to 10%. I think, it supposed to be like that. :)
Yeah, it seems purple clouds do random damage because the skill information is not mentioned how much damage it's. Maybe you can fix it by adding the amount of damage poison that is given. It will be really cool, especially if the damage will increases along with the character level. ;D
Example when skill on:
-
Yeah the damage scales on the player's level but due to how the skill is coded, the damage can't be displayed. The poison cloud has 10 sec cooldown after activating.
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So, what are you going to do now?
Are you going to removed the Scorpion Style skill? :(
I hope it does not happen.
I'm believe, you can do something with that bug. ;)
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I'll leave it as is. :P There's nothing wrong with it, its just me misunderstanding how it works.
Now I'm trying to rebalance the 6 combo skills.
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Now I'm trying to rebalance the 6 combo skills.
I was wondering if it is possible to create one skill that can run all skill combo? so we do not have to press too many keybord buttons. ;D
By the way, if you look at the Monk Warrior class there is a Combo Skill Tab, it seems that it has not been completed by the creator. It looks like he wants to make one skill to run all the skill combo.
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It's possible to do it but its complicated and defeat the purpose of combo.
I think I'll just adjust their cooldown and damage. And if 3 sec isn't enough to combo, I can adjust the duration to combo too.
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I found another weapon that caused the crash, still the same but slightly different name from "Floating Fist Style" that is "Feral Floating Fist Style".
As you said before, it looks like a weapon that has the name "Floating Fist Style" in it, has a bug that causes crashes.
-
Kensei, Grandmaster and Mongol Archer's rebalance are done. Ninja's next.
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Yeah, Keep going! Good job @Viz ;D
Let me know, if you need something to test it ;)
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Hi, guys (@Viz, @Phanjam , @doudley , etc...)
I have some ideas to ask you all:
1.Weapon with Two Types
Example:
[2H Sword | Sword], [2H Axe | Axe], etc...
I was thinking, is it possible to make a weapon with two types? With weapons that have two types, we can develop more complex. For example, when we are using 1 sword on the right hand alone, it will also count as [2H Sword]. That way, holding his weapon will become [2H Sword]. But, if we also use a shield or other weapons in the left hand, then the appearance will be like [2W Weapon].
And also a gun [2H Pistol] when only use 1 gun only.
2. Bullet / Skill from Gems
Do you feel that the gems we get are sometimes too useless, because I feel that way. So I wondered if it was possible to make a bullet / skill that also involved gems as ammunition. This will create new skill possibilities.
3. Nickname
I know when we get Fame we will be given a Nickname, but that's it. I wonder if maybe we can choose the Nickname we've got and every nickname has a unique ability (like passive ability).
4. Gain Experience & Fame
When combining new item, we do not get Exp / Fame, Can we get Exp / Fame when we combine new item.
And also this can be developed with Arcane and Bestiary Mod (by @doudley ). I hope, when you find a new monster and get the role story, we can get Exp / Fame also from there.
5. Fusion Pet
Combine two pets to get the possibility of a new type of pet.
6. Make your own Equip
Make own equip by collecting materials. Materials can be obtained from items dropped by monsters or others.
Note:
Hahaha, I hope you do not mind with this ideas :P
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1. I don't get it tbh.
2/3. No idea.
4. Probably not possible.
5. As in combining fish for a better fish? I'm not sure what you meant by fusing pets.
6. So.. transmuter?
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1. I don't get it tbh.
1. More or less like this
(http://steamcommunity.com/sharedfiles/filedetails/?id=136873039&searchtext=2H (http://steamcommunity.com/sharedfiles/filedetails/?id=136873039&searchtext=2H)).
That Mod only changed all the 2 Handed into 1 Handed weapon. Slightly different from my idea to give two types on one weapon, so the weapon can be categorized as 2 handed and 1 handed. And also it will change the Animation when we are holding the weapon as well. Although we use a 1 handed sword weapon, the animation will be like a 2-handed sword. But when you want to use another weapon or a shield on the left hand, the animation will be like Dual Wielding. Of course you can also combine several types of weapons, such as [polearm and sword], and 2 handed animated Guns when you use only one pistol. But when you use two guns then the animation will be like a Dual Wielding Gun. More precisely, a weapon with two different treatment types.
5. As in combining fish for a better fish? I'm not sure what you meant by fusing pets.
More precisely, combining two DNA monster or maybe a fish to get unique pet. Where the pet can only be obtained that way. That way you'll have a pet collection (like diablo 3 games). And you will be able to choose which pet will join you. The pet you do not choose will stay in a stable. Of course the unique pet has the skill of the monsters you combined. Like Spider + Vampire Spider = get spider web skills and absorb blood. The more monsters are combined the more skill you will get.
6. So.. transmuter?
yup, more or less like that. ;)
4. Probably not possible.
awesome. ;D
2/3. No idea.
Hahaha... :D , do not worry about it all just my crazy idea. ;)
_________
Additional:
And What's up with Mod Variant and FEP, is there anything new :P
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I'm still balancing Ninja atm. Tinkering around some skills, took me a lot of time to properly balance them.
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Not related
By the way, can you add a Pet skin from this Mod
[http://steamcommunity.com/sharedfiles/filedetails/?id=201360324&searchtext=barbarian (http://steamcommunity.com/sharedfiles/filedetails/?id=201360324&searchtext=barbarian)]
to pet skin panther ?
and also Equipment (Weapon, Armor, Items) from this mod
[http://steamcommunity.com/sharedfiles/filedetails/?id=138331402 (http://steamcommunity.com/sharedfiles/filedetails/?id=138331402)]
I tried to play that class on this mod but it still needs to be developed so much better. But beyond that, pet skins, weapons and equipment, I think it's very interesting. Especially on his weapon, reminds me of the movie "Star Wars", and his armor reminds me of the movie "Judge Dread". :P
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I'll consider adding the pet skin.
Ninja balance is finally done. That was pretty hard.. :-\
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I'll consider adding the pet skin.
Wow, that's great ;D
Ninja balance is finally done. That was pretty hard.. :-\
By the way, Do you also balance the "Escape Mastery" skills [Ninja]?
Before that, I want to ask your opinion about that skill. Is the skill a bit difficult to run?
Because I think the skill is a bit difficult to run. The skill will run when our blood is 22% or below. When we get a critical attack the enemy around will be blind, we will also teleport to a safe place and our blood will increase according to the given point.
When my blood has lived 22% of the skill to recover blood functions as it should be, for sure (although just a little recovery). But for the skill when we receive a critical attack, I'm a bit dubious about that. Because when our blood is below 22% and we get a critical attacks from monsters we will probably die soon. So I do not know for sure if the skill is working properly.
Request
Also, can you consider adding passive skill of Burn and Freeze to Monk Variant Mod class?
that way you do not need to add fire and ice gems to the weapon.
Because when adding a gem to a weapon, the display of the weapon will change like using a claw. I know the Mod Author modifies the claw weapons so that the claws are invisible (like using a glove). But if we add gems then the claws will appear.
so rather than modifying the look of the weapon it's better to add passive skill. Where passive skill can also support the "Solar Wind" skill.
Because the monk class on variant mod is very exclusive especially on the weapons used (I like that). I like the original look of the weapon that looks like a Glove Fight. If the original weapon is not used then most of the skill can't be used.
so I beg you please... :-[ (but it's up to you ;) )
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Uhm yeah, you're right. Escape Mastery is very difficult to be activated. I'll change the condition of the triggerable to be less restricted and hopefully it would work. :P
I'll see what I can do about the Variant Monk.
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Uhm yeah, you're right. Escape Mastery is very difficult to be activated. I'll change the condition of the triggerable to be less restricted and hopefully it would work. :P
Awesome :D
I'll see what I can do about the Variant Monk.
Thanks @Viz , i really appreciate it ;)
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Hmm I tried to add a burn chance on a Monk's passive skill.. http://puu.sh/xCCtR/f1adf6d8a5.jpg but when tested in the editor, it doesn't seem to be working..
So its either the affix doesn't work on normal attack or something, idk. The code should be fine. If anyone could help me figure out why it doesn't work, it'll be great. Here's the affix code. https://pastebin.com/g4VeJQSc
I'm going to start balancing Ronin soon.
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I found this on youtube, I hope this can help:
GUTS w GYT 9 Passive Skill Creation
https://www.youtube.com/watch?v=5h17u0g_Q3k (https://www.youtube.com/watch?v=5h17u0g_Q3k)
and
GUTS w GYT 10 Passive Skill with Triggerable (Easy Tutorial)
https://www.youtube.com/watch?v=LEhHmKOr9nI&t=15s (https://www.youtube.com/watch?v=LEhHmKOr9nI&t=15s)
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Ronin is done. I'll upload the latest version of FEP+ in a new thread.
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Thank you @Viz :D
By the way what is your plan next? are you going to merge FEP+ & Variant ;D
Hmm I tried to add a burn chance on a Monk's passive skill.. http://puu.sh/xCCtR/f1adf6d8a5.jpg but when tested in the editor, it doesn't seem to be working..
So its either the affix doesn't work on normal attack or something, idk. The code should be fine. If anyone could help me figure out why it doesn't work, it'll be great. Here's the affix code. https://pastebin.com/g4VeJQSc
and how the problem with passive skill Monk, have you found the solution? :(
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I think I'll leave them as is.
I'll try to find another solution for the passive skill.
EDIT: After numerous attempt but to no avail, I've come to an assumption that the burn chance can never work on a passive skill. Personally I think that there's no need to add any burn chance because there are other skills that can do that.
However since the burn chance is used to activate Solar Wind, the skill can easily be overpowered, I think I just nerf the damage by half so that Monk that uses Fire based skill wouldn't be too overpowered.
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I'll try to find another solution for the passive skill.
EDIT: After numerous attempt but to no avail, I've come to an assumption that the burn chance can never work on a passive skill. Personally I think that there's no need to add any burn chance because there are other skills that can do that.
However since the burn chance is used to activate Solar Wind, the skill can easily be overpowered, I think I just nerf the damage by half so that Monk that uses Fire based skill wouldn't be too overpowered.
I have other suggestions, what if the skill of Monk class (Shockwave, Burning Fists, Frozen Fists) is changed to always, like the skill of Mongol Archer class (Eagle Eye, Relentless Assault, Dynamic Prowess). You know, where we need that skill we turn on and when it is not needed then we turn it off. I really like that skill, It would be great if it happened. ;D
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Hi @Viz
What if, to allow weapons for Monk to be able to add skills and others in Merchants ;)
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Hi @Viz
- Implemented some new pets: Chibi Hatsune Miku, (credits to Phanjam)
Young Guardian (credits to Kva3imoda) and Companion of War (from the Barbarian class mod, credits to Visigoth)
I just looked at the changelogs in Variant and you added the pet too (I love it). I also found this Mod also have a funny cute pet "Kirby" and "Fighter Aircraft". Maybe you can also add it too (Need adjustment, because too strong).
pets (v.6)
http://steamcommunity.com/sharedfiles/filedetails/?id=153695617&searchtext= (http://steamcommunity.com/sharedfiles/filedetails/?id=153695617&searchtext=)
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Hi @Viz
What if, to allow weapons for Monk to be able to add skills and others in Merchants ;)
Uhm what? Explain it again :o
You meant to turn the weapon into a skill like the Minigun coolant?
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No, I mean is to allow Monk weapons so can be add skill in all skill merchants. Because all this time monk weapons can not be upgraded in merchants except the addition of sockets (but when you want to remove gems, it can not)
But if I can choose, I prefer to make skill of Monk class (Shockwave, Burning Fists, Frozen Fists) is changed to always, like the skill of Mongol Archer class (Eagle Eye, Relentless Assault, Dynamic Prowess). You know, where we need that skill we turn on and when it is not needed then we turn it off. I really like ;D
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Unrelated, maybe you can find new things and new ideas (weapon, skill, icon for skill, pets, monsters, etc.) to develop Mod especially make a class or merge some classes into one class. ;D
I'm giving praise to the Mod authors: 353042537
Here, this is some mod he made:
http://steamcommunity.com/profiles/76561198070261839/myworkshopfiles/?appid=200710 (http://steamcommunity.com/profiles/76561198070261839/myworkshopfiles/?appid=200710)
Other Mod authors: Panzakat
http://steamcommunity.com/sharedfiles/filedetails/?id=138331402&searchtext=
Do you know this monster attack has the potential to make a new kind of weapon like a whip. Can that happen? I'm curious :P
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The first one consist of chinese mods. I don't understand chinese and even if I could use google translate or something, it will require a much more time to translate and arrange the code inside. Maybe the pet mod is doable since its fairly simple, but the chaos land mods? No.
I've denied the second one before. But since there's some interesting weapons inside, maybe I'll look into it, someday. But not now. :-\
Whip as a weapon is complicated and requires extensive work. Read this thread for further explanation https://forums.runicgames.com/discussion/57680/idea-for-a-new-weapon-type-whip
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Yup that's right, That Mod does use Chinese language. But no doubt that Mod is good. :D
Sorry if I'm pushing too much of that Mod. But that's because I'm very interested in the weapons and armor in the Mod. I'm so glad if you think the same way as me about it. It is okay, I will patiently wait for it ;)
Maybe someday that (whip) weapon will be realized in torchlight 2. ::)
Hi @Viz
There's good news, Extra Synergies Classes has been updated and there's a new class (Archer class). I've tried a glimpse, the class is very good. But the class is a little not compatible with Mongol Archer class, because it eliminates the Mongol Archer class image/picture when choosing a new character and vice versa (depending on you put the Mod in what order). And there are also bug fixes for the 3 previous classes ;D
Note: I will do the test again :D
Here's the link:
Beware of Update (always check for update) :P
Extra Synergies Classes (v.164)
http://steamcommunity.com/sharedfiles/filedetails/?id=625832587&searchtext= (http://steamcommunity.com/sharedfiles/filedetails/?id=625832587&searchtext=)
Extra Classes (No Synergies) (v.91)
http://steamcommunity.com/sharedfiles/filedetails/?id=660068853&searchtext=
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Hi @Viz
I've asked permission to "drewrobi" to use his Mod [Extra Class] in Variant Mod.
He's allowed to use it. ;)
And check also some bug fix that he has been doing there. Might help you a little :D
http://steamcommunity.com/sharedfiles/filedetails/changelog/660068853 (http://steamcommunity.com/sharedfiles/filedetails/changelog/660068853)
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Hi @Viz
You should check this class :
Myrmidon (http://torchmodders.com/forums/mythos-public-board/class-myrmidon/msg1888/#msg1888)
I think this class is quite interesting, it just needs a little improvement. Especially still there are some skills that have not worked (not finished) and the charge bar is still unfinished (I think).
But overall this class is very good ;D
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Yes I know about the Archer. I'll merge it eventually.
Myrmidon as you said, is far from complete. I can't do much about it.
The toggle-ability of Monk skill is a no-no.
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Yes I know about the Archer. I'll merge it eventually.
Hooray, there are additional new classes.
By the way, you've got permission from "drewrobi" to use Mod Extra Class (No Synergies) in Variant Mod. So you can sign green on the list of Playable classes. ;D
Note:
Are you going to use the latest version of Mod Extra Class? (Assassin, Monk and Druid)
Myrmidon as you said, is far from complete. I can't do much about it.
Yeah, it seems so. I wish the author could complete the Myrmidon Mod. :(
The toggle-ability of Monk skill is a no-no.
Hahaaha...As expected for the toggle-ability of Monk skill, but I still hope with passive skill class monk can be added. :D
Edit:
- Noxmer (Female) still not already implemented with ECC. Face and hair style is still normal.
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Edit:
- Noxmer (Female) still not already implemented with ECC. Face and hair style is still normal.
Of course. I haven't update Variant yet..
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Yeah, it's just that I just checked all the classes and I found that out.
I get excited about the next update (many are added and some improvements) ;D
Keep going Viz. :D
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Hi @Viz
Quick review about Variant V8
1. Images of the Mongol Archer and Archer classes overlap with each other. Depending on you put Mod position. If Fep+ is placed above Variant then the Archer class image will disappear, and if Mod Variant is above then the Mongol Archer class image will disappear.
2. Skill Assassin class [Burst of Speed], when you use a male character, a woman's voice will come out when using that skill. It looks like you should replace it with the latest Extra Classes (No Synergies) Mod, "drewrobi" has done some fixes.
3. Pet Companion of War it's seems less suitable with Essential Mod, when the Essential Mod is above Mod Variant Companion of War pet it becomes white silver. Can you do something about this? (so it can be used either above or below)
4. Pet Young Guardian, can you do something with the Icon pet Young Guardian?
Note:
I'll do further testing, and if there's a bug or something, I'll let you know. :D
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1. Icon is not a priority. Maybe I'd fix it in future update.
2. Yea I know I missed this. I'll fix it in the next update. (or whenever doudley is back from hiatus)
3. No idea. I didn't used Essentials.
4. Same as number 1.
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Please consider adding it to Mod Variant in the next update:
1. Please add description on flamethrower weapon (can not steal blood and mana) like Minigun weapon, if the weapon can not do that to. Because when I tried it, that weapon could not do it. :)
2. I hope that all classes (Archer, Assassin, Monk and Druid) "Extra Classes (No Synergies) Mod (http://steamcommunity.com/sharedfiles/filedetails/?id=660068853&searchtext=)" can be updated with the latest version. ;)
3. I hope you can also put this Mod in Mod Variant. ;)
- TL1 Rifles (v.4) (http://steamcommunity.com/sharedfiles/filedetails/?id=398576495&searchtext)
- Spells redux (v.1) (http://steamcommunity.com/sharedfiles/filedetails/?id=239775818&searchtext=redux)
- Synergies Compatible Unleash The Rainbow Hair Color Mod (http://steamcommunity.com/sharedfiles/filedetails/?id=136352075)
- Edrobot's Exotic Skins and Hair (v.51) (http://steamcommunity.com/sharedfiles/filedetails/?id=137887118&searchtext=hair)
- UNITITEM (v.45) (http://steamcommunity.com/sharedfiles/filedetails/?id=149600556) (ADD more than 400 new skill wands.)
- Pets (v.6) (http://steamcommunity.com/sharedfiles/filedetails/?id=153695617) (Please add just pet only & also pet need to be Nerfed.)
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1. Yes.
2. It's already updated up to v90 of that mod. I just missed the female sound bug. Further update is on hold until the original author is satisfied with his/her balancing.
3.
- Maybe
- No.
- No.
- No.
- No. It's just wands firing overpowered skills on each attack.
- It's an unfinished mod. The pets have no basic attack animation, that's why they are given skills. So if I remove their skills, their normal attack will looked weird and out of place. Denied.
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1. Yes.
2. It's already updated up to v90 of that mod. I just missed the female sound bug. Further update is on hold until the original author is satisfied with his/her balancing.
OK I understand :)
3.
- Maybe
- No.
- No.
- No.
- Thanks for considering Mod TL1 Rifles (v.4) :)
- May i know the reason why you reject this Mod: :(
- Spells redux (v.1)
- Synergies Compatible Unleash The Rainbow Hair Color Mod
- Edrobot's Exotic Skins and Hair (v.51)
- No. It's just wands firing overpowered skills on each attack.
- It's an unfinished mod. The pets have no basic attack animation, that's why they are given skills. So if I remove their skills, their normal attack will looked weird and out of place. Denied.
- OK I understand :)
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No particular reasons. I just didn't want them.
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I think all three mods are good enough to be included into Mod Variant, because it can add spell variation and character appearance alternatives & will not cause overpower. :D
I hope you can add it.
May I know what is your next plan?
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@Viz if you ever need another project then I would be happy to give you "Skills Expansion" since it still needs bug fixes and re-balancing which can always be continued even while awaiting Doudley's return.
Only if you have extra time since I don't want to add more work than what is being dealt with currently.
I am also not sure about which method you prefer files to be linked or sent.
Which reminds me that "TL1 Rifles" needs some work on it's projectiles regarding targets on slopes if you wish to include that mod.
= = = =
@Sch123 I can only guess that Viz is thinking about the fact it would require the juggling of much stuff to get characters to register all those wonderful looking hair styles and faces which means a lot of work on someone who has already done a lot with Flamethrowers and stuff... ;)
If Viz decides to include and Improve "TL1 Rifles" then that's an impressive amount of work for a current project.
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@Sch123 I can only guess that Viz is thinking about the fact it would require the juggling of much stuff to get characters to register all those wonderful looking hair styles and faces which means a lot of work on someone who has already done a lot with Flamethrowers and stuff... ;)
If Viz decides to include and Improve "TL1 Rifles" then that's an impressive amount of work for a current project.
@steffire3 Yup, I just thought if it was put into Mod Variant it would be very nice :D
Maybe now @Viz is busy fixing some that are still lacking, like the charge bars of some classes, icons that overlap with other classes, and compatibility with other Mod. I do not know for sure ;)
Apart from everything, he's done his best ;D
Hi @Viz if you want to add hairstyle and skin pet there is a good one ;) [EV Modpack (http://steamcommunity.com/sharedfiles/filedetails/?id=1154646289)]
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The EV mod is fairly new. Let it gain more subscribers as a respect towards the author's work.
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Hi @Viz, Is it possible to create an "Ultimate Class" that can use all skill and passive skills from the 4 vanilla classes (just one class to represent the 4 other classes)? like this Mod Classy Classes - Use any Skill on any Class (http://steamcommunity.com/sharedfiles/filedetails/?id=309222335&searchtext=skill). I like the idea of that Mod, plus he can also use respect and can also use all the hairstyle and face from 4 vanilla classes.
Unfortunately he did that to the 4 vanilla classes and it makes it look waste, where you actually only need one class ("Ultimate Class") for all that, no need to create 4 classes that can use skill and passive skill from 4 vanilla classes. What makes the difference is just the posture of the body only. ;D
You can use the picture icon for Ultimate class ;)
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Request
Hi @Viz,
Do you mind to merge this Mod:
ZPACK01 (https://drive.google.com/open?id=0B8nZo53ucHqjYlV0UHhQUWtLcXc) + Skills Expansion (http://steamcommunity.com/sharedfiles/filedetails/?id=924025867&searchtext=skill) + Added Skills for Engineers (http://steamcommunity.com/sharedfiles/filedetails/?id=150938627) + Alternate Outfits (http://steamcommunity.com/sharedfiles/filedetails/?id=148944040&searchtext=Alternate) + Evil UI Grittier Edition + Diablo 2 Orbs (v.6) (http://steamcommunity.com/sharedfiles/filedetails/?id=138949976&searchtext=Evil+UI+Grittier+Edition+%2B+Diablo+2+Orbs+%28v.6%29) + spells redux (v.1) (http://steamcommunity.com/sharedfiles/filedetails/?id=239775818) + stat(x10) and skill boost(x2/x4) (http://steamcommunity.com/sharedfiles/filedetails/?id=442174048&searchtext=point)
Note: use the Skill Expansion Mod below if the rapid fire skill animation uses only one hand only
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Request
Hi @Viz,
Do you mind to merge this Mod:
ZPACK01 (https://drive.google.com/open?id=0B8nZo53ucHqjYlV0UHhQUWtLcXc) + Skills Expansion (http://steamcommunity.com/sharedfiles/filedetails/?id=924025867&searchtext=skill) + Added Skills for Engineers (http://steamcommunity.com/sharedfiles/filedetails/?id=150938627) + Alternate Outfits (http://steamcommunity.com/sharedfiles/filedetails/?id=148944040&searchtext=Alternate) + Evil UI Grittier Edition + Diablo 2 Orbs (v.6) (http://steamcommunity.com/sharedfiles/filedetails/?id=138949976&searchtext=Evil+UI+Grittier+Edition+%2B+Diablo+2+Orbs+%28v.6%29) + spells redux (v.1) (http://steamcommunity.com/sharedfiles/filedetails/?id=239775818) + stat(x10) and skill boost(x2/x4) (http://steamcommunity.com/sharedfiles/filedetails/?id=442174048&searchtext=point)
Note: use the Skill Expansion Mod below if the rapid fire skill animation uses only one hand only
Uhm sorry. I can't merge UI properly. :(
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ZPACK01 + Skills Expansion + Added Skills for Engineers + Alternate Outfits + Evil UI Grittier Edition + Diablo 2 Orbs (v.6) + spells redux (v.1) + stat(x10) and skill boost(x2/x4)
Can you tell which one is UI Mod?, because I do not really know which is UI Mod (Besides Evil UI Grittier Edition + Diablo 2 Orbs (v.6), because there mentioned UI :P).
Can you tell me which one you can combine from the Mod above?
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ZPACK01 + Skills Expansion + Added Skills for Engineers + Alternate Outfits + Evil UI Grittier Edition + Diablo 2 Orbs (v.6) + spells redux (v.1) + stat(x10) and skill boost(x2/x4)
Can you tell which one is UI Mod?, because I do not really know which is UI Mod (Besides Evil UI Grittier Edition + Diablo 2 Orbs (v.6), because there mentioned UI :P).
Can you tell me which one you can combine from the Mod above?
ZPack01
Evil UI
Skill Expansion
Added Skills for Engineer
these mods will conflict with each other
I could probably combine Evil UI, Skill Expansion OR Engineer's skill (choose either one), spell redux , stat/skill boost and alternate outfit.
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How about this?
ZPACK01 + Skills Expansion + Alternate Outfits + spells redux (v.1) + stat(x10) + skill boost(x2/x4)
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I can't do ZPACK01. :(
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It is okay. How about this this one:
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)
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Alright, give it a try.
https://drive.google.com/file/d/0B4s8HV89FStzSzRDenF6OWxnWmM/view
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Thanks @Viz this mod is very helpful, because it can increase the number of mod that can be played. ;D
I've tried to play for a while, so far no problem :D
If this mod can also be merged into Mod Variant it would be nice ;)
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Hi @Viz, I was wondering if the gun could serve as a sword as well (dual type weapon)?. Like weapon GunSword from Final Fantasy Weapons.
You can shoot if the enemy is far away and cut off if the enemy is close. ;D
I found a Mod that provides weapons from Final Fantasy Weapons (http://steamcommunity.com/sharedfiles/filedetails/?id=139536505&searchtext=). But the GunSword weapon is not what I expected :(
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Hi @Viz, I was wondering if the gun could serve as a sword as well (dual type weapon)?. Like weapon GunSword from Final Fantasy Weapons.
You can shoot if the enemy is far away and cut off if the enemy is close. ;D
I found a Mod that provides weapons from Final Fantasy Weapons (http://steamcommunity.com/sharedfiles/filedetails/?id=139536505&searchtext=). But the GunSword weapon is not what I expected :(
Weapons from that mod is really broken. And it has bug on Gun Blade.
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Hi @Viz, sorry to bother you, can you also add Mod weapon:
Arkham's Armory (v.14) (http://steamcommunity.com/sharedfiles/filedetails/?id=144585895&searchtext=)
Ripper's Armory (v.28) (http://steamcommunity.com/sharedfiles/filedetails/?id=323042271&searchtext=)
Legendary Weapons Update (v.0) (http://steamcommunity.com/sharedfiles/filedetails/?id=137107390&searchtext=)
Reiners (v9.0) Gears (new texture), Weapons (new texture), Spells and Socketables (http://steamcommunity.com/sharedfiles/filedetails/?id=138732006&searchtext=Reiners)
LAO 2.0 (v.34) (http://steamcommunity.com/sharedfiles/filedetails/?id=185023302&searchtext=)
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LAO and legendary weapon update will certainly conflict with each other. I'll merge the other 3 into the 'test' mod.
EDIT : Done. Redownload the test mod, same link as above.
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LAO and legendary weapon update will certainly conflict with each other. I'll merge the other 3 into the 'test' mod.
EDIT : Done. Redownload the test mod, same link as above.
The latest Mod Test causing crashes the game, it might not be a good idea to combine everything. My bad :(
What about combining Mod Torchlight II Essentials (http://steamcommunity.com/sharedfiles/filedetails/?id=138228035) + 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. :)
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
Maybe you can name it: Mod "Variant Essentials" :D
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Well the test mod works fine for me. What other mods that you used?
-
Mod that I use:
- Zpack1
- test (New Version)
- Variant
- Fep+
- Tlcp1
- Torchlight II Essentials
- Synergies mod
Note:
When I use Mod test that the first version does not crash, but when using the latest mod occurs crash.
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Of course, you used Essential. It already has Arkham's Armory, Ripper's Armory and Reiner's gear, so why would you ask these mods to be merged into test mod? :P
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Sorry I just remember it was also on Mod Essential. Because of that I ask for Mod essentials merge with the first Mod test [ZPACK01 + Skills Expansion + Added Skills for Engineers + Evil UI Grittier Edition + Diablo 2 Orbs (v.6) + spells redux (v.1) + stat(x10) and skill boost(x2/x4)]
But without "Alternate Outfits" , because Mod essential already has it. :D
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Hmm. I have to decline your request. It's doable but the some of the code/tags inside Essential will be broken and it's difficult to fix those.
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That's what I'm afraid if Mod Essential in merge with other, because there are so many Mods there. Most likely there will be some code / tags damage. it's ok @Viz, you've tried it. ;)
I just hope that all the mods that I use do not have a problems with other mod. :)
By the way @Viz, can you fix the existing pets in Mod Torchlight II Essentials?
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.
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Hi @Viz could you merge Mod Test (http://torchmodders.com/forums/variant-classes-mod/some-bugs-report-and-request-idea-640/?action=dlattach;attach=722)(old version) with Mod Spell Pack (AG) (v.40) (http://steamcommunity.com/sharedfiles/filedetails/?id=148459798)
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There's no point of that, spell redux already imported spells from AG spell pack.
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At first I thought like that, but not all of them in Mod spell redux. Therefore I ask you to combine with Mod AG spell pack. :)
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Spell redux simply balances the spell rarity, level limit and gold cost. All spells from AG pack are there.
If you have doubts about that, extract the mod source and see it by yourself.
Enough of your request, I'm not going to do it anymore.
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Well then thanks @Viz, you've listened to my request ;)