1. Can I add an armor wardrobe based simply on skins? As in, can I use the character's existing base-model as the wardrobe armor model, using different partial textures for the model as an "overlay" on top of the original base texture? (Yes, I know it would look ugly, but could it work?)Yes you can make a new armor set via re-texturing and assigning that new texture in the item's unit .DAT file. Look for the [WARDROBE] code lines in those files, you will see what I mean.
2. Can a partial wardrobe be implemented? As in, a wardrobe containing only faces and armor, but no hair or beard?Yes, faces and hairs (which includes beards) are not actually WARDROBE items anyways (they are, however, called "WARDROBE_FEATURES" lol)
3. What is the best method to convert an existing monster skill to use 15-point scaling (like a regular class skill)?Notice how every skill has "level blocks" ( starts with [LEVELx] and ends with [/LEVELx] )? you just clone those all the way out to 15 and set up the AFFIXES within each block to give each level that "increased benefit" effect. More abut affixes here (http://torchmodders.com/wiki/doku.php?id=affixes_and_effects_-_the_basics)
4. Given only a set of appropriate animations, what would be the simplest method to implement a "fly to cursor" skill? As in: you activate the skill; your character lifts up into the air; within the air, your character flies over the terrain to your mouse-cursor; then finally, your character lands back on the ground, safe and sound.This is doable, but the way im thinking isnt simple (of course there's always more than 1 way to do something). i'd make the skill summon an invisible "dummy" unit where you click. the dummy unit casts a pull skill on your char which "pulls" them over to the dummy (where you clicked). will also require at least one customized animation - a "looping" animation to put between teleport_start and teleport_end ( since you wont hide the mesh like a regular teleport). also lots lots lots of trial and error with this...
5. What is the simplest method to add tier-bonuses to existing skills (both active and passive)?back to that part about "level blocks" in 3 above - at level 5 (tier1), level 10 (tier2) and level 15 (tier3) just be sure to add in some snazzy new affixes as your tier bonuses
6. What kind of changes do I want to make or avoid if I want my class to be fully compatible with both vanilla and Synergies?basically do not simply re-use too much stuff (like point new skills to just re-use vanilla layouts or particles) as this increases the likelihood that someone else's mod will mess up yours. instead take the time to make your own stuff - this can be as simple as just cloning whole files and renaming them without any changes except of course if they point to some new files that you also cloned (commonly, skill .DAT files pointing to .LAYOUT files which in turn point to particle files) and any GUIDs if present.
7. What would I need to do to port an entire boss monster (including all its original skills, particles, and other dependencies) from TL1 to TL2? And how do I verify whether I got them all? (Truthfully, I would settle for just Ordraake's skills and their respective dependencies, since that is all that I actually need in this case.)combination of above answers for #3 and and #5 (sorry about that)
EDIT - this is providing the model's .MESH has been set up for wardrobing in the first place - if not, then it will have to be edited to set up it's "materials" properly (which is very very not simple)
lastly, about "getting the wind in your sails" with modding - dont go flying off in all directions - set yourself one challenge and nail it (we'll all help) - trying too much can cause you to burn-out (also makes it a lot harder for others to help).
P.S.: I have attached a copy of the scripts I use to rebuild (and optimize) Torchlight meshes. They are currently rather basic (I could do a lot more with the MeshMagick command if I really wanted to), but for tweaking names and improving game performance, they get the job done.
Thanks very much for sharing these @Lord Nyriox ! Not to nitpick but could you write a short note about what each script does pls?
What is the minimum I need to do to make my class able to use weapons?Have you thought about creating a Tutara class? Yes, it's not a dragon but it looks cool.
Have you thought about creating a Tutara class? Yes, it's not a dragon but it looks cool.
About weapon animations. Well, creating a real animation will be very difficult. But we can cheat here. The dragon has 2 types of animations - melee and ranged attack. Technically for all types of melee weapons we can use a melee animation and hide weapons.
I don't have to fiddle around with some other files, like I would have to with the wardrobe?Create a non-human race is not easy in any case. It is necessary to solve a lot of problems.
Any advice?Maybe you need 1 long animation?
Are you using the 3 animations method?
a. Skill_animation_start
b. Skill_animation_loop
c. Skill_animatiin_end
At the beginning of the skill?
- If I can give an opinion, I think the dragon's size is too big (at least please make not to exceed the screen). Maybe if you want to be that big, you can make it that way when the Charge Bar is fully loaded, that way it will grow in a few moments (Maybe after the charge bar is ready).
- For variations maybe you can give a colors on the dragon.
- For when you equipped melee weapons, the 1h weapon currently looks the best rather than 2h weapon. But it seems to be more suitable for a dragonoid than a dragon. :)
- Some of the Claw weapons also look good for those that have quite long razor claws (but still not look natural). Maybe you can make a dragon's claw covered with aura, to make the dragon's claw look a little longer (the color of aura depends on the element you give). ;D
- Long-range weapons do not seem to fit.
- But I found something nice when I tried to use Wand weapon. It's just looks weird when holding it. But the animation effect when dragons attack using wand is very good. Especially when a fireball is thrown from the hands of a dragon. I'm wondering if a dragon has passive skills where sometimes he can also fire a fireball attack might be good (not limited to fireballs only). :D
- Did you remove the skill to summon gargoyle when spraying fire?
Lord Nyriox have you thought about just hiding a weapon? I think that the dragon's weapons are claws, fangs and fire. This is more authentic than a weapon in the paws.
As I see it: you can equip weapons in slots, but this only affects damage and attack speed. Attack 1 and 2 are used for all one-handed melee weapons. Attack2, FlySlam(to make it is shorter) and TailWhip for all 2h melee weapon. FireBall(short and long) for range 1h and 2h weapons.
For different weapon types you can make different special effects. Something like Boss Wraith uses - ghostly hammers, swords and axes - you can attach it to the tail. :D
I was thinking that this is a dragon that has been "civilized" by Ember (the way Ordrak must have once been). Otherwise, how could the dragon communicate with humanoids (accepting and completing quests)?Well, in many stories, dragons can communicate with people - be it speech or telepathy. It's not a problem.
I deliberately unhid weapons as an extension of this. If a dragon can talk shop about magic with your neighborhood Alchemist, would not the dragon at some point at least experiment with using the same kind of tools as his or her humanoid acquaintances?
Well, in many stories, dragons can communicate with people - be it speech or telepathy. It's not a problem.
But I do not know dragons using weapons. I know such creatures in the Divinity Original Sin 2 game, but they are more like lizards than real dragons. In other worlds, dragons turn into people to use human tools and weapons.
Use the fury and strength of the dragon in battle and ignore the primitive human weapons, what could be better? :D This gives a new experience and originality of the class.
Previously, we talked a lot about the lore. I believe that Ordrak is the Sixth Guardian - The Guardian of Stone.
http://forums.runicgames.com/discussion/comment/494627/#Comment_494627
http://tidbi.ru/eng/item.php?item=bone_01_amulet_f_alt_b
This is one of the reasons why he can talk. All Guardians very willingly communicate with all people.
Spectral Dragon
The dragons are all but gone from the world. In the waning days of the dwarven empire, when Ember became scarce, the noble beasts were hunted, enslaved, and harnessed, so that the dwarves could siphon off their energy to power their machines. Then, after the dwarves died out, an ancient cult of Estherian zealots found the enchained dragons, and worshipped them as captive gods, feeding them tainted Ember, until they were mad with corruption. The dark Estherians slaughtered the dragons when they became too dangerous, but it was too late: Their Ember-fouled spirits lingered on as Spectral Dragons—maniacal, feral spirit-dragons, with an insatiable hunger for magic ... and for those who use it.
http://www.runicgames.com/blog/2011/04/08/monsters-of-torchlight-ii/
Here is another discussion, sad that the pictures are gone.
http://forums.runicgames.com/discussion/56312/lore-a-world-map
While that would be a fun theory to explore in an expansion mod, note that the term "retcon" was mentioned. In other words, at the time of TL2's release, this was not official lore. It was a user proposal for future content, but one that did not actually end up in anything posted by Runic Games.Yes, these are assumptions, but the Guardian of Mana talks about this: "Ordrak was once a Guardian, of sorts, and his heart is more powerful than they imagine."
Yes, these are assumptions, but the Guardian of Mana talks about this: "Ordrak was once a Guardian, of sorts, and his heart is more powerful than they imagine."
In any case, I'm just trying to explain why I have proposed the "wild dragon" class. Just because it is more logical for the TL2 world as I think. Also, all animations perfectly fit into this concept.
Hi @Lord Nyriox will the DL link in the OP go to your latest build version (just before the "internal overhaul" you mentioned)?
Alright! Will try this out and give u feedback soon as i have some ;thumbsup:
I think the attack distance should be adjusted to the length of the arm of the Dragon.
By the way the Dragon skin color is good :D
I asked permission to use the Emberdrake skin for Pet Dragon on Variant Pet Mod :)
If I'm not mistaken there is a white dragon Pet skin in Clouddancer (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=812) Mod, and a black dragon Pet skin in Mamba Pet (https://steamcommunity.com/sharedfiles/filedetails/?id=176373745&searchtext) Mod
Me, I'd be kind of ashamed to use GitHub - my archives are messy! old unused files still in there :P
You set-up is so neat in comparison Nyriox! :D