Torchmodders

Mod Projects => Help Wanted => Topic started by: Ings on July 03, 2018, 07:38:05 pm


Title: I want to start a little project
Post by: Ings on July 03, 2018, 07:38:05 pm
I wanted to make my own Torchlight overhaul, merging some existing mods, but also changing some of them a little bit, so maybe someone here is willing to give me a hand  :).
My idea was to make the mod mainly to myself, to make my perfect version of TL2

Edit: I wanted to add that i have some very basic modding experience, and that im in the phase of thinking what do i want the mod to be exactly, but i have a basic idea
Title: Re: I want to start a little project
Post by: Korzeam on July 04, 2018, 10:06:24 am
Hi @Ings and welcome !
If you have questions, you can ask them here.
Title: Re: I want to start a little project
Post by: Ings on July 04, 2018, 03:23:33 pm
So yeah this is what i want, i know some stuff may not possible to put together, im just going to throw everything here:

Bigger mods:
-Variant Classes
-Pet Variant (not done yet, would like to add it when finished)
-Extra Chunky and Blanks landmarks
-Lao 2
-UI+ ESO
-The toy collector + make a mod that reworks maps

Loot mods, i dont know how these will interact with lao, or if there would be adjustments to be made to make them work properly together:
-Ancient items https://steamcommunity.com/sharedfiles/filedetails/?id=1348268350
-Arkahms armory https://steamcommunity.com/sharedfiles/filedetails/?id=144585895&searchtext=
-Reiners items https://steamcommunity.com/sharedfiles/filedetails/?id=138732006
-Boss spells https://steamcommunity.com/sharedfiles/filedetails/?id=138179583&searchtext=spells
-Spell Pack https://steamcommunity.com/sharedfiles/filedetails/?id=148459798
-weapon style https://steamcommunity.com/sharedfiles/filedetails/?id=220484830


Other mods:
-Armor fix http://clockworkcore.org/modindex.html
-Auto Consume mod https://steamcommunity.com/sharedfiles/filedetails/?id=883381751&searchtext=auto+consume
-Skills level tweaks https://steamcommunity.com/sharedfiles/filedetails/?id=139033370&searchtext=skills
-Cheap resurrection https://steamcommunity.com/sharedfiles/filedetails/?id=1252966797
-vitality rebalance https://steamcommunity.com/sharedfiles/filedetails/?id=217331028
- targat dummy https://steamcommunity.com/sharedfiles/filedetails/?id=173548275&searchtext=target+dummy

Other things:
-Make the maps scale with player level (ADVP2 Level scale maybe? https://steamcommunity.com/sharedfiles/filedetails/?id=183533704)
-Fix Champions with Bosses loot and viceversa (done)
-Fix the spawnclass of boss chests from 'Treasure_Chest_Huge' to 'Treasure_Chest_Boss' (done)
-Buff Vitality

And then i would like the final product to be compatible with this little balance mod I made for myself
https://steamcommunity.com/sharedfiles/filedetails/?id=1429221760

Thats it i suppose, i will edit if i remember something else


Edit 2: adding a few more mods to the list









Title: Re: I want to start a little project
Post by: Korzeam on July 04, 2018, 08:51:08 pm
Bigger mods:
-Variant Classes
-Pet Variant (not done yet, would like to add it when finished)
-Extra Chunky and Blanks landmarks
-Lao 2
-Unearthed arcana ( this is a longshot isn't it?)
-UI+ ESO

You should avoid merging very big mods for various reasons :
- it will be hard, because of broken tags and probable common files from different mods
- if you want to publish the result on Steam you have to know there is a size limit you can't exceed, I think it's 150Mb.

So no problem for Extra Chunky / Blank Landmarks / UI + ESO, maybe LAO2.
But the other ones are in my opinion too big.
Title: Re: I want to start a little project
Post by: Ings on July 05, 2018, 09:15:18 am
Well i can can try maybe? merging Variant classes, Chunky and Landmarks, Lao 2, UI + ESO as the big mods, and then the smaller ones.
And if its not possible to merge them maybe i can exclude them but use them at the same time? Like in the mod page say that it was made with Unearthed arcana in mind.
Although I suppose UA changes too many things to work with the rest of the mods right? i imagine there is going to be conflict.
For example: in the UA description it says "magic (green) items now have green particles when they drop in the world rather than sharing the blue particles used by rare items", does that mean that green items added by other mods are going to have those particles?

So yeah firstly im going to try merging the bigger mods that i listed at the start of this comment
Title: Re: I want to start a little project
Post by: Phanjam on July 05, 2018, 11:39:19 pm
Hi Ings! I re-arranged your mod groupings a bit tryng to group them more by the kind of modding work involved and this is what i'd like to suggest...

Quote
Balance mods
------------
-Ing's Balance Changes Mod
-vitality rebalance / buff
I think u should start from here since (a) its ur mod and (b) u did say u'd like everything to be compatible with it s...

aside from your rebalance mod u didnt have any other suggested, so i thought i'd point out this one to u...
http://torchmodders.com/forums/tl2-item-patch-public-board/character-stats/msg672/#msg672

Quote
Levels / Maps
-------------
-Unearthed arcana
-Extra Chunky and Blanks landmarks
-The toy collector (tweaked mapworks) I would like to take the maps that are added in UA and merge them into The toy collector, if possible
-Make the maps scale with player level (ADVP2 Level scale)
I'm gonna say this is do-able but i would put UA 'underneath' the others - my logic is: UA adds stuff that was left out. So if other mods change stuff there's a good chance they won't overwrite the stuff added by UA.

But about Toy Collector and "merging in the maps from UA" i really have no idea (am no good with levels and maps) - what was ur idea? make UA maps into "areas" or quest levels in mapworks? (i didnt even know UA added maps lol)

Quote
UI mods
-------
-UI + ESO
-Socketables are consumables UI mod
-Auto Consume mod
-ultimate respec lite
UI mod merging is very finnicky - so many moving aprts / very easy to break stuff. Luckily looks like jusst 2 from ur list will be tricky... UI+ESO and Socketables-are-consumables.

The other 2 are stand-alone additional UI tweaks / shouldn't conflict.

Quote
Item mods
---------
-Lao 2
-Ancient items
-Arkahms armory
-Reiners items
-Chthon's Armor fix (%DR on armor)
-Boss spells
-Spell Pack
-weapon style
-Fix Champions with Bosses loot and vice-versa
-Fix the spawnclass of boss chests from 'Treasure_Chest_Huge' to 'Treasure_Chest_Boss'
i think the first 5 mods is where most of the most work is - they are all item-based mods and they are very likely all changing the same bunch of item files! so u need to look at what they're changing and proly do a lot of hand-editing to make sure their changes arent lost in a simple merge.

the 3 spell items/scrolls mods should not be too difficult to merge.

the last 2 are spawnclass fixes / not much danger of overwrites there.

Quote
Classes / Pets
--------------
-Variant Classes
-Variant Pets

I agree with @Korzeam - leave these out of your pack for now.  for 1 thing, they're both under active development - why burden ur mod-work just to stay current with someone else's mod-work?
Title: Re: I want to start a little project
Post by: Ings on July 06, 2018, 08:24:33 am
Quote
aside from your rebalance mod u didnt have any other suggested, so i thought i'd point out this one to u...
http://torchmodders.com/forums/tl2-item-patch-public-board/character-stats/msg672/#msg672

That is a cool mod, character stats could really use some changes.  But its kind of incomplete, it doesnt have the weapon stat requirements changed


Quote
I'm gonna say this is do-able but i would put UA 'underneath' the others - my logic is: UA adds stuff that was left out. So if other mods change stuff there's a good chance they won't overwrite the stuff added by UA.

But about Toy Collector and "merging in the maps from UA" i really have no idea (am no good with levels and maps) - what was ur idea? make UA maps into "areas" or quest levels in mapworks? (i didnt even know UA added maps lol)

This is what UA adds
Quote
- All of the random dungeons from Torchlight I have been added to the game - Mines, Lava Prison, Palace, Caves, Fortress, Ruins and Crypt - and have been refined and enhanced so that they are perfectly consistent with Torchlight II. Access to these ancient places is only possible through use of a Map that can be used in The Mapworks and stands a small chance of dropping in the world. These dungeons will always scale to your character level, will always be randomly generated and consist of several floors with a 'reward' room at the end.
- All Mapworks maps have been overhauled so that they now all properly use their correct themes. Additionally, the maps now use monster sets that are more fitting with their environment and all 'bosses' at the end of each map are now announced in a similar manner to the ones in the main game.

I really like having those dungeons from TL1, but i also really think the Mapworks needs more npcs to make the endgame much more appealing, so thats why i want The toy collector too. So i was wondering if it was possible to take those TL1 maps and add it to the map pool at the Toy collector


Quote
UI mod merging is very finnicky - so many moving parts / very easy to break stuff. Luckily looks like jusst 2 from ur list will be tricky... UI+ESO and Socketables-are-consumables.

yeah its fine anyways, i figured i dont need "socketables are consumables" (because i have the stash from UI+ESO) nor "Ultimate respec lite (because i have the respec from the UI from UI+ESO)


Quote
i think the first 5 mods is where most of the most work is - they are all item-based mods and they are very likely all changing the same bunch of item files! so u need to look at what they're changing and proly do a lot of hand-editing to make sure their changes arent lost in a simple merge.

yeah even UA adds items  :'(, not gonna be easy.

Also, how does armor fix work? am i going to need to add %DR to each piece of armor added by the other mods?


Quote
I agree with @Korzeam - leave these out of your pack for now.  for 1 thing, they're both under active development - why burden ur mod-work just to stay current with someone else's mod-work?

Makes sense, im going to leave them out of the merging but still use them

Edit: fixed a quote
Title: Re: I want to start a little project
Post by: Phanjam on July 06, 2018, 10:32:31 pm
The other reason i suggested that grouping is i think it cuts up the work more neatly. If u finish 1 group thers a good chance mucking with the next group will not screw up what uv finishd.

Also i think it allows u to plan out ur time commitments (a real issue for me anyways) and gives logical breaks so u can pace urself.

Lastly, with the kind of time most modders have (little) zooming in on a work area helps us give help when askd - its harder when the questions are all over the place ;)

So i guess just pick a chunk and start :D
Title: Re: I want to start a little project
Post by: Ings on July 06, 2018, 11:05:03 pm
yeah im sorry, i better start once for all, will update soon with any problem i find
Title: Re: I want to start a little project
Post by: Ings on July 07, 2018, 10:56:21 am
Just realized this from Unearthed Arcana

Quote
FURTHER INFORMATION
Enchanted by DeeZire at http://www.moddb.com/members/deezire. Feel free to share or publish anywhere but please note that any redistribution of this mod must be unmodified, accompanied with this ReadMe file intact and with full credit given to me. This mod is NOT to be amended from its original form or used in any 'compilation' type mods - this would create a support nightmare for me and thus lead to a detrimental experience for players.

So yeah im not going to use it.
As a result i will try to make a mod that reworks mapworks' maps, to add more variety, and use it together with The toy collector
Title: Re: I want to start a little project
Post by: Phanjam on July 07, 2018, 12:52:42 pm
Just realized this from Unearthed Arcana...
If it was tl1 maps u were after it should be possible to port those map assets (maybe even whole levels) into tl2. But that may be too big a chunk of work and thers very few modders here who know level-making.  But if u want to do this, its possible.
Title: Re: I want to start a little project
Post by: Ings on July 08, 2018, 02:38:33 pm
Im done! I merged some of them, maybe i'll do a collection soon. Now i need to fix the Mapscrolls mod and im set  :D.
Thanks for the help guys, really useful
Title: Re: I want to start a little project
Post by: Phanjam on July 08, 2018, 04:08:21 pm
I feel like i wasnt much help lol! Ok do post back with a link to ur mod ;)

Edit:
err, unless it was just for personal use :P
Title: Re: I want to start a little project
Post by: Ings on July 08, 2018, 04:36:17 pm
Yeah now that i think about it, you werent THAT useful, still appreciate it  :P
I decided to dont merge evertything into 1 mod, the result was like this:

UI + ESO https://steamcommunity.com/sharedfiles/filedetails/?id=931833272&searchtext=auto+consume

Variant https://steamcommunity.com/sharedfiles/filedetails/?id=900049612

Loot merge https://steamcommunity.com/sharedfiles/filedetails/?id=1435580903

Veteran but easier https://steamcommunity.com/sharedfiles/filedetails/?id=1429221760

Map scrolls updated https://steamcommunity.com/sharedfiles/filedetails/?id=1434575268

Armor fix http://clockworkcore.org/modindex.html

Level scaling https://steamcommunity.com/sharedfiles/filedetails/?id=1434819386

Extra chunky, landmarks and toy collector https://steamcommunity.com/sharedfiles/filedetails/?id=1435719113

Auto consume https://steamcommunity.com/sharedfiles/filedetails/?id=883381751&searchtext=auto+consume

And as i said, im going to make a collection when i fix Map scrolls updated
Title: Re: I want to start a little project
Post by: Phanjam on July 08, 2018, 05:14:42 pm
Ah so no item mods for now - good call i think ;)

So congrats and hope to see the collection soon ;D
Title: Re: I want to start a little project
Post by: Ings on July 08, 2018, 05:39:31 pm
But there is an item mod, "Loot Merge"
Title: Re: I want to start a little project
Post by: Sch123 on August 17, 2018, 03:13:18 pm
Hi @Ings

I like the Loot Merge (https://steamcommunity.com/sharedfiles/filedetails/?id=1435580903&searchtext=loot) Mod that you made, can you add Ripper's Armory (https://steamcommunity.com/sharedfiles/filedetails/?id=323042271&searchtext=) Mod to it, but keep in mind because when I try to play Loot Merge with Ripper's Armory there will be a crash. Can you combine it without crashes.

And can you also add Ruination (http://torchmodders.com/forums/mod-showcase/ruination/msg8342/#msg8342) & Laser Gun from Noddyngineering!! (https://steamcommunity.com/sharedfiles/filedetails/?id=138331402&searchtext=Noddyngineering+%21%21+%28v.830%29), and do a little tweak and improve what is there. Because the weapons there need repairs. Like;

- Minigun weapons, it needs to be made can cool down the weapon itself without spell coolant. Remove spell coolant, if the weapon can cool itself then the spell coolant is no longer needed.

- Flamethrower weapons, it needs to be made like a Minigun when the weapon is hot, the weapon will stop firing, and it also needs to be made so that the weapon can cool its own weapon without a spell coolant.

- Rifle weapons, need to increase accuracy and need to add penetrating effects to feel like a sniper rifle.

- Light Saber weapons, need to add the effect of reflecting a projectile attack to feel like a Starwars light saber.

- Laser Gun weapons, need to increase accuracy and made to bounce when shooting objects.

Other weapons list:

- Hand Crossbows weapons from THE SCOUT (https://steamcommunity.com/sharedfiles/filedetails/?id=179481064&searchtext=). Need repair because, the weapon is not selling in the Merchant and if you get it from monster drop / treasure chest then the weapon will disappear if we exit the Game. And if you use command code to get that weapon it, nothing will happen.



I also read that you will also make other Loot Overhaul (http://Loot Overhaul). I hope you succeed.

Will you also add other items like Spell, Gems & Accessories? or is it still related to the Loot or something? Like Wand Homing Projectiles (https://steamcommunity.com/sharedfiles/filedetails/?id=151938975&searchtext=wand) & UNITITEM (https://steamcommunity.com/sharedfiles/filedetails/?id=149600556&searchtext=wand), etc...
Title: Re: I want to start a little project
Post by: Ings on August 26, 2018, 04:46:13 pm
Hi @Sch123

 Unfortunately im not going to be working on that mod anymore, also i dont have enough knowledge to fix all those things  :P
Title: Re: I want to start a little project
Post by: doudley on August 26, 2018, 06:32:05 pm
Also, how does armor fix work? am i going to need to add %DR to each piece of armor added by the other mods?
This mod adds
Code: [Select]
[AFFIXES]
<STRING>AFFIX:ARMORGIVESDR
[/AFFIXES]
To each player unit class base data, you need to make sure that all class base data have this affix, specially the custom classes that you will include.

There's an issue in using the Armorfix mod, "The innate 15% damage reduction of Berserker and Engineer will only take affect on start new characters".
Title: Re: I want to start a little project
Post by: Sch123 on August 28, 2018, 06:02:23 am
Hi @Sch123

Unfortunately im not going to be working on that mod anymore, also i dont have enough knowledge to fix all those things  :P

But will you continue the Loot Merge (https://steamcommunity.com/sharedfiles/filedetails/?id=1435580903&searchtext=loot) Mod by adding another loot? because I think this mod has the potential to become a Variant Mod Item. There are new items made like Diablo 3 gems (https://steamcommunity.com/sharedfiles/filedetails/?id=1495388884) and some things related to loot such as D3 beams + automap items (https://steamcommunity.com/sharedfiles/filedetails/?id=1492255481). :)

I have an idea, what if you take the loot item from the Torchlight II Essential and combine it with the Loot Merge mod, so that it can reduce the work. Because I think the items that are there are quite complete and quite stable just need a little additions and repairs. ;)
Title: Re: I want to start a little project
Post by: Ings on August 29, 2018, 06:26:49 pm
To be a variant item mod it needs quite a lot of work and honestly i dont want to do it :/