Torchmodders
Mod Projects => TL2 Item Patch - Public Board => Topic started by: RnF on September 02, 2014, 08:09:56 am
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This mod intention is to finally fix the item system in TL2. Items in TL2 are essentially broken.
Proposed changes
- Make Legendary items the focal point of loot
- Better 2 Handed Weapons
- Staff changes (make into a 2 handed wand instead of it swinging like a melee weapon)
- Revamped Character stats (Dexterity provide damage to ranged weapons for example)
- Remove the redundancy of Unique and Legendary items. All vanilla Unique items will become Legendary items. The Unique Unittype will become a higher tier for randomly generated items (Enchanted, Rare, Unique)
- Create new Unique items from Normal and Rare items
- Re-do all item affixes
- Item affixes that scale with item level
- Re-do the majority of the Legendary items to be more theme based
- Add custom behaviors and missiles to Legendary items to make them more interesting
- Widen the gap quality between Legendary items from Normal, Rare and Unique items (Legendary items will feel more powerful and make more of an impact when a player finds one)
- Raise item level requirements and stat requirements on all items.
- Add armor ranges that can spawn on armor
- All affixes will have ranges if possible, will provide more variety with item spawns
- Re-work item progression
- New items
- and many more changes!
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Just saw this post...
Any plans for this mod to have random rare generation like Diablo II?
http://noctalis.com/dis/diablo2/rare01.shtml (http://noctalis.com/dis/diablo2/rare01.shtml)
Heck of a lot of work (of which I'd be more than glad to do the grunt work, with questions, of course)
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Not at this time, but it's a possibility later on down the road.
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Really looking forward to this - signed up to this forum just so I could peek in here. Good luck!
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Hi fins! Firstly, welcome to Torchmodders ;)
I hope you noticed that RnF actually made his mod available for DL and testing (http://torchmodders.com/forums/tl2-item-patch-public-board/mod-files-(alpha)/msg1692/#msg1692) already? I'm sure he'd love more feedback ;D
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Hi fins! Firstly, welcome to Torchmodders ;)
I hope you noticed that RnF actually made his mod available for DL and testing (http://torchmodders.com/forums/tl2-item-patch-public-board/mod-files-(alpha)/msg1692/#msg1692) already? I'm sure he'd love more feedback ;D
Damn Phan you are fast. You beat me to it. I just updated the file with some big changes. (reduced the amount of affixes on the items, added a lot of new loot 500+ items.) 8)
Really looking forward to this - signed up to this forum just so I could peek in here. Good luck!
Thanks the for encouragement! It's appreciated. Hopefully the mod is to your liking.
Feel free to download and play test the mod. Phan is right, could use all the feedback I can get. (suggest playing it in Elite Mode for better feedback since I am balancing the mod around it)
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Hi RnF and everyone. I couldn't find a version of the ITEM PATCH mod that didn't have Gytfunke's STATS and STAT UI overhaul files laid-in. So I made one :P
RnF's Items Overhaul (Items Only) (https://drive.google.com/file/d/0B2aVtkeuHrtcQ0xCZ2VtbW9WNGs/view?usp=sharing)
So this is RnF's items overhaul mod as of his Build 73, just without the STATS changes.
No offense Gyt! It's just that I wanted the item changes but still within the vanilla stats system ;)
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S'all good.
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I'm seeing an unknown tag in some of the files.
Could you post the text content of basearmor_chest_unique_heavy.dat?
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Hi Chthon!
That would be...
[UNIT]
<STRING>BASEFILE:media\units\items\basearmor_chest.dat
<BOOL>DONTCREATE:true
<INTEGER>RARITY_AMR_MOD:90
<STRING>UNITTYPE:UNIQUE CHEST ARMOR HEAVY
<TRANSLATE>UNIDENTIFIED_NAME:A Mysterious Chest Piece
<INTEGER>ARMORMAX:40
<INTEGER>ARMORMIN:37
<INTEGER>RARITY:100
<INTEGER>MAX_SOCKETS:2
<STRING>NAME:basearmor_chest_unique_heavy
<STRING>UNIT_GUID:277459998997965088
<INTEGER>STRENGTH_REQUIRED:115
<INTEGER>DEXTERITY_REQUIRED:0
<INTEGER>1588154557:0
<INTEGER>DEFENSE_REQUIRED:50
<INTEGER>MAGIC_REQUIRED:0
[/UNIT]
Also, I linked to the archive of this mod's un-packed complete MEDIA folder from here...
http://torchmodders.com/forums/tl2-item-patch-private-board/tl2-items-patch-mod-version-information-and-files/msg3562/#msg3562
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You've got it too. Look at line 15. It says "<INTEGER>1588154557:0"
GUTS is going to eat that tag if you open the mod. Which makes it impossible to modify and repack.
Has anyone seen RnF around lately?
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RnF hasn't been around in a looooong while :(
What do you think we might be able to do in his absence? I might still find some of his earlier work if I look hard enough...
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If we can find an original dat file with that tag (rather than one unpacked from the bindat by GUTS), then we're set.
Otherwise... we have five less-than-appealing options:
1. If someone can guess what the tag is, my tagfixer program has a feature that can verify if the hash matches.
2. I've recently written a relatively efficient brute-forcer for reversing the hash used in TL1, TL2, and Rebel Galaxy. Unfortunately, the hash function Runic used is not a very good hash function. For inputs above a certain length (or, more precisely, above a certain threshhold of unknown characters), you start to get a lot of hash collisions. I mean a lot. "A lot," as in the output file listing inputs that match the target hash is several gigabytes in size, but only a few entries are intelligible strings, and only one is actually right. Reading through the output to find the correct string could take years. (And writing a program to recognize intelligible strings that often aren't quite real words is a tough AI problem that's probably beyond me.)
3. I haven't tested this, but I think GUTS just hashes tags blindly. If that's correct, then we could substitute any of the nonsense outputs from my brute forcer and GUTS would create the correct bindat. The downside is that we'd still have no idea what that entry in the dat file actually does. If someone wants to test this out: copy that dat to a new mod, replace "1588154557" on line 15 with "OMHS6E6", have guts build the mod, then unpack the new mod. If it works, you should get the same file as we have now; If it doesn't work, line 15 will be missing because GUTS ate it. (If it works, this is probably our best option.)
4. Another untested plan: I think it may be possible to alter a bindat after GUTS builds it, so that GUTS will pack the altered bindat into the mod without rebuilding it. Someone would need to create a modified version of txt2dat that can accept markup telling it to use particular tags as hashes rather than hashing them.
5. Just let GUTS eat the mystery tag and hope it didn't do anything important....
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RnF hasn't been around in a looooong while :(
Have you tried contacting him via email? As an admin you have access to his address from his profile page. Even if he doesn't mod anymore, he might give you the source files you need.
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Haha thanks Wolven!
Okay I just sent RnF an email asking if he might still have the files for only the item patching (fingers crossed).
Meanwhile I'll dig some more to see what I might have from that eon :D
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Yay, RnF replied to our email and sent us a link (http://torchmodders.com/forums/tl2-item-patch-private-board/tl2-items-patch-mod-version-information-and-files/msg3587/#msg3587) to his ITEM PATCH mod files...
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Yep, looks good. The mystery tag was "UNIQUE_REQUIRED." Many thanks to Phan for tracking this down, and RnF for replying and for making the mod in the first place!
(Now I wonder what UNIQUE_REQUIRED does...)
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About hash errors, for future reference:
0. Hash errors happen when there is no entry in GUTS's built-in dictionary that corresponds to a hash value found in a bindat file. There are two possible causes for this: (a) Runic screwed up and left a valid tag out of the dictionary, or (b) the dat file includes a tag that's completely foreign to the TL2 executable. The former case is a big problem. The latter case is no problem at all (since the unknown tag doesn't do anything anyway). Without access to TL2's source code, we have no reliable way to tell them apart.
1. GUTS notes hash errors in the progress window while unpacking. The messages look like this:
"Found group/property name with a hashcode (some number) that has no match in tags.dat: filename"
2. If you look at the affected dat file after unpacking, but before loading the mod in GUTS, you'll see the lines for the affected tags.
A normal group tag looks like this:
[some_name]....[/some_name]
but group tag with a hash error looks like this:
[some_number]....[/some_number]
A normal property looks like this:
<type>some_name:value
but property tag with a hash error looks like this:
<type>some_number:value
3. When GUTS tries to load the file for editing, it will delete the groups/properties containing the hash errors. So they need to be corrected in a text editor before loading the mod.
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Thanks much Chthon! :)
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Mod still happening or is it the LAO mod?
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Mod still happening or is it the LAO mod?
Hiyya Beast! Yes all the work on the mod in this thread has been subsumed into RnF's LAO 3 mod (http://torchmodders.com/forums/lao-3-0/) ;)
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Mod still happening or is it the LAO mod?
My attention is all on LAO III atm.... however, I do have plans on porting in some of the same ideas/changes from the item patch mod into the new LAO Mod. It has been abandoned, but not forgotten!
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Yep, looks good. The mystery tag was "UNIQUE_REQUIRED." Many thanks to Phan for tracking this down, and RnF for replying and for making the mod in the first place!
(Now I wonder what UNIQUE_REQUIRED does...)
Haha, me too. That must be a Notepad++ Find and Replace mistake. Must have accidentally changed Level_Required to Unique_Required... but that doesn't really make much sense, but pretty sure that is what happened there.
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Mod still happening or is it the LAO mod?
My attention is all on LAO III atm.... however, I do have plans on porting in some of the same ideas/changes from the item patch mod into the new LAO Mod. It has been abandoned, but not forgotten!
Gotcha. I was vibing your idea about two handed staffs being projectile vs melee. Does the removal of level requirements start at level 100+ weapons or any level weapon? BTW, thanks for the follow up.
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Mod still happening or is it the LAO mod?
My attention is all on LAO III atm.... however, I do have plans on porting in some of the same ideas/changes from the item patch mod into the new LAO Mod. It has been abandoned, but not forgotten!
Gotcha. I was vibing your idea about two handed staffs being projectile vs melee. Does the removal of level requirements start at level 100+ weapons or any level weapon? BTW, thanks for the follow up.
The staff changes just got put in LAO III :) That was one I wasn't giving up on, staffs were really putting casters at a disadvantage having to use them like a melee weapon to gain charge. The change feels really good and really changes the usability of those types of classes at higher levels in a good way.
In regards to the Level Requirements on items, it is back in. I have adjusted the requirements for both level and stats, so it is now harder to meet those requirements. May still need further adjustment, some items are still too easy to get.
For items below level 100, the level requirement still does allow the use of any item once the level requirement is met.... however. With the endgame content I am adding, the character level stays at level 100, but the items go way above 100. So for items above 100, it is impossible to meet the level requirement on items. So the only way to get gear on is to meet the stat requirements, which is what you want I think :) So kind of a compromise.
I didn't want to change the vanilla feel too much, so I decided to leave the Level Requirement in, but for endgame content, it is all about the stats.
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I know this is an abandoned mod but.. could any kind soul upload the fixed version of this mod?
I couldn't fix the tag problem with my limited knowledge of modding. :(
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I know this is an abandoned mod but.. could any kind soul upload the fixed version of this mod?
I couldn't fix the tag problem with my limited knowledge of modding. :(
Here you go, the entire enchilada
http://www.mediafire.com/file/y52lrq589f9ycy7/Item_Overhaul_%282%29.zip
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Thanks!
But somehow the staff missile isn't working. :o
Any idea what's causing this issue?
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Thanks!
But somehow the staff missile isn't working. :o
Any idea what's causing this issue?
Hmm, to my recollection, I think I removed it because I didn't have it ironed out yet.
LAO III on the other hand does have it ironed out. At some point, I plan on porting out my weapon changes like the staffs into a stand alone mod.
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Thanks!
But somehow the staff missile isn't working. :o
Any idea what's causing this issue?
Hmm, to my recollection, I think I removed it because I didn't have it ironed out yet.
LAO III on the other hand does have it ironed out. At some point, I plan on porting out my weapon changes like the staffs into a stand alone mod.
Hmm okay. I'm looking forward to it.
Apparently the missile does work if you load the mod on top of Unearthed Arcana. I was putting the mod below UA and other mod compilation.
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Hi Viz! Welcome to Torchmodders :)
RnF's "LAO III" mod basically replaces his earlier "Item Overhaul" mod in this thread. Was there something in the earlier mod that you're not getting from LAO III?
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No particular reasons. I'm just curious since I couldn't find this mod in RGF or Steam. ;)
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This mod is released, yeah? As a patch, into the game? I would like to improve on this, with my Hierarchy mod. Probably TRIPLE the items and give practically everything its own handpicked requirement. Please, let me know what you think at
http://steamcommunity.com/app/200710/discussions/0/2132869574253879807/ or on these boards in the appropriate forum.