Torchmodders

Mod Projects => Lord Nyriox's Playground => Topic started by: Lord Nyriox on June 12, 2018, 07:19:17 pm


Title: [WIP] Lazarus Pack
Post by: Lord Nyriox on June 12, 2018, 07:19:17 pm
"Lazarus Pack" Project

I originally drafted the "Rapid Starting Equipment (https://torchmodders.com/forums/mod-showcase/(spawnclass)-rapid-starting-equipment/)" method, to assist in implementing a new mod-pack I am creating, called the "Lazarus Pack". 

The theme of this mod-pack is, of course, resurrection.

The "Lazarus Pack" will be made of nothing but updated versions of small but unmaintained mods (many of them from TL1).  Amulet of Survival, IHateFishing, and the Portal/Identify Stones are all part of this mod-pack, along with several less popular mods. 

Until its feature-set is better defined (and its codebase is cleaned up), this pack will remain unreleased.
Title: Re: [WIP] Lazarus Pack
Post by: Phanjam on June 13, 2018, 08:25:53 am
Love the idea of the Lazarus Pack @Lord Nyriox ! I have a personal-use merge mod and Portal and Identify Stones was one of the 1st things i put in it :D !
Title: Re: [WIP] Lazarus Pack
Post by: Lord Nyriox on June 13, 2018, 09:19:25 am
Love the idea of the Lazarus Pack!


@Phanjam

I simply lost my patience with the complete lack of existing community efforts to maintain / port old mods. 

There were plenty of small but ingenius mods from TL1 and the early days of TL2—but only a bare handful are still maintained by anybody. 

After a month of frustration with this, I finally threw in the towel, and said "If you want it done right, do it yourself."  So the initial work for my Lazarus Pack was born. 


QUESTION:  Are there any mods in particular that you would like to see included in the Lazarus Pack? 


Because, currently, there are less than a dozen mods in the pack, and I would like to add more—but cannot think of any good mods for it off the top of my head. 
Title: Re: [WIP] Lazarus Pack
Post by: Phanjam on June 13, 2018, 04:46:59 pm
Ye there are soooo many small but helpful mods that are nicely done (or could be, with a little tweaking) so that will be a tough choice!

To help start off maybe look thru @doudley 's stuff.

https://steamcommunity.com/id/doudley/myworkshopfiles/?appid=200710

 Im almost sure u'll find something u'll like.
Title: Re: [WIP] Lazarus Pack
Post by: Lord Nyriox on June 13, 2018, 05:57:40 pm
Ye there are soooo many small but helpful mods that are nicely done (or could be, with a little tweaking) so that will be a tough choice!

Exactly my problem.  There are a lot of old mods out there, and finding ones that fit the pack can be tricky, given how new I am to Torchlight. 

To help start off maybe look thru @doudley 's stuff.

 Im almost sure u'll find something u'll like.

I love all of @doudley's mods, in one form or another.  I actually based some of the skill code used by the Emberdrake from his spell-work. 

Unfortunately, his mods are still maintained (at least up to fall 2017). 

For my Lazarus Pack, I am looking for mods that have not been updated in two years or longer (late 2016, at the most recent). 

A lot of TL2 mods have not been updated since 2013!  And half of them do not work anymore, because of that.  There has also been almost no community effort spent on directly porting TL1 mods into TL2.  And some of those should are easy to port! 

This is the niche the Lazarus Pack is meant to fill. 


When I ask you what mods to include, think way, way back to the days of yore, from back when you played TL1, and later, shortly after TL2 was released.  What mods did you feel like you could not live without—but as the game was patched and old mods started breaking, you were forced to leave behind? 

List the very first mods that come to mind, and I will endeavor to find some form of them to port over for current modding standards. 

Thank you for understanding. 
Title: Re: [WIP] Lazarus Pack
Post by: Lord Nyriox on July 19, 2018, 09:53:57 pm
Now on Github! 

The Lazarus Pack project (along with two other modding projects) is now not yet on Github. 

If you want to contribute to the project, you may find its source-code there (eventually). 

There are no testing builds at this time. 

https://github.com/LordNyriox/Lazarus-Pack (https://github.com/LordNyriox/Lazarus-Pack)


EDIT:  Ran into some technical issues with the Github platform, so I had to scrap my Github repositories until I can figure out a workaround for them.
Title: Re: [WIP] Lazarus Pack
Post by: doudley on August 25, 2018, 07:54:18 pm
Maybe make the Lazarus Project have its own thread/forum.

@steffire3
You are the best person to assist Lord Nyriox with his quest and maybe you and danratliff's various merge/balance mods have some of these resurrected mods already...
Title: Re: [WIP] Lazarus Pack
Post by: steffire3 on August 26, 2018, 11:03:28 pm
@doudley indeed many old useful TL2 mods have been merged into the Packs @DragonDawn (Danratliff on Steam) have produced although it sounds like @Lord Nyriox is referring to the TL1 mods which is something even I'm not familiar with... Webbstre on Runic Discord and his RG Fansite may actually be more aware of these mods than anyone else currently.

I must also say I've yet to see a direct port of a TL1 mod into TL2. I've seen TL1 assets ported yet only with TL2 systems.
Title: Re: [WIP] Lazarus Pack
Post by: Lord Nyriox on August 27, 2018, 04:45:33 pm
Webbstre on Runic Discord and his RG Fansite may actually be more aware of these mods than anyone else currently.

RGF is, indeed, my primary source for TL1 mods. 

I actually played TL1 ad nauseum last year (and never touched TL2 until late spring of this year), so I am pretty familiar with the breadth of TL1 mods. 

On the other hand, I have not even played TL2 past General Grell.  I am way too caught up in my modding projects.  :P

I must also say I've yet to see a direct port of a TL1 mod into TL2. I've seen TL1 assets ported yet only with TL2 systems.


The "Lazarus Pack" still modernizes much of the code that it uses.  Ported SpawnClass mods (such as "IHateFishing") make use of the TL2 merging method (https://torchmodders.com/wiki/doku.php?id=class_quest_fix_spawn_class_compatibility), for instance.  And all those hack-ish pet replacement mods can simply be implemented as additional pets.

Also note that more recent additions to the Lazarus Pack codebase, involve some vanilla feature adaptations from "Diablo 2", as well as TL1. 



P.S.  I edited the post subjects on this thread, to reflect their current location.  No other changes were made.
Title: Re: [WIP] Lazarus Pack
Post by: steffire3 on August 29, 2018, 06:37:22 pm
@Lord Nyriox many players will appreciate having a TL1 enhancement to improve their Quality of Life for TL2. Many may even seek permission to merge this work into their mod packs. We could use more of these types of mods especially one that has them all together.
Title: Re: [WIP] Lazarus Pack
Post by: Lord Nyriox on August 29, 2018, 11:59:17 pm
many players will appreciate having a TL1 enhancement to improve their Quality of Life for TL2. […] We could use more of these types of mods especially one that has them all together.

Why the heck do you think I started this project, in the first place? 

The correct answer, is that I lost my patience with the way no one else was bothering to update any of the "orphaned" QoL mods.  Also, because I wanted a place to properly port TL1 and Diablo-series features, that were lost somewhere in the D1–>D2–>TL1–>TL2 transition.
Title: Re: [WIP] Lazarus Pack
Post by: steffire3 on August 30, 2018, 08:59:57 pm
There have been some Diablo projects and packs (usually UI repaints) made by modders over the years however Lazarus sounds like it will finally fulfill those needs for actual game play features from the series. I'm looking forward to it therefore!  :)
Title: Re: [WIP] Lazarus Pack
Post by: Lord Nyriox on August 31, 2018, 01:37:03 am
There have been some Diablo projects and packs (usually UI repaints) made by modders over the years however Lazarus sounds like it will finally fulfill those needs for actual game play features from the series.

There was also the "Project Diablo" (https://www.moddb.com/mods/project-diablo) mod, which managed to convert some of the main TL2 towns, into exact copies of their D2 equivalents. 

One of the things I have recently been working on (and the reason I commissioned the "Floaty Cube" (https://torchmodders.com/forums/vkoslak's-playground/floaty-torchlight-cube/) model from @Vkoslak), was a TL2 adaptation of the "Horadric Cube" (http://diablo.wikia.com/wiki/Horadric_Cube). @Kva3imoda helped me with drafting some of its base code.
Title: Re: [WIP] Lazarus Pack
Post by: Lord Nyriox on August 31, 2018, 09:00:56 pm
Quote from: Wikipedia.org
The name Lazarus is frequently used in science and popular culture in reference to apparent restoration to life.

Source:  Wikipedia/"Lazarus of Bethany" (https://en.wikipedia.org/wiki/Lazarus_of_Bethany)
Title: Re: [WIP] Lazarus Pack
Post by: Lord Nyriox on December 27, 2018, 11:50:44 am
Now on Discord!

The "Lazarus Pack" now has its own Discord sub-channel!

Feel free to discuss the project on #lazarus_pack!
Title: Re: [WIP] Lazarus Pack
Post by: Lord Nyriox on December 28, 2018, 10:41:39 pm
Looking through the TL2 Beta assets (which I finally managed to hunt down), I discovered that Ordrak's original TL1 skills (http://torchlight.wikia.com/wiki/Ordrak#In_Torchlight) actually were ported (https://torchmodders.com/forums/lordnyriox's-playground/(spawnclass)-rapid-starting-equipment-785/?action=dlattach;attach=1969) to vanilla TL2...but were removed from the game sometime between then and the current TL2 release (1.25.x.5b).

As these skills are both ported TL1 features and cut features from early TL2, I am integrating them into the Lazarus Pack.