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@Kva3imoda I don't see that option in my PayPal, but I'll do some research. And I can set up a 12 month pool too, unless I find out how to do that fundraiser thingie.
I've just renewed our hosting for 2019. We're good until June 19. 2020 now. The hosting is pretty costly and I just forked out 214 EUR. If anyone would like to help cover the cost it would be greatly appreciated. Every little bit helps.
HI. HTTPS is enabled on this site, but i guess it defaults to HTTP. I'll poke around the hosting settings and see if I can force it to use HTTPS as default.
I love this idea, but a few key questions come to mind. Nothing that too much of a problem, but I think we'd need to make sure we clarify before we start so we don't spend the whole time arguing!
How do we decide what content does and doesn't "make the cut"? ie what level of polish is considered acceptable?
Also how do we deem whether something is useful/useless? ie meets the critera of the mod?
Do we need to consider making sure that we "spread around" the mod contributions to reflect the community or just stick to a small handful of modder friends?
How do we chose between mods that are very similar or serve the same function?
Who makes the final decision? Is it a vote? Do we have an all powerful director who calls the shots?
These are good points. Making something like this requires an organized group of collaborators where participants have roles relative to their skills. It also requires "management" and an overall vision and design idea. It would have to function much like a game developer studio, where you have your lead game (mod) designer(s) mappers, UI designers, character designers, graphics designers, etc. All working towards a unified goal and design idea.
Again, I'm not sure I understand the idea correctly. Is the idea to create "yet another mod pack" where you take existing mods and wrap them up together in a non conflicting package. Or is the idea to create a new big mod, which incorporates ideas and designs from existing mods?
I am of course all for this. Cooperation and guidelines for making non conflicting mods would be great.
The problem, in my case is knowledge. I know how to make classes and kills not conflict, but not UI like the inventory modification for my Refreshed mod. So if there where documentation on how to do this, I would follow that.
Another place I don't know how to make non conflicts is regarding SpawnClasses. Like in my mod I've added stuff to the vendors. Making new a new SpawnClass with a unique name is easy, but how to I add my custom SpawnClass in to the original vendor SpawnClass, without making a conflict?
So what this would require is the most important, but also most boring thing to make. Which is documentation and guides. We have a wealth of knowledge between us in this community, but we're really slacking when it comes to documenting it. Most of our knowledge is scattered in forum posts. There's some in the wiki, but it could be so much better.
Now I realize that the choice of wiki might not be optimal and I'd gladly swap it to another one, if that makes it easier. Right now we're using DokuWiki, but setting up MediaWiki should not be much work. If that makes it any easier to write documentation... Maybe a wiki is not the best solution, perhaps there are other solutions which would be better. I'm open for suggestion if anyone has ideas for systems that makes documentation easier and less painful to make.
EDIT: Maybe I misunderstood the purpose and idea behind this project?
Thanks for the tip. I've not used any other mod to make this, It's all my own work. The names should not conflict with anything in vanilla, as far as I know.
Edit: Great that you got it working. Yes, regular Notepad is not so good for keeping file formats.
Not sure what makes it crash, it's almost impossible to tell why, without a ton of details. To save time I'd start fresh, if I where you. You can copy the work you've already done over, bit by bit.
I've always cloned, when I've made classes, so I recommend you follow the tutorial video I posted. It's quick and easy.
- Added dedicated bags for socketable items NOTE: It's not possible to make new containers for Shared Stash, so there socketabls will be placed in the arms bag, like in vanilla.
- Increased Gold Chest unique chance to 35% - Increased Boss Chest unique chance to 45%
Adding the bags for socketables was a lot of work, but I learned a lot in the process and I'm happy with how it turned out.
I'll try explain better. I've gone back and refreshed some of my old knowledge. I will assume that you've already created new class, by making new UNITTYPES and cloned one of the existing classes. If not you can see how this is done in this video, by Omnifas:
Browse to the folder where your mod lives, and create the directories:
\MEDIA\MODELS\PCS\HUM_F\ and \MEDIA\MODELS\PCS\HUM_M\
This is where your new custom animations will live. From now on I'll just explain how to do the rest for the Female version of the class. You need to do alle the same steps for the Male version as well.
Now we need to copy the files we're after from the original game files. So browse to: \Torchlight II\MEDIA\MODELS\PCS\HUM_F\ and then copy the following files over to your mod directory:
HUM_F.ANIMATION HUM_F.MESH HUM_F.MATERIAL
Since you're using the Wherewolf Run animations for your skill, you also need to copy these .SKELETON files:
You should now have these six files located here: \NAME_OF_YOUR_MOD\MEDIA\MODELS\PCS\HUM_F\
As we don't want your mod to conflict with other mods, you must give the files new unique names. Use whatever names makes sens to you, mine are just examples.
Rename HUM_F.ANIMATION to MY_CLASS_F.ANIMATION Rename HUM_F.MESH to MY_CLASS_F.MESH Rename HUM_F.MATERIAL to MY_CLASS_F.MATERIAL
Rename SPECIAL_WEREWOLF_RUN_START.SKELETON to SPECIAL_MY_COOL_SKILL_START.SKELETON Rename SPECIAL_WEREWOLF_RUN_LOOP.SKELETON to SPECIAL_MY_COOL_SKILL_LOOP.SKELETON Rename SPECIAL_WEREWOLF_RUN_END.SKELETON to SPECIAL_MY_COOL_SKILL_END.SKELETON
Next you need to edit the .SKELETON files to give the animations new names. I generally use the same name as the file names. (Runic also does this) So open SPECIAL_MY_COOL_SKILL_START.SKELETON in a text editor and scroll down until you see Special_Werewolf_Run_Start Edit this text to: Special_My_Cool_Skill_Start and save the file. Now do the same for the other two .SKELETON files. Just change the text to: Special_My_Cool_Skill_Loop and Special_My_Cool_Skill_End respectively.
Now you need to edit the MY_CLASS_F.ANIMATION file to add your new animations. So open it in a text editor an look for this code block:
Make the changes you want to the particle effects, sounds, etc and save the file.
Next we need to make the custom class use your copy of the MESH file. So start GUTS and launch the Player editor. Select the Female version of your class and click the Files tab. In the Mesh File box change the mesh from hum_f to my_class_f
Now save.
Repeat all of the above steps for the Male version of your class.
The last step is to make the custom skill use the newly created animations.
<STRING>ANIMATIONLOOPEND:special_my_cool_skill_end Save the skill and you should be done.
If all went to plan and I didn't forget something, the custom skill should now use the custom animations.
I hope that was clearer and easier to follow than my links and ramblings in my previous replies. Good luck.
BONUS: Here's a video I rediscovered, while looking through my modding tutorials bookmarks. It's a stream of an Runic employee teaching how to make custom classes and skills. You might find it educational.
Did you clone all the animations (start, loop stop) and give them new names? Make sure nothing is conflicting with the original skeleton files and animations.
Make sure you do all these steps for both male and female. (Except the skill edit, both F and M use the same skill via the class base.)
* Make copies of the .skeleton files and give them new filenames * Edit the .skeleton files to reflect the new filenames * Make copies of the animation markups in the HUM_F and HUM_M files and paste them in the same file(s) * Edit the new animation markups to reflect the new .skeleton filenames and new animation names * Tweak the particles, sounds, etc in the new animation(s) * Edit the new skill, so it uses the new animations
I think that should be all the steps required, but it's been a while. Hope this helps.
You're welcome. If you get stuck, just ask and we'll help you out. Can't wait to see what mods you produce down the line. The learning curve can be a bit steep, but that's why this site and community exist. Welcome to Torchmodders and enjoy your modding journey!
I remember this issue. I think GUTS sometimes makes copies of the created/edited/cloned AFFIXES and places them among the original game files in the \Torchlight II\MEDIA\AFFIXES\AFFIX_CATEGORY\ folder(s). Outside of the mod\modname\ directory, even if you save them to the mod directory as you should.
So the extra files, (.DAT and DAT.BINDAT) needs to be removed from the main \Torchlight II\MEDIA\AFFIXES\AFFIX_CATEGORY\ directories.