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Author Topic: Skills Expansion: Bugs Report & Ideas  (Read 27542 times)

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #45 on: »
This is good news, I'm also ready to do the testing & feedback. ;)

Re: Skills Expansion: Bugs Report & Ideas
« Reply #46 on: »
@doudley I gladly approve of the Alternate Outfits mod! :)

Should I also open that mod and send it's Media file? Should I use Google Shared Docs for this stuff, Email it or use some other shared file service?

Icy Claw's mods seem to be a priority so I should make a note to gain access using Guts and send those Media Files.

I also apologize for the lack of planned coordination on Steam. Should I start a General Mod Discussion over there?
« Last Edit: October 04, 2018, 01:21:24 am by steffire3 »
At this point after playing Torchlight 2 for 8 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Re: Skills Expansion: Bugs Report & Ideas
« Reply #47 on: »
Hi @steffire3

I have also tried "Complete Berserker Overhaul Mod", in my opinion the function of the aura in the mod is more to improve the original skill.

For example, adding damage, attack distance, duration of skill, etc. So, it's not so special because you can get it in the "General Skill" section on Skills Expansion Mod. This aura only makes the skill stronger than the original if you use an aura, and as a compensation your "MP" will decrease from the Max number of "MP" you have if you use an aura. But if the aura is turned off then the MP will return to normal. :)

Re: Skills Expansion: Bugs Report & Ideas
« Reply #48 on: »
@steffire3 Here is fine. We won't have Sch123 there. You can upload the unpacked files anywhere you like, you can even attached it here.

Guys, I'll try to complete the test mod for Skills Expansion mod (Ver2) this week. Please give me a re-cap again on what more changes needed for the current build (Ver1) so I can apply it efficiently.

Does this list still applies?


I also need unpacked files of the Armor Fix Fixed
http://torchmodders.com/forums/mod-showcase/armor-fix-fixed/

Whenever I think it's enough to be build, I'll post the download link here for steffire3 to compile or if have time, I will compile it myself and provide the test mod for both of you to test out.



Currently doing some notepad coding right now...
« Last Edit: October 04, 2018, 07:44:52 pm by doudley »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #49 on: »
Here are some lists that I made:

Spoiler: Bug & More (hover to show)

Spoiler: New Added Skills V2 (hover to show)

If I forget something, you can see what is on the Steam list. ;)
« Last Edit: October 05, 2018, 10:04:12 am by Sch123 »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #50 on: »
Thanks!

From first look, I can see why the animations got messed up....I'll try making it universal.

Re: Skills Expansion: Bugs Report & Ideas
« Reply #51 on: »
Here are some lists that I made:

Shockbolt (Active Skill)

- The animation looks incompatible with the Cannon weapon (Weapon in the left hand).
This skill is not modified in Skills Expansion mod

Prismatic Rift

- Instead of teleporting an opponent it's better to teleport the player if he's dying.
This will give problems. Only AI can handle this quick transition of locations/positions. The player will get confused and dizzy every time this happens. So, this is a no for me. And if it is proposed to only work when the player health is critical, the next issue will be is that we cannot choose where you will get teleported, the teleport effect is random. If you just want to be teleported into a specific location, you can test this out with Pet Swap spell in my Ability Spells mod.

Re: Skills Expansion: Bugs Report & Ideas
« Reply #52 on: »
There is an addition to "Bug & More" in the Embermage class:

Arc Beam (Active Skill)

- The animation looks incompatible with the Cannon weapon (Weapon in the left hand).

Vortex Hex (Active Skill)

- For some reason the "Vortex Hex" skill sometimes can be seen clearly and sometimes not.



For the new idea of the Prismatic Rift skill I actually got the idea of the Ninja "Escape Mastery" skill. But if that will cause problems in the future, it looks like the Prismatic Rift skill doesn't need to be changed. :P

There is something I want to ask about the "Weapon Chaos" skill, especially in the Tier effect. What actually happens to each Tier? I am confused.
« Last Edit: October 05, 2018, 10:04:27 am by Sch123 »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #53 on: »
Vortex Hex skill is in the mod files but I don't remember doing modification on it...

About Prismatic Rift skill, looking back at steffire3's suggestion to remove teleportation entirely would make sense to do something about this skill, we will figure it out on a later time I guess. Let's focus on the easy stuff to change for now.

And about Weapon Chaos skill, the tier effects do give various spell casts on enemies, the higher the tier, the more spell types to be casted.

Spoiler: Tier 0 (hover to show)
Spoiler: Tier I (hover to show)
Spoiler: Tier II (hover to show)
Spoiler: Tier III (hover to show)

BlastCannon (Active Skill)

- The animation looks incompatible with Cannon weapons. Only suitable for Shotgun only
There is no special animation for this skill, what you see, is its default attack animation. No modification applied on its animation.

@steffire3 I seem to find many issues with Tiered Passives....a lot of affixes are not available in my files. Can you also give me the unpacked files for this mod. Also, I won't change General Skills for now, please check the proposed changes by Sch123.
« Last Edit: October 06, 2018, 04:06:41 pm by doudley »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #54 on: »
@doudley @Sch123 : Thanks so much for all this info!  :)

It's been a busy weekend for me. I'll tackle the needs on my end during the week.
At this point after playing Torchlight 2 for 8 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Re: Skills Expansion: Bugs Report & Ideas
« Reply #55 on: »
That's alright @steffire3 . And nevermind about the tiered passives, not all passive skill's tiers are in affix.

Re: Skills Expansion: Bugs Report & Ideas
« Reply #56 on: »
There is an addition to "Bug & More" in Engineer classes:

Blast Cannon (Active Skill)

- Blast Cannon skill animation when using Weapon Cannon looks unsuitable, like kicking / hitting instead of firing it from a cannon.

Fusillade (Active Skill)

- Fusillade skill animation when using Weapon Shotgun looks unsuitable, it looks like it uses animation when using cannon.

Ember Hammer (Active Skill)

- Ember Hammer skill animation when using Weapon Claw & 2H Sword the weapon was seen detached from the hand.

Ember Reach (Active Skill)

- Ember Reach skill animation when using Weapon Cannon & Shotgun can it be made so that the animation is seen being shot from cannon & shotgun weapons to make it look better. (This is just my opinion). :)

Re: Skills Expansion: Bugs Report & Ideas
« Reply #57 on: »
Blast Cannon (Active Skill)

- Blast Cannon skill animation when using Weapon Cannon looks unsuitable, like kicking / hitting instead of firing it from a cannon.
Fixed. Thank you for the better description of the issue.

Fusillade (Active Skill)

- Fusillade skill animation when using Weapon Shotgun looks unsuitable, it looks like it uses animation when using cannon.
We need help for this. @Phanjam

Ember Hammer (Active Skill)

- Ember Hammer skill animation when using Weapon Claw & 2H Sword the weapon was seen detached from the hand.
Same with fusillade, this needs to have custom alternative animation for those specific weapon wield. We need help for this. @Phanjam
Or
We exclude claw weapon type for this skill.

Ember Reach (Active Skill)

- Ember Reach skill animation when using Weapon Cannon & Shotgun can it be made so that the animation is seen being shot from cannon & shotgun weapons to make it look better. (This is just my opinion). :)
Not my expertise too. But maybe we stick to its default animation on which the engr uses his/her hand rather than the weapon. If this is not what shown when the skill is used, then we have to fix this.
« Last Edit: October 07, 2018, 06:49:03 pm by doudley »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #58 on: »
Hi @doudley and @Sch123 :) Okay will look into it as soon as i can.


Re: Skills Expansion: Bugs Report & Ideas
« Reply #59 on: »
@doudley : I checked the proposed changes from Sch123 on which I approve and in fact these ideas have been consistent and were even pasted onto the V1 Steam List by continuous requests throughout the past months.

Most discoveries found by Sch123 these days are usually Animation Fixes as most of the Original Skills will be functional once the V1 recommended fixes are added.

= = =

I do wish for the Attack Skills from the Aegis Tree for the Engineer Class to be given more damage so Players can wield them as main attacks if desired however I will consider balance changes later after the essential fixes are made.

= = =

I will keep options open on "Added Skills" however Sch123's list is good.

"General Skills" are in a good position so whether it remains the same through this entire second process of the mod is fine.

= = =

Would you say that the earlier Link you posted on "Armor Fix Fixed (by: Chthon)" is the highest priority mod for me to unpack and send currently?

Would Icy Claw's mods be important to send soon since there seems to be an agreement on their use to become Embermage's Added Skills?

= = =

Thanks for the details!  :)
« Last Edit: October 08, 2018, 02:18:18 am by steffire3 »
At this point after playing Torchlight 2 for 8 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

 

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