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Author Topic: Skills Expansion: Bugs Report & Ideas  (Read 27553 times)

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #75 on: »
Awesome, many skills have been integrated. :D

Quote
I guess, what I only need now is the skill from Tenebris. We don't have that right now, it is not even included in Variant Classes mod.
By the way, Isn't Tenebris class in Variant Class Mod too?

Quote
Outlander

   Warfare [Share to Embermage]
     ⁃   Idea from [Ritual Summoning]
   > Guardian of Poison: Summon Poison Elemental [Active Skill] << Pending
     ⁃   Idea from [Assassin TL2-E - Poison Globe]
   > Poison Bomb: Throw a poison gas bomb [Active Skill] << Need mod files

- For the Guardian of Poison: Maybe you can get it in the Variant Class Mod "Assassin class" Summon Elemental skill.

- For the Poison Bomb: If it possible to change the idea for this skill, with the skill that is owned by the "Tenebris class" Poison Twister skill from Variant Class Mod

Quote
Outlander

Sigil
     ⁃   Idea from [Plaguelord - Oppression]
   > Spirit of Death: Surrounded by spirits, Enemies near us will get physical damage & reduce armor [Passive Skill] << Integrated, we should discuss the tiers for this skill
    ⁃   Idea from [Necromancer - Death Pact]
   > Pool of Death: Skill area, enemies in the area will get poison damage + slow [Active Skill] << Pending

- For the Spirit of Death: I will try to think about that too. ;D

- For the Pool of Death: If it possible to change the idea for this skill, with the skill that is owned by the "Plauguelord class" Plague Burn from Variant Class Mod. To avoid using skills from the Synergies class.

Quote
Berserker

Shadow
      ⁃   Idea from [Tenebris - Wolf Pack]
   > Guardian of Darkness: Summon Werewolf [Active Skill] << Need mod files
      ⁃   Idea from [Plaguelord - Necrophage]
   > Blood Lust: Consume the corpses to gain some HP + Armor [Passive Skill] << Integrated, we should discuss the tiers for this skill

- For the Guardian of Darkness: Isn't Tenebris class in Variant Class Mod too?

- For the Blood Lust: I will try to think about that too. ;D
« Last Edit: October 20, 2018, 04:13:33 am by Sch123 »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #76 on: »
Yes Tenebris is in Variant. The files are named as Demon Hunter or something. Don't ask me why  :P

Re: Skills Expansion: Bugs Report & Ideas
« Reply #77 on: »
Thanks guys! That's why I couldn't find the Tenebris class...  :D

This made my job so much easier!

@Sch123 All of your suggestion are doable now, I may able to compile both Outlander and Berserker with complete additional skills later.

Re: Skills Expansion: Bugs Report & Ideas
« Reply #78 on: »
Hi @Viz

Can you help to unpack the File from Summoning Ritual Mod and send it to @doudley.

Re: Skills Expansion: Bugs Report & Ideas
« Reply #79 on: »
No need @Sch123 @Viz

I'm on GUTS right now, I can do it myself. So, I will use Ritual Summoning skills to Outlander for the poison theme and other else will go to Embermage, correct?

Btw, what else do I need to do?

Re: Skills Expansion: Bugs Report & Ideas
« Reply #80 on: »
No need @Sch123 @Viz

I'm on GUTS right now, I can do it myself. So, I will use Ritual Summoning skills to Outlander for the poison theme and other else will go to Embermage, correct?
Yes, that's what I mean. Because those summoning skills are more complete. ;D

Although, there are still 3 "Adding Skills Toggle" on Embermage. This one needs extra work. :P

Btw, what else do I need to do?
-Maybe add Alternate Outfits Mod to Skill Expansion, as we have discussed before. :D

- If possible, also add Skin:
- And also add effect Full Heal to Skill Shield Shock.

Spoiler (hover to show)
« Last Edit: October 20, 2018, 09:01:44 am by Sch123 »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #81 on: »
UPDATE ON ADDITIONAL SKILLS

Outlander

   Sigil
     ⁃   Idea from [Plaguelord - Oppression]
   > Spirit of Death: Surrounded by spirits, Enemies near us will get physical damage & reduce armor [Passive Skill] << Integrated, we should discuss the tiers for this skill
   
Berserker

      ⁃   Idea from [Plaguelord - Necrophage]
   > Blood Lust: Consume the corpses to gain some HP + Armor [Passive Skill] << Integrated, we should discuss the tiers for this skill

Hi @doudley, Regarding the Tier Skill Effect of the two skills above, I have thought of some skills that would be good to add for both skills. There's also a few changes to adjust to each class. ;)

Edit Some Skill

Spoiler: Plauguelord - Oppression (hover to show)

Spoiler: Plauguelord - Necrophage (hover to show)
« Last Edit: October 21, 2018, 03:30:02 am by Sch123 »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #82 on: »
@Sch123 Thank you as always for the prompt response. I'll work on it in my next coding schedule.

For the mean time, you can try out this new test mod. (See attachment)

Mod files:
https://drive.google.com/open?id=10Pt7d36gclFRyriXarQa_te0b0S77f6O

Re: Skills Expansion: Bugs Report & Ideas
« Reply #83 on: »
Hi @doudley

Awesome, I've tried it and all the skills are going well. ;)

Just, needs to changed skill requirements in some skills, such as:

Outlander
- Poison Twister: Remove skill requirement
- Spirit of Death: Remove skill requirement

Berserker
- Phantom Slash: Requires a melee weapon equipped in the right hand
- Phantom Strike: Requires a melee weapon equipped in the right hand



Outlander
And can you also change the effect of a passive Tier III Dodge Mastery skill (Increases movement speed by 10%) with passive Escape Mastery skills from the Ninja FEP+ class? ;D



Information

I also want to ask, do we also need to change the level requirements in the Additional Skill? in order to better adjust to the other skill. ::)

Please note that additional skills taken from several Variant & FEP+ classes also affect the original skills of the classes in Variant & FEP+. Can you make it so that the skill doesn't collide with each other?
« Last Edit: October 21, 2018, 03:50:37 am by Sch123 »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #84 on: »
It looks like you also fixed the animation on some skills, because the animation on the Fusillade & Blast Missile skill is correct (according to the weapon used). ;D

But there are also animation skills that are still wrong. As in Animation for Dual Pistol / Wand when using Rapid Fire the animation skills is not shooting instead turn into kicking animation.

Mismatch Animation Skill

Outlander

Rapid Fire Animation

Rapid Fire - Dual Range Weapon = The animation skills is not shooting instead turn into kicking animation
Rapid Fire - 1 Pistol/Wand in hand = It's looks like using an animation from Shotgun
Rapid Fire - Cannon = It's looks like using an animation from Shotgun

Venomous Hail Animation

Venomous Hail - Cannon = It's looks like using an animation from Bow
Venomous Hail - 1 Pistol/Wand in hand = It's looks like using an animation from Bow
Venomous Hail - Dual Range Weapon = It's looks like using an animation from Bow

Engineer

Ember Hammer Animation

Ember Hammer - Claw = It's looks like weapons detach from hands
Ember Hammer - 2H Sword = It's looks like weapons detach from hands
« Last Edit: October 21, 2018, 03:16:02 pm by Sch123 »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #85 on: »
It looks like you also fixed the animation on some skills, because the animation on the Fusillade & Blast Missile skill is correct (according to the weapon used). ;D
That's good, although I don't remeber doing any different with the animations.

But there are also animation skills that are still wrong. As in Animation for Dual Pistol / Wand when using Rapid Fire the animation skills is not shooting instead turn into kicking animation.
This one on the other hand, that's why I felt that I forgot something...tbh, the Rapid Fire is quite a unique skill, originally in the code, it only links to a right hand animation but in-game, we can see that dual pistol can be used for this skill right?...Last last week, I was thinking of adding the dual wield animation "string" to the code and see if it would remedy the animation mismatch for dual pistol/wand...anyway, we'll have to wait for another weekend.

Regarding other stuff, thanks so much for this list...we'll work on them soon but for this week, I plan to include character wardrobe and features as proposed, and possibly these stuff too:
Outlander
- Poison Twister: Remove skill requirement
- Spirit of Death: Remove skill requirement

Berserker
- Phantom Slash: Requires a melee weapon equipped in the right hand
- Phantom Strike: Requires a melee weapon equipped in the right hand



Outlander
And can you also change the effect of a passive Tier III Dodge Mastery skill (Increases movement speed by 10%) with passive Escape Mastery skills from the Ninja FEP+ class? ;D

I also want to ask, do we also need to change the level requirements in the Additional Skill? in order to better adjust to the other skill. ::)
Just give me your proposed skill requirement levels.

Berserker added skill 1 lvl req =
Berserker added skill 2 lvl req =
Berserker added skill 3 lvl req =
Berserker added skill 4 lvl req =
Berserker added skill 5 lvl req =
Berserker added skill 6 lvl req =

Outlander added skill 1 lvl req =
Outlander added skill 2 lvl req =
Outlander added skill 3 lvl req =
Outlander added skill 4 lvl req =
Outlander added skill 5 lvl req =
Outlander added skill 6 lvl req =
(Skill 1 is the left while skill 2 is the right)
(Farthest left skill tree has skill 1 & 2, next skill tree has 3 & 4, so on and so fort)

Please note that additional skills taken from several Variant & FEP+ classes also affect the original skills of the classes in Variant & FEP+. Can you make it so that the skill doesn't collide with each other?
I'll separate them after all is finalized because moving skills (changing folder name) also means to manually change each directory of files linked to the skill.

Re: Skills Expansion: Bugs Report & Ideas
« Reply #86 on: »
By the way, almost all addition skills name on Outlander class have not been replaced and still use the original skill name. I hope it can be replaced. :)

Outlander

Poison Twister -> Poison Tornado
Poisonous Vine -> Root of Death
Rot Vine -> Root of Life
Plague Burn-> Pool of Death

I also tried to play using only the Skill Expansion mod and found the "Guardian of Poison" skill to lose the skill icon.
« Last Edit: October 22, 2018, 03:00:46 pm by Sch123 »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #87 on: »
By the way, almost all addition skills name on Outlander class have not been replaced and still use the original skill name. I hope it can be replaced. :)

Outlander

Poison Twister -> Poison Tornado
Poisonous Vine -> Root of Death
Rot Vine -> Root of Life
Plague Burn-> Pool of Death

I also tried to play using only the Skill Expansion mod and found the "Guardian of Poison" skill to lose the skill icon.
Fixed. Thanks, I'll include the changes in my next build.

Re: Skills Expansion: Bugs Report & Ideas
« Reply #88 on: »
@doudley : I finally downloaded the most recent version of Skills Expansion posted here a few comments ago.

It's a small request however in the main menu before the game starts yet after the launcher:

Mods can be read on the side and Skills Expansion has no description on the main menu unlike other mods.

I request that a basic note of : "This expands Vanilla Classes from 30 to 60 Skills within reasonable vanilla balance." be added.

Thanks for taking note! :D
« Last Edit: October 24, 2018, 01:47:31 pm 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 #89 on: »
PROGRESS UPDATE:

Mod files for the new test build is now ready, tomorrow I maybe able to pack this.
I had a bit of time to spare this night, see attachment for the newest built.
@steffire3 feel free to look around the files if you like.

https://drive.google.com/open?id=1qlKVbhjV22i7CFUlLjYlRM26fAHvFqbk


Rapid Fire Animation

Rapid Fire - Dual Range Weapon = The animation skills is not shooting instead turn into kicking animation
Rapid Fire - 1 Pistol/Wand in hand = It's looks like using an animation from Shotgun
Rapid Fire - Cannon = It's looks like using an animation from Shotgun

Venomous Hail Animation

Venomous Hail - Cannon = It's looks like using an animation from Bow
Venomous Hail - 1 Pistol/Wand in hand = It's looks like using an animation from Bow
Venomous Hail - Dual Range Weapon = It's looks like using an animation from Bow
I need updates on this.

-Maybe add Alternate Outfits Mod to Skill Expansion, as we have discussed before. :D

- If possible, also add Skin:
Done. Already included in the test mod.

I request that a basic note of : "This expands Vanilla Classes from 30 to 60 Skills within reasonable vanilla balance." be added.
Easy. Done. Mod description added.

Outlander
- Poison Twister: Remove skill requirement
- Spirit of Death: Remove skill requirement

Berserker
- Phantom Slash: Requires a melee weapon equipped in the right hand
- Phantom Strike: Requires a melee weapon equipped in the right hand
Done.

Outlander
And can you also change the effect of a passive Tier III Dodge Mastery skill (Increases movement speed by 10%) with passive Escape Mastery skills from the Ninja FEP+ class? ;D
It feels OP for me. Maybe next time.
« Last Edit: October 27, 2018, 08:16:00 am by doudley »

 

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