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Author Topic: Ruination  (Read 11987 times)

Offline Viz

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Ruination
« on: January 21, 2018, 11:14:17 AM »
Mod Description

Ruination is a collection of custom weapon mods made by various modders. This is a mod branched off from Variant because I didn't want the class mod pack to be bloated with unrelated mods. Plus it would allow people to enjoy these weapon mods without using Variant Classes.

Credit goes to the respective author of the mod. What I done is merely balance them according to my personal view.

Available weaponry

Minigun : by Evilneko
- Brought back the overheat system that prevent firing.
- Attack range is shorter than Bow but longer than Cannon 
- Lower damage for balancing purpose.
- Can no longer proc steal effects.

Flamethrower : by DrCarlos
- Damage is lower than Cannon.
- Same attack range as Cannon.
- Slow attack speed.
- Always inflict Fire damage.

TL1 Rifle : by RnF
- Changed the missile so that it would aim better.
- Normal attack will bypass shield.

Lightsaber : by Kva3imoda
- Magic quality only.
- Deals lower damage than 1h sword but ignores 100% armor.


Download Links
Google Drive
« Last Edit: July 24, 2018, 12:58:37 PM by Viz »

Offline Sch123

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Re: Ruination
« Reply #1 on: January 21, 2018, 11:30:34 AM »
This is good news but also bad news as well. The good news is you can use it separately from Mod Variant, so it does not depend on mod variant. The bad news is that the mod capacity that can be used becomes reduced by adding one mod. Unfortunately when variant mod only lack one of the Ruination mod (Light saber)

Will all weapons present on the variant mod will be removed ? because it has two mod containing the same.
« Last Edit: January 21, 2018, 11:33:08 AM by Sch123 »

Offline Viz

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Re: Ruination
« Reply #2 on: January 21, 2018, 11:33:28 AM »
Will all weapons present on the variant mod will be removed ? because it has two mod containing the same.
They won't be deleted from Variant. But I won't be adding any new weapons into Variant.
« Last Edit: January 21, 2018, 11:35:10 AM by Viz »

Offline Sch123

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Re: Ruination
« Reply #3 on: January 21, 2018, 11:40:15 AM »
Will there be no problem, because of data redundancy? (Although it's the same data)

It would be great if the variant mod is separate with the existing weapon. But I hope if you can add the Light Saber into variant mod, because variant mod only lacks the light saber from the Ruination mod

Will you later add other unique weapons such as Laser Gun Shield Energy to Ruination mod ?

Offline Sch123

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Re: Ruination
« Reply #4 on: January 21, 2018, 11:48:10 AM »
Have a question for you, is the LightSaber file already replaced / added with the Jedi Sword file?

Because in Lightsaber Mod itself there is still a problem when you walk and swing sword, the sword looks out of place. And the lack of sound effects when the sword is swung

Offline Viz

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Re: Ruination
« Reply #5 on: January 21, 2018, 11:50:38 AM »
Yea same files/data. There should be no problem, just put this mod above Variant in the mod load order.

 I could remove those weapons from Variant but I imagine that people will not be pleased when they found out that their weapon is missing.

I'll add other weapon into this mod.. sooner or later. 

EDIT : The lightsaber works fine for me, complete with sound. There's no texture issue. Idk if its related to the Mac OS since you've been using it, right?
« Last Edit: January 21, 2018, 11:57:22 AM by Viz »

Offline Sch123

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Re: Ruination
« Reply #6 on: January 21, 2018, 11:56:44 AM »
I have not tried Ruination mod yet, I'll try it later. If I find something strange I will tell you.  ;)

Edit:
I just tried LightSaber.Mod. If you have already included with Jedi Sword file, it seems that the problem in LightSaber.MOD is gone  :)
« Last Edit: January 21, 2018, 12:02:04 PM by Sch123 »

Offline Sch123

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Re: Ruination
« Reply #7 on: January 28, 2018, 03:40:20 PM »
Hi @Viz

Do you know Command name for Lightsaber ? I want to test it.

Note:
I still think Lightsaber should be added to Variant Mod as well. So we do not need to add extra Mod that can eat mod space. I hope you can consider it  :(



Offline steffire3

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Re: Ruination
« Reply #8 on: January 28, 2018, 08:01:32 PM »
Hi @Viz

Do you know Command name for Lightsaber ? I want to test it.

Note:
I still think Lightsaber should be added to Variant Mod as well. So we do not need to add extra Mod that can eat mod space. I hope you can consider it  :(

@Viz so how much memory do new weapons take? Is Variant in danger of maxing it's Steam upload limit? I've only seen this happen twice with the mod "Too Many Classes" and Texture Overhaul Packs that had to be split into 2 parts.

Variant is nowhere near the size of those mods and since FEP+ effectively splits the memory limit I see no issue with Ruination being a branch clone of Variant for those who will load it's Lightsabers above FEP+ without Variant.

In fact we could just inform users of Ruination that it is in fact a piece of Variant for those who want to load it's uniquely modded weapons without the Variant Classes.
« Last Edit: January 28, 2018, 08:06:50 PM by steffire3 »
At this point after playing Torchlight 2 for 4 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. ^_^

Offline Sch123

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Re: Ruination
« Reply #9 on: January 28, 2018, 08:28:55 PM »
If the size limitation of the mod is the problem, then it would be better the weapons and pets that exist on the variant mod are made separately (just focus on adding unique classes), such as the ruination mod which focuses only on unique weapons. I think all users variant mod will understand with that condition.

if there is still space, then I think adding a lightsaber still doable.
« Last Edit: January 28, 2018, 08:39:37 PM by Sch123 »

Offline Viz

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Re: Ruination
« Reply #10 on: January 29, 2018, 01:14:36 AM »
command to get lightsaber

saber_mx_01
saber_mx_02
saber_mx_03

x is the item level, replace it with either 5, 15, 25.. etc, it goes up to 105

I'm not splitting the mod due to size limit or whatever. I just didn't want to add weapon/pet mod into Variant anymore.

Offline Sch123

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Re: Ruination
« Reply #11 on: January 29, 2018, 04:58:12 AM »
Hi @Viz
I've tried it, and the result is very good (Runs well on Mac OS).  :D

Can you make Lightsaber for 2H sword too? Or change one of them from 1H sword to 2H sword (saber_mx_03) and please slightly upgraded his attacks, as I'm a bit overwhelmed when using these weapons against the enemy compared to the other weapons.


Quote
I just didn't want to add weapon/pet mod into Variant anymore.
It makes me sad to hear that, because the space to add my MOD has reached the limit.  :(
« Last Edit: January 30, 2018, 05:16:53 PM by Sch123 »

Offline Sch123

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Re: Ruination
« Reply #12 on: April 16, 2018, 05:37:32 PM »
Hi @Viz

You can make the firing accuracy of the TL1 Rifle weapon in Ruination Mod more on target, by taking an example how does this gun shoot from this weapon "Command Code: Rifle_Ezro".

I accidentally tried the command code and found this rifle weapon. It's true that his animation does not seem to hold a gun well even when he shoots (We do not want that, what we want is shooting accuracy).

So if you just take how he shot and shoot accuracy then put into TL1 Rifle it will be perfect. Because the existing TL1 Rifle already has it all (gun model, animated gun holding, animated shots bullet) except less perfect in accuracy. :)

The other reason is, when I use TL1 Rifle to shoot the enemies behind the bushes the bullet stuck in the bushes, does not happen when I use Rifle_Ezro, bullet through the bushes and the enemy is shot. The same thing happens when the enemy is behind a broken wooden board and the bullet stuck on a wooden board. My conclusion is, the bullet will stop when we are shooting past bushes or broken wooden boards.

And also can you make every Rifle Weapon has the ability to: Destroy the shield | Reduce Armor | Penetrating shooting. Maybe you can choose from what I mentioned earlier. Because the current Rifle feels less like the real Rifle (Less force to destroy and penetrate).
« Last Edit: April 16, 2018, 06:21:36 PM by Sch123 »

Offline Kva3imoda

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Re: Ruination
« Reply #13 on: April 17, 2018, 12:33:03 AM »
when I use TL1 Rifle to shoot the enemies behind the bushes the bullet stuck in the bushes, does not happen when I use Rifle_Ezro
Standard shotguns have such parameters:
<FLOAT>RANGE:6
<FLOAT>STRIKERANGE:7

Rifle_Ezro
<FLOAT>RANGE:17
<FLOAT>STRIKERANGE:18

These parameters greatly affect the balance of weapons.

Offline Viz

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Re: Ruination
« Reply #14 on: April 17, 2018, 01:54:16 AM »
Hmm.. the ezro rifle uses similar attack animation to a bow/crossbow/gun. That's why it has perfect accuracy, and on top of it has very long attack range, just like kva said.

If I change the bullet to penetrate through enemies, then the rifle would be similar to a Minigun, but with slower firing rate.

I'll probably add the shield break effect instead.
 


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