TorchModders

Mod Projects => Variant Classes Mod => Topic started by: Viz on April 07, 2017, 11:48:35 AM

Title: Variant Classes Mod Information
Post by: Viz on April 07, 2017, 11:48:35 AM
Mod Description
This is a compilation of high quality custom classes made by various modders.

I was disappointed with the current class mod pack as they were either didn't include my favorite classes or their classes were outdated or buggy. Eventually I decided to learn about merging mods by my own.

Special thanks to @gytfunke, @Phanjam and @doudley for sharing their modding knowledge that helped me to create this mod.

All credit goes to the respective author of the mods, but only some permission were granted.
I merely compile these mods together and fixed some bugs that were still exist.

Kindly drop by these authors' mod pages and rate their mod as a sign of appreciation for their work.

If any of the mod author wishes for their respective class to be removed, pm me and we could discuss about it.

Changelogs
Spoiler
Current version : v13
- Drew's Class Pack is updated to v155
- Removed Chibi Miku and Guardian pets and all items related to them. You can still find these pets in Variant Pets mod made by @Korzeam.
- Fixed some issue regarding Double Agent's Prismatic Armor, Void Bubble and Skull Cracker.


Skill changes
Double Agent
- Prismatic Armor : Skill duration is set to 60 sec at all levels, cooldown reduced to 6 sec.
- Skull Cracker : Damage is reduced, cooldown is reduced to 5 sec. Tier 1 and 2 effect further reduces the skill cooldown by 1 sec each.
- Flash Counter : Cooldown is set to 2 sec. Damage is reduced, tier effects are reworked.
- Fire Ring : Damage is slightly reduced.
- Galvanize : Usable with sword, axe and polearm.


Legionary
- Kinetic Field : Skill duration is set to 60 sec across all levels, damage is increased. Now properly deals physical damage.
- Gravity Field : Skill duration is set to 60 sec across all levels, knockback resist is increased.
- Energy Shield : Skill duration is set to 60 sec across all levels, tier 2 and 3 also increases reflect damage.

Wildlings
- Gaea's Vengeance : Buff duration is set to 180 sec across all levels. Tier 1 and 2 effects are buffed, activation chance is doubled.

Emberknight
- Battle Affinity/Mana Retaliation : Buff duration is set to 60 sec across all levels
- Mana Affinity : Increased mana recovery but shortened buff duration to 10 sec. Cooldown is set to 20 sec across all levels.

Assassin
- Apply Poison : Cooldown is set to 15 sec across all levels. Buff duration starts at 50 sec and maxes at 120 sec.

Lightwarden
- Reduce cooldown on Ruination, Resilient and Resurgence to 1 sec.
- Resilient : Reworked tier effects.
- Divine Presence : Corrected level 1 affixes.

Previous changelogs
http://torchmodders.com/forums/variant-classes-mod/mod-changelogs

Classes
Spoiler
- Emberblade (v.776) by gytfunke
- Drew's Class Pack(v.154) by drewrobi (Archer, Assassin, Druid, Monk, Prophet)
- Elemental Blade Dancer (v.52) by Nifhel
- Noxmer and Darklite class (v.465) by Ser Williamson (Noxmer, Darklite and Dark Noxmer)
- Tenebris (v.2.0.5) by Actkqk
- Dragoon (v.58) by Thorf
- Dread Pirate (v.96) by BemusedBear
- Wildlings (v.2279) by gytfunke
- Double Agent by DarkStar
- Theolentist (v.2757) by Squid Pro Quo, icons by TwinkleToes
- Light Warden (v0.1.3.5) by Nigel Thornberry
- Nethermancer(v.5568) by Haette
- Red Mage (v.47) by ~Schiavelli~
- Voidseeker by Spacemen84
- Warchief (v.273) by roberto tomas (originally created by Minesweeper)
- Ember Sage by ~Schiavelli~
- Legionary (v1.82) by Deimos
- Emberknight (v1.78) by Deimos
- Preacher by Darkstar + Preacher Skin Add-on by Anarch16sync 
- Plaguelord by TwinkleMeister
- Elemental Brute by Korzeam

In total, there are 27 playable classes in this mod. Mods that were given permission are denoted with green text.

Other features
Spoiler
- Implemented a new, expanded character creation UI. Credit to lolesch, taken from his neat UI mod. (https://steamcommunity.com/sharedfiles/filedetails/?id=479551790)
- Enabled every hairstyles/hair colors/faces option to all classes in this mod.
- *Implemented rebalanced version of Minigun weapon.
- *Implemented Flamethrower weapon.

(* = See the changelogs for more info)

Important notes
Spoiler
- Some of these classes are intended to be really powerful by their original authors and can clear the base game easily even at Elite/Hardcore difficulty. The use of difficulty mods like Synergies or LAO III are highly recommended.
- Dark Hunter (originally from Noxmer/Darklite class mod) is removed due to being incomplete.
- Warchief's old starting skill, Shockwave, is restored. Massive Swing is removed as a result.
- Elemental Blade Dancer and Red Mage class are fully playable for Linux user, thanks to @doudley's fix.
- If you found any skills that either : crashes the game upon usage, has blank skill icon or missing their skill animation, please notify us. There could be a conflict between the skill and another mod that you use.  

Known issues
Spoiler
- Certain summoning skills tend to summon a permanent unit that remains active until it dies/resummoned, regardless of the summon duration.
- Plaguelord's Body Boost works erratically at times.
- Incompatible with Darkthan's Classes and Darkthan's Classes 2.
- May conflict with Far East Pack 1 and 2 mods. Use my FEP compilation, FEP+ (http://torchmodders.com/forums/mod-showcase/fep/) for better compatibility.
- Minor conflict with TL2 Essentials. Place Variant on top of Essentials for better compatibility.
- Certain classes are prone to crash during multiplayer/co-op games. Usually occurs when warping from one area to another.
- Red Mage, Theolentist and Ember Sage class are prone to crash for Mac user. Due to the lack of information regarding mod compatibility with Mac OS, this issue is unlikely to be fixed.

FAQ
Spoiler
Q - Would you merge other class mod into this pack?
A - Yes. However if the class mod rehash skills from vanilla classes and the author doesn't even bother to modify the skill affixes, skill names nor the descriptions.. it would be suited for my other class compilation, Parallel Classes (http://torchmodders.com/forums/mod-showcase/parallel-classes/).

Q - How about Synergies classes? Would you add them into this pack?
A - I wished so, but Salan has made it very clear that he did not want any of his Synergies classes to be made playable outside of his mod.


Reminder :
It is not advised to unpack this mod as it will break the tags/codes of some skills. GUTS will throw a bunch of errors e.g  "found property name with a hashcode XX that has no match in tags. dat" during the unpacking process. That error is called broken tags.

Broken tags can cause a certain aspect in a mod to be.. well, broken. If a broken tags occurs in a skill code, it can possibly renders the skill to be malfunction, or even crashes the game.

Download link
Spoiler
Runic Games Fansite (RGF)  (http://www.runicgamesfansite.com/mod_downloads/compilations-tl2/download-1516-variant-classes.html)
 Google Drive  (https://drive.google.com/open?id=193Qpou-lvBvJCG3U08FVDczZLuw3NeKW)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=900049612), courtesy of @doudley

Title: Re: Variant (class compilation)
Post by: Phanjam on April 07, 2017, 01:40:50 PM
Congratulations Viz! Your compilation mod looks like a lot of work and well done too. Keep it up  8)
Title: Re: Variant (class compilation)
Post by: doudley on April 07, 2017, 02:14:06 PM
Hey @Viz! Can you screenshot each class in the mod, while mouse-overing its portrait? Upload it in RGF and I'll download them there then upload them at steam. ;)
Title: Re: Variant (class compilation)
Post by: Viz on April 07, 2017, 02:50:52 PM
Okay, done. Also Blade Dancer is pretty much Elemental Blade Dancer.

If anyone ask about the font used, its not included in the mod. The name of the font mod is
DroidLight.

Congratulations Viz! Your compilation mod looks like a lot of work and well done too. Keep it up  8)
Thanks Phan!

Edit : I missed one screenshot, Red Mage.
Title: Re: Variant (class compilation)
Post by: doudley on April 07, 2017, 03:24:41 PM
The screenshots has been uploaded at Steam too. :)
Title: Re: Variant (class compilation)
Post by: doudley on April 07, 2017, 05:45:16 PM
Info about the font has been added on Steam.

Also, we should open a topic regarding Linux compatibility using class mod packs like this.
Title: Re: Variant (class compilation)
Post by: RnF on April 07, 2017, 09:08:18 PM
This is awesome. So many classes.

How do you think a mod like this would work being merged into LAO III?  Good idea/bad idea?

Title: Re: Variant (class compilation)
Post by: Viz on April 08, 2017, 12:52:21 AM
@doudley I downloaded and tested the Steam version of the mod.. and I got a bad news.

Some of the old bugs keeps popping back.
It seems that this mod can't be decompiled as it would break some of the skills and causes missing tags again. :(

@RnF Probably not a good idea due to above issues.

Edit : If you want, I could probably.. sent you the Media folder of Variant v4 and let you compile it and upload to Steam. 
Title: Re: Variant (class compilation)
Post by: doudley on April 08, 2017, 06:40:37 AM
Ok lets try, send me or post here the link so that I can download it. The screenshot of red mage has been uploaded too at Steam.
Title: Re: Variant (class compilation)
Post by: Viz on April 08, 2017, 06:55:41 AM
I'll just post it here.

http://www.mediafire.com/file/2of3997ed88bmtx/Variant-media.rar

(lol idk why did I put a spoiler)
Title: Re: Variant (class compilation)
Post by: doudley on April 08, 2017, 07:00:11 AM
Ok thanks. BTW Ser Williamson just acknowledged your mod pack! Nice!

(lol idk why did I put a spoiler)
No worries, it looks neat to do so I think. :)
Title: Re: Variant (class compilation)
Post by: doudley on April 09, 2017, 07:56:25 AM
Hey @Viz! I just re-uploaded your mod pack! :)

EDIT: Steam tags has been fixed, I lessened the number of tags, there seems to be a limit of 10 ??? not sure...
Title: Re: Variant (class compilation)
Post by: Viz on April 09, 2017, 08:10:27 AM
Thanks again, @doudley  ;)
Title: Re: Variant (class compilation)
Post by: doudley on April 09, 2017, 12:16:44 PM
Are you interested in adding more classes? People in Steam are intrigued by your mod pack, your subscribers has skyrocketed since the day I uploaded it. ;D

Also, is the mod pack has no issues with multiplayer mode?

Are you not interested with the works of Darkthan (http://steamcommunity.com/sharedfiles/filedetails/?id=275166654)?
Title: Re: Variant (class compilation)
Post by: Viz on April 09, 2017, 12:48:38 PM
Depends on what class. If its a class that reuses every existing vanilla skills (usually the mod is less than 1mb) then probably no.

I'm interested in adding the Plaguelord but I can't seem to pinpoint what's the forget spell issue is about.

I never tested the mod in multiplayer.. or even using Synergies with it. 

Darkthan's classes? No. The conflict with Wildling and Plaguelord is likely because he uses some of those classes skill into his own classes.  Fixing those is gonna be complicated, just like fixing Far East Expansion.
Title: Re: Variant (class compilation)
Post by: doudley on April 09, 2017, 12:59:10 PM
If you cannot recreate the forget spell issue then don't mind it, just include the class if you feel its playable enough. :)

I also looked in the files of Plaguelord class, I don't think the forget spell UI is related to this class.

Thank you for responding Viz, if you have an update, just post it here and just like last time, send me a link of the MEDIA folder. ;D
Title: Re: Variant (class compilation)
Post by: doudley on April 09, 2017, 02:01:46 PM
Hey @Viz! :)

So...@steffire3 is asking if this type of class mod are the ones you are not interested of
https://steamcommunity.com/sharedfiles/filedetails/?id=295168565
Title: Re: Variant (class compilation)
Post by: Viz on April 09, 2017, 02:27:18 PM
Yea, that kind of mod. But then again, there's already a few class mod with less than 1mb that I merged into the compilation. (Voidseeker, Ember Sage)

The criteria is probably the class itself should have a somewhat unique skills mechanic, charge bar mechanic.. something along the line, anything that sets them apart from vanilla classes.
Title: Re: Variant (class compilation)
Post by: TwinkleToes on April 09, 2017, 02:32:56 PM
I'm interested in adding the Plaguelord but I can't seem to pinpoint what's the forget spell issue is about.

RIP
thats the 1st mod ive done solo and i was a noob back then lol
so the file naming is all over the place.
Title: Re: Variant (class compilation)
Post by: doudley on April 09, 2017, 02:54:25 PM
RIP
thats the 1st mod ive done solo and i was a noob back then lol
so the file naming is all over the place.
Noob maybe but the particles you made are astounding! (I can't comment about the skills yet, I haven't tried any custom class yet, even yours)

The criteria is probably the class itself should have a somewhat unique skills mechanic, charge bar mechanic.. something along the line, anything that sets them apart from vanilla classes.
Point taken. Thank you for the reply, I think this info is sufficient enough for me to entertain questions regarding the subject.
Title: Re: Variant (class compilation)
Post by: doudley on April 11, 2017, 04:29:51 AM
You maybe already know. Preacher class has been requested. Also, if you could take a look at steffire3's list http://steamcommunity.com/workshop/filedetails/discussion/900049612/133261907142681300/
These are very interesting stuff, could also help you with your plan to implement unlock and added character creation's features for all classes.
Title: Re: Variant (class compilation)
Post by: Viz on April 11, 2017, 05:32:57 AM
Preacher? There's already Monk.. But sure, I'll consider it.
The rest of the classes.. I'll need to personally test them before deciding.

I could probably add AO and ECC.. but they would be way down on my priority list.

edit :
Plaguelord and Preacher + addons have been successfully merged into the mod. Will be available in the next version.

Dragon Prince, Fighting Arts, Guardian and Shadowmancer.. sorry, but no.

Gunmage is an interesting class.. might need some tweaks if its going to be added.
Master Sergeant, Infiltrator and Swordsman could "probably" be merged into one class since they're all somewhat incomplete. I can't promise anything though.
Title: Re: Variant (class compilation)
Post by: doudley on April 12, 2017, 03:13:12 AM
These are good news @Viz!

And you are right, I suddenly realized that monk and preacher are like the same, just different terms/names.

When is your planned update, are you planning to add 1 or 2 more class before you update or you are prepping the update already? Just let me know here and send me the MEDIA folder link of course. ;D

You are doing a really awesome-good job here! Some already quoting your work as the best class compilation ever made.
Title: Re: Variant (class compilation)
Post by: Viz on April 12, 2017, 06:17:20 AM
Master Sergeant, Infiltrator and Swordsman could "probably" be merged into one class since they're all somewhat incomplete. I can't promise anything though.
Idea scrapped for now. It's taking so much time..  ::)
Title: Re: Variant (class compilation)
Post by: steffire3 on April 12, 2017, 08:25:24 AM
@Viz:

"@doudley" and "I" can work on merging those 3 classes together into it's own separate mod then present you with a combo class worthy of being added into your pack if both you and "Doudley" are okay with it...

Those 3 are very interesting mod classes and we would be happy to help take some of your workload off for you! ;)

Also thank you for giving feedback on the list! I really like your mod class pack and the classes that have been added!
Title: Re: Variant (class compilation)
Post by: Viz on April 12, 2017, 08:32:12 AM
@ "Viz":

"Doudley" and "I" can work on merging those 3 classes together into it's own separate mod then present you with a combo class worthy of being added into your pack if both you and "Doudley" are okay with it...

Those 3 are very interesting mod classes and we would be happy to help take some of your workload off for you! ;)

Also thank you for giving feedback on the list! I really like your mod class pack and the classes that have been added!
Yeah sure. I don't mind if you're helping us out.

Thanks for the kind words, glad you like it.  :)
 It took me a good amount of time to merge them together and iron out some bugs from those original mods. Although admittedly its much easier merging them together than creating a new class from scratch.
Title: Re: Variant (class compilation)
Post by: steffire3 on April 12, 2017, 11:56:38 AM
@Viz

Me and "@doudley" have agreed to the 3 in 1 mod class project over at Steam! Thank you for your approval!

We are also willing to mod the "Gunmage" if you wish. Could you inform us of what changes the "Gunmage" requires in order to qualify for your class mod pack?

Edit: Thank you for the info! We will do our best with the "Gunmage"! 
Title: Re: Variant (class compilation)
Post by: Viz on April 12, 2017, 12:33:25 PM
Gunmage? Hmm..

Just make sure each skill has 15 levels.. and perhaps edit the stats/effect for the charge bar.
Also I feel that all of the active skills in 2nd/3rd panel are exceedingly OP. Tone down the skill damage by 50%.
Title: Re: Variant (class compilation)
Post by: doudley on April 14, 2017, 01:19:20 PM
Hey Viz! There is a request for the Wanderer class
https://steamcommunity.com/sharedfiles/filedetails/?id=260471458
Are you interested on this?

P.S. I'm away from modding for a while but I'll do what I can for the 3 to 1 class next week, although I'm not sure I'll be able to takeover the gunmage yet.
Title: Re: Variant (class compilation)
Post by: Viz on April 14, 2017, 01:47:27 PM
Yea, its fairly interesting but its yet another unfinished class. Maybe you guys could merge it with the 3 to 1 class? Talk about that, you guys should've pick a name for the new class.  :P

Gunmage gonna be on-hold for some time, then. I still need to finish WoW Paladin. 

Title: Re: Variant (class compilation)
Post by: doudley on April 14, 2017, 01:52:10 PM
 8)

We'll report for any of our progress!
Title: Re: Variant (class compilation)
Post by: Viz on April 14, 2017, 04:16:07 PM
I think I'm gonna implement one of the Wanderer skill into the Wow Paladin.
Title: Re: Variant (class compilation)
Post by: doudley on April 15, 2017, 06:23:23 AM
If you happen to successfully implement one of the skill of the wanderer, please let us know which one so that we won't be using the same skill, if the 3 to 1 class would be insufficient to complete a diverse class.
Title: Re: Variant (class compilation)
Post by: Viz on April 15, 2017, 03:56:05 PM
@doudley I've took Northern Wind, for now. I'll inform you if I take another skill.

@Phanjam would you mind if I add TL1CP into this compilation? But I need some help since I found some missing tags when unpacking the mod.

Title: Re: Variant (class compilation)
Post by: Phanjam on April 16, 2017, 03:55:30 AM
@Phanjam would you mind if I add TL1CP into this compilation?

Oh @Viz im sorry but no. The team took a decision some time ago: while tl1cp development is still active we won't agree to having it built in to compilation-mods that are publicly offered.

We've already said no to 2 such inquiries; it wouldn't be right if we bend the rules now. I hope you understand.
Title: Re: Variant (class compilation)
Post by: Viz on April 16, 2017, 04:54:26 AM
@Phanjam would you mind if I add TL1CP into this compilation?

Oh @Viz im sorry but no. The team took a decision some time ago: while tl1cp development is still active we won't agree to having it built in to compilation-mods that are publicly offered.

We've already said no to 2 such inquiries; it wouldn't be right if we bend the rules now. I hope you understand.
Alright, fair enough.

So currently only Beast Mode had TL1CP.
https://steamcommunity.com/sharedfiles/filedetails/?id=831835056
Title: Re: Variant (class compilation)
Post by: Phanjam on April 16, 2017, 05:11:20 AM
Yes we're aware of that. He didnt ask for our permission.
Title: Re: Variant (class compilation)
Post by: doudley on April 19, 2017, 01:47:02 AM
@Phanjam would you mind if I add TL1CP into this compilation?

Oh @Viz im sorry but no. The team took a decision some time ago: while tl1cp development is still active we won't agree to having it built in to compilation-mods that are publicly offered.

We've already said no to 2 such inquiries; it wouldn't be right if we bend the rules now. I hope you understand.
Hey @Viz!

TL1CP is a great compilation on its own and it's being updated still, it deserves its own mod load slot. ;D

I'm also thinking about author permissions, before we proceed to scrapping any class mod or merge them into a complete class, we should at least try to ask permission first because merging mods is one thing but modifying their work and make it a new is another thing.

It's been asked if Thaumaturge class can be included, I already said no.

PlagueLord class is still being reported as to cause a game crash, ever happened to you or did you fixed anything with this class when you included it in the pack?

It's also been asked when is your coming update going to be?
Title: Re: Variant (class compilation)
Post by: Viz on April 19, 2017, 03:01:42 AM
Yea, would be nice to have their permission, but I can't post a comment in their Steam workshop page.

If Plaguelord still crashes, I need to test it further, then. iirc the only thing I corrected is a few wording typos in units/unittypes and a few more.

I've checked Thaumaturge and its definitely reusing much of vanilla class skills.. so nope.

Updates.. prob some time in this week.

Edit 4/21:
@doudley I've pmed the link of v5 media folder to you  :)
Title: Re: Variant Classes
Post by: doudley on April 21, 2017, 09:51:09 AM
Nice! I'll upload the update today! :)

I forgot to tell you that there are some unrelated files in Variant's data, if you haven't removed them yet, I will for the update. IIRC the playable characters' base is in there but no changes or whatsever. Leaving that can override other mods that has changes with that.
Title: Re: Variant Classes
Post by: Viz on April 21, 2017, 10:04:56 AM
Hmm. If its the inventory container, I'm pretty sure I've remove it. If you found any more unused, redundant files inside the mod, do tell me.

I'm gonna upload new screenshot at rgf site soon.

Edit: Yep, I missed the base.dat. Please delete it, lol.


Title: Re: Variant Classes
Post by: doudley on April 21, 2017, 10:11:11 AM
Oh yeah I forgot about the new classes' screenshot, thank you for mentioning it. :D
Title: Re: Variant Classes
Post by: doudley on April 21, 2017, 01:20:22 PM
I'm gonna upload new screenshot at rgf site soon.
I see you have a wider screen on Plague and Preach's screenshots. If you are going to make new screenshots would you mind not mouse-overing on them from now, I just realized that there is a "Selected" icon look, so no need to highlight the portrait. Sorry for before :P

EDIT:
I've sent you PM
Title: Re: Variant Classes
Post by: Viz on April 21, 2017, 03:08:20 PM
Thank you for your help @doudley  :)

So just the class icon would be suffice? Okay.

Also I found out that Lightwarden is missing its spawnclasses too. Oh welp :/
Title: Re: Variant Classes
Post by: doudley on April 21, 2017, 03:16:09 PM
Thank you for your help @doudley  :)
You are very welcome. :)

So just the class icon would be suffice? Okay.
Yes, select the character and leave it like that, no need to put the cursor above its portrait. Selecting a character will show a portrait with blue highlight borders.

Also I found out that Lightwarden is missing its spawnclasses too. Oh welp :/
:P
How do you even replace the spawnclasses?? Are they left inside its original mod files??

I can re-update the mod as long you needed to.
Title: Re: Variant Classes
Post by: Viz on April 21, 2017, 03:21:46 PM
Quote
:P
How do you even replace the spawnclasses?? Are they left inside its original mod files??

I can re-update the mod as long you needed to.
I've checked and the original mod files has no spawnclasses as well. Gotta create it from scratch.
Title: Re: Variant Classes
Post by: doudley on April 21, 2017, 03:32:12 PM
Wow....I can't imagine how you will be able to accomplish that...I would love to help you out but my class modding skill is rather on the nay side :D
Title: Re: Variant Classes
Post by: Viz on April 21, 2017, 03:51:45 PM
Don't worry, I'll try to do it some time later.  ;)
Title: Re: Variant Classes
Post by: doudley on April 21, 2017, 04:06:53 PM
I'm done posting announcements ;D

Catch up with you later, don't get burned-out! :D
Title: Re: Variant Classes
Post by: Viz on April 21, 2017, 05:30:22 PM
Oh yea btw, you can probably put a list of mods that might conflict with this mod.
- Darkthan's Classes (Conflict with Wildling and Plaguelord)
- Far East Pack 1/2 (Conflict with Monk. Plus FEP have 2 variations of Monk as well)

Title: Re: Variant Classes
Post by: doudley on April 23, 2017, 12:59:24 PM
I've received a report of game crash on main menu start after the update. Can you try the steam updated version of Variant?
Title: Re: Variant Classes
Post by: Viz on April 23, 2017, 01:51:43 PM
I've received a report of game crash on main menu start after the update. Can you try the steam updated version of Variant?
Hmm, I did and I'm not crashing. Maybe its related to other mods?

 
Title: Re: Variant Classes
Post by: doudley on April 23, 2017, 02:02:55 PM
Btw, permission and acknowledgement have been granted by Ser Williamson (http://steamcommunity.com/sharedfiles/filedetails/?id=142783967), Squid Pro Quo (http://steamcommunity.com/sharedfiles/filedetails/?id=136409017), and Nigel Thornberry (http://steamcommunity.com/sharedfiles/filedetails/?id=369658937).

We should also try making compatibility for Multiplayer mode (don't ask me how but we should at least try)
Title: Re: Variant Classes
Post by: Viz on April 23, 2017, 04:03:20 PM
It's nice to have their approval.  :)

Multiplayer/online compatibility, that's probably.. beyond my capabilities.
Title: Re: Variant Classes
Post by: doudley on April 24, 2017, 07:26:08 AM
Hey @Viz!

I was wondering if you could lessen the mod's file size by merging some of the classes' model folder into one. Like Plaguelord for instance, only adds custom special animations, this class can simply be left inside HUM_M and HUM_F folder then make plaguelord has its own .ANIMATION, let say PLAGUELORD_F.ANIMATION and PLAGUELORD_M.ANIMATION. Same goes to other classes that didn't even modified original animation files (.SKELETON). But if you already tried to do this before then nevermind what I've said. ;D

I also attached an archive containing Variant's UNITYPES folder, replace your existing folder with this one. There's a huge chance this can prevent some unknown issues and most probably multiplayer/online issues. This will also make the Dragoon Class benefits from berserker's equipment, as I believe the original author has intended for his/her class.

And you can delete MEDIA\UNITS\PLAYERS\ARBITER because it hasn't been modified.
Title: Re: Variant Classes
Post by: Phanjam on April 24, 2017, 08:12:30 AM
Hi Viz and doudley. Just to confirm we did save a LOT of filesize on TL1CP by letting all the classes work from just one MODEL folder (it was Anarch's idea).
Title: Re: Variant Classes
Post by: Viz on April 24, 2017, 05:05:29 PM
I kinda managed to clean up the Models/PCs/Hum_ folder.. mod size is reduced to 58mb. But I run into some problem.

Emberknight has no visible model and Lightwarden is missing from character creation.
I've point their meshfile directory to the correct file but the issue still persist.

Any idea why?  :o
Title: Re: Variant Classes
Post by: doudley on April 24, 2017, 06:41:29 PM
I hope you backed up your files before doing this :P

Anyway, if you can send me the models folder I can check them too.

Please redownload the UNITYPES folder.
Title: Re: Variant Classes
Post by: Viz on April 25, 2017, 02:20:58 AM
Here.

bla_hum is Blade Dancer
dra_hum is Dragoon
pl_hum is Plaguelord
ek_hum is Emberknight
lw_hum is Lightwarden

bla, dra and pl_hum works fine but not the latter two.
Title: Re: Variant Classes
Post by: doudley on April 25, 2017, 09:59:00 AM
Please download the archived file that contains linked to (the new) resource version of the mentioned above classes.
Title: Re: Variant Classes
Post by: Viz on April 25, 2017, 11:41:48 AM
Please download the archived file that contains linked to (the new) resource version of the mentioned above classes.
Ah yes I got it now, thanks! Seems like a small typos makes a lot of difference.   :-[
Title: Re: Variant Classes
Post by: doudley on April 25, 2017, 12:22:47 PM
Hey don't be sad, I'm happy to know that I've actually helped you and not just be able to upload for you. :)

Let me know, if you have other troubles. :)
Title: Re: Variant Classes
Post by: Phanjam on April 25, 2017, 01:58:59 PM
Ah yes I got it now, thanks! Seems like a small typos makes a lot of difference.   :-[
Yes typo errors in pointing to mesh files and textures ALWAYS screws me up :D
Title: Re: Variant Classes
Post by: Viz on April 25, 2017, 02:59:48 PM
@doudley Well.. I could definitely use some help in getting rid of the unknown tags.  :P

Do me a favor and check these .dat.

media/triggerables/assassin_rigged.dat
media/affixes/skills/dread_pirate_dodge_shield.dat

I really couldn't figure what are those missing tags. There's a few more in units/monster but those aren't really important imo.
Title: Re: Variant Classes
Post by: doudley on April 25, 2017, 03:59:44 PM
media/triggerables/assassin_rigged.dat
media/affixes/skills/dread_pirate_dodge_shield.dat

I really couldn't figure what are those missing tags. There's a few more in units/monster but those aren't really important imo.
In the affix dread_pirate_dodge_shield, the unidentified tag is most probably is <BOOL>SAVE:TRUE

The assassin_rigged triggerable action should looked like this:
Spoiler
Code: [Select]
[TRIGGERABLEACTION]
<STRING>NAME:ASSASSIN_RIGGED
<TRANSLATE>DESCRIPTION:Rigged to Blow
<STRING>GAMEEVENTTYPE:CHARACTER
<STRING>EVENTCREATOR:PET
<STRING>SUBTYPE:GOTHIT
<INTEGER>LEVEL:1
<FLOAT>FLOATCONDITION:0
<INTEGER>COOLDOWN:0
<BOOL>USEOWNERLEVEL:0
<BOOL>SAVES:0
[TRIGGERSKILL]
<STRING>SKILL:ASSASSIN_RIGGED_TO_BLOW_PROC
[/TRIGGERSKILL]
[/TRIGGERABLEACTION]

There are no "Kill" blocks in triggerable actions but there are "Watch specific units" block, although those only works for STAT game event types.
Title: Re: Variant Classes
Post by: Viz on April 25, 2017, 04:59:51 PM
The assassin_rigged triggerable action should looked like this:

Spoiler
Code: [Select]
[TRIGGERABLEACTION]
<STRING>NAME:ASSASSIN_RIGGED
<TRANSLATE>DESCRIPTION:Rigged to Blow
<STRING>GAMEEVENTTYPE:CHARACTER
<STRING>EVENTCREATOR:PET
<STRING>SUBTYPE:GOTHIT
<INTEGER>LEVEL:1
<FLOAT>FLOATCONDITION:0
<INTEGER>COOLDOWN:0
<BOOL>USEOWNERLEVEL:0
<BOOL>SAVES:0
[TRIGGERSKILL]
<STRING>SKILL:ASSASSIN_RIGGED_TO_BLOW_PROC
[/TRIGGERSKILL]
[/TRIGGERABLEACTION]

There are no "Kill" blocks in triggerable actions but there are "Watch specific units" block, although those only works for STAT game event types.

Originally the .dat file looked like this when extracted by GUTS
Code: [Select]
[TRIGGERABLEACTION]
<STRING>NAME:ASSASSIN_RIGGED
<TRANSLATE>DESCRIPTION:Rigged to Blow
<STRING>GAMEEVENTTYPE:CHARACTER
<STRING>EVENTCREATOR:PET
<STRING>SUBTYPE:GOTHIT
<INTEGER>LEVEL:1
<FLOAT>FLOATCONDITION:0
<INTEGER>COOLDOWN:0
<BOOL>USEOWNERLEVEL:false
<BOOL>SAVES:false
[TRIGGERSKILL]
<STRING>SKILL:ASSASSIN_RIGGED_TO_BLOW_PROC
[/TRIGGERSKILL]
[3593608322]
<STRING>UNIT:FLAMING SWORD
<STRING>UNIT:NETHER IMP SUMMON
<STRING>UNIT:NETHER IMP SUMMON 2
<STRING>UNIT:NETHER IMP SUMMON 3
<STRING>UNIT:NETHER IMP SUMMON 4
<STRING>UNIT:NETHER IMP SUMMON 5
<STRING>UNIT:SKELETAL ARCHER SKILL
<STRING>UNIT:SKELETON WARRIOR SKILL
<STRING>UNIT:SKELETON WARRIOR SKILL2
<STRING>UNIT:SKELETON WARRIOR SKILL3
<STRING>UNIT:SKELETON WARRIOR SKILL4
<STRING>UNIT:SKELETON WARRIOR SKILL5
<STRING>UNIT:SKELETON WARRIOR SKILL6
<STRING>UNIT:SKELETON_BLOOD_SKILL
<STRING>UNIT:ZOMBIE PET
<STRING>UNIT:ZOMBIE PET BLOOD
<STRING>UNIT:ZOMBIE PET2
<STRING>UNIT:ZOMBIE PET3
<STRING>UNIT:ZOMBIE PET4
<STRING>UNIT:ZOMBIE PET5
<STRING>UNIT:ZOMBIE PET6
[/3593608322]
[/TRIGGERABLEACTION]


I just assume its KILL due to how the skill described. So.. do I just delete every lines after TRIGGERSKILLS? (bar TRIGGERABLEACTION)
Code: [Select]
[TRIGGERABLEACTION]
<STRING>NAME:ASSASSIN_RIGGED
<TRANSLATE>DESCRIPTION:Rigged to Blow
<STRING>GAMEEVENTTYPE:CHARACTER
<STRING>EVENTCREATOR:PET
<STRING>SUBTYPE:GOTHIT
<INTEGER>LEVEL:1
<FLOAT>FLOATCONDITION:0
<INTEGER>COOLDOWN:0
<BOOL>USEOWNERLEVEL:FALSE
<BOOL>SAVES:FALSE
[TRIGGERSKILL]
<STRING>SKILL:ASSASSIN_RIGGED_TO_BLOW_PROC
[/TRIGGERSKILL]
[KILL]
<STRING>UNIT:FLAMING SWORD
<STRING>UNIT:NETHER IMP SUMMON
<STRING>UNIT:NETHER IMP SUMMON 2
<STRING>UNIT:NETHER IMP SUMMON 3
<STRING>UNIT:NETHER IMP SUMMON 4
<STRING>UNIT:NETHER IMP SUMMON 5
<STRING>UNIT:SKELETAL ARCHER SKILL
<STRING>UNIT:SKELETON WARRIOR SKILL
<STRING>UNIT:SKELETON WARRIOR SKILL2
<STRING>UNIT:SKELETON WARRIOR SKILL3
<STRING>UNIT:SKELETON WARRIOR SKILL4
<STRING>UNIT:SKELETON WARRIOR SKILL5
<STRING>UNIT:SKELETON WARRIOR SKILL6
<STRING>UNIT:SKELETON_BLOOD_SKILL
<STRING>UNIT:ZOMBIE PET
<STRING>UNIT:ZOMBIE PET BLOOD
<STRING>UNIT:ZOMBIE PET2
<STRING>UNIT:ZOMBIE PET3
<STRING>UNIT:ZOMBIE PET4
<STRING>UNIT:ZOMBIE PET5
<STRING>UNIT:ZOMBIE PET6
[/KILL]
[/TRIGGERABLEACTION]
Title: Re: Variant Classes
Post by: doudley on April 26, 2017, 12:57:26 AM
That's definitely [WATCH_SPECIFIC_UNITS]...[/WATCH_SPECIFIC_UNITS]

But like I mentioned in my previous comment, this type of block only works for STAT game event types. If you want a certain skill to target specific units then the list of units should be inserted inside the skill .DAT.

EDIT:
Haette (http://steamcommunity.com/sharedfiles/filedetails/?id=136897944) just gave permission! ;D

EDIT2:
Please replace the STATS and UNITTYPES folders with the ones inside my attachment file.

Also, I removed the custom made CHARACTER BLOCK CHANCE stat, it causes the game to crash with my human companion mod. If this particular stat is used by any of the class skills, please let me know.

Modder's note: Stat data are read by their string "name" and only one of the same name can be used by the game. And another thing, some static stats should not be made into dynamic stats, specially if you don't know the actual properties of these stats. Manipulating these properties can cause the game to crash.
Title: Re: Variant Classes
Post by: Viz on April 26, 2017, 05:22:02 AM
Character block chance stats is used by PlagueLord. So, what do I do?
Title: Re: Variant Classes
Post by: doudley on April 26, 2017, 05:24:54 AM
Character block chance stats is used by PlagueLord. So, what do I do?
Which skill(s)?
Title: Re: Variant Classes
Post by: Viz on April 26, 2017, 05:29:02 AM
media/skills/plaguelord/passives/debuffer/debuffer.dat
media/skills/plaguelord/passives/tyrant shell/tyrantshell_proc.dat
Title: Re: Variant Classes
Post by: doudley on April 26, 2017, 05:36:24 AM
media/skills/plaguelord/passives/debuffer/debuffer.dat
media/skills/plaguelord/passives/tyrant shell/tyrantshell_proc.dat
Wait, I'll create a workaround for this. The stat is used to only know if the character is using a shield or not.
Title: Re: Variant Classes
Post by: doudley on April 26, 2017, 06:08:11 AM
Ok, so now Plaguelord's skills are using the stat SHIELD ARMOR instead of CHARACTER BLOCK CHANCE.

Same idea, equipping a shield adds an armor on to the character then the skills would know that there is a shield equipped.

Also, I think this solves the infamous random crash when using Plaguelord.
Title: Re: Variant Classes
Post by: Viz on April 28, 2017, 06:19:15 AM
Need some opinion. I could merge Far East Pack into this mod, but I can't be bothered to fix them.
It's playable and fun, but some of the classes are really OP, certain skills are bugged and has problems with skill respec.





Title: Re: Variant Classes
Post by: Phanjam on April 28, 2017, 07:31:46 AM
Hi Viz! This is just my personal opinion, but I think a combi-mod has more value when it fixes problems with the mods it is combining.  Even if it's just making sure that they all play nicely together ;) if you won't be doing that, I say don't put them in yet.

As for the OP-ness, again personally, I would not change that because that was the original author's vision for the mod. If I did want to change it, i'd actually ask the original author if I could "take over" their mod.

But again, that's all just me  :-X
Title: Re: Variant Classes
Post by: doudley on April 28, 2017, 11:29:00 AM
In regards to FEP permission, zyph (http://steamcommunity.com/sharedfiles/filedetails/?id=170299996) announced that its contents can be used as long as every creators of that pack will be credited. But if you feel that its too much hassle to merge that with Variant and probably disrupts the balance you have with the currently included classes, then not merge them. Experiment, publish, republish, nerfed down, or OPed it all...they are all your choice, no one holds you to do what you want only you can do that, we don't have policies to abide, no Runic Laws for you to be prosecuted with...you have your own copy of the game, you have access to tons of mods, and you have GUTS. Just be brave.

As a modder, I have no way to restrict my mods, anyone can learn from them and edit them for their own benefit or pleasure, if you are pleased to share them to others then do so. We credit people and ask permissions of course, but they are all just courtesy. We can have different opinions about it like @Phanjam kindly gave to you, but all in all, I like to think that we are doing these things to share and/or inspire others. Probably that's why Steam Workshop doesn't give option for TL2 profited works/mods unlike on other games.

On these types of situation, I always based my moralities on game's creators and staffs, even the game itself. Like my Steam Tags, I followed the tagging shown by Runic Games (http://steamcommunity.com/id/RunicGames/myworkshopfiles/?appid=200710). For crediting and author's preferences on one's mod, I share Blank (http://steamcommunity.com/sharedfiles/filedetails/?id=143033358) and Abe (http://steamcommunity.com/sharedfiles/filedetails/?id=139645352)'s principles. Lastly for my mods' standard and quality, I based that on the game, well, at least my own experience with the game. You can feel that the game was built on fun, that's why its so inviting for anyone to try and change/improve how it is.

On another note, I'm sorry that my opinion is too long, maybe see this as warning. :P
Title: Re: Variant Classes
Post by: doudley on April 28, 2017, 02:30:02 PM
Good news. Spaceman84 just gave permission (http://steamcommunity.com/sharedfiles/filedetails/?id=385301556) for Voidseeker to used. The permission extends to anyone who is interested as long as credits will be given. :)
Title: Re: Variant Classes
Post by: Viz on April 28, 2017, 03:08:40 PM
Hmm. You should list gytfunke and TwinkleMeister/TwinkleToes permission too.

And about merging FEP, I'm going to hold it for now. I'll slowly attempt to fix through the skill bugs.
Thanks guys for your input.  :)
Title: Re: Variant Classes
Post by: Phanjam on April 28, 2017, 04:14:04 PM
On another note, I'm sorry that my opinion is too long, maybe see this as warning. :P
No, I'm glad you wrote it all out. I am an old fart / sorry I forgot all about the fun of modding  :-[
Title: Re: Variant Classes
Post by: doudley on April 30, 2017, 03:18:16 PM
On another note, I'm sorry that my opinion is too long, maybe see this as warning. :P
No, I'm glad you wrote it all out. I am an old fart / sorry I forgot all about the fun of modding  :-[
Oh...sorry Phanjam. I feel bad, I think I got overboard again...  :(

@Viz
Please download the elem blade dancer's files. I re-encoded the texture files and linked them up to their respective .dat.

Are you interested in the Futurist Class (http://steamcommunity.com/sharedfiles/filedetails/?id=151403537) and the TechMage class (http://steamcommunity.com/sharedfiles/filedetails/?id=140023024). I think both of them are creatively made but both of them doesn't have custom icons. Also, futurist is quite recent, last update was June 2016.
Title: Re: Variant Classes
Post by: Viz on April 30, 2017, 03:35:42 PM
Futurist looks meh. And I can't load Techmage for whatever reason..  ??? I meant the game doesn't seem to detect it.
Title: Re: Variant Classes
Post by: Phanjam on April 30, 2017, 03:38:03 PM
Oh...sorry Phanjam. I feel bad, I think I got overboard again...  :(

No I am honestly glad, really! :) so don't feel bad!
Title: Re: Variant Classes
Post by: Viz on April 30, 2017, 05:44:31 PM
Since the next update cleans up the Model folder and changes much of the files inside Unit folder, there's a high chance that old saves will not be compatible after the update.

Sadly there's nothing I could do with it.  :-[

But the good thing is that, multiplayer issue might be resolved for good. And Linux/Mac users could finally get their hands to run this mod without crashes.
Title: Re: Variant Classes
Post by: Phanjam on May 01, 2017, 02:59:21 AM
With so many classes, making this mod MP stable will be a real plus for the player community!
Title: Re: Variant Classes
Post by: doudley on May 01, 2017, 04:47:46 PM
Changing models and unittypes doesn't make the player's character to be incompatible that easily. We need to test this on an old save before updating. But if you are sure about this already then I should make an announcement about it, to warn them in advance.
Title: Re: Variant Classes
Post by: Viz on May 02, 2017, 04:44:58 PM
Blade Dancer
Dragoon
Emberknight
Light Warden
Plague Lord

these classes' saves might not work correctly after the update.



Title: Re: Variant Classes
Post by: doudley on May 03, 2017, 01:20:07 AM
Then its either they make a new character or attempt continuing the game using mod unbinder.

(I tested old save with new changes with Plaguelord and I can safely say that mod unbinder works)

Should I make an announcement?

Thorf just posted (http://steamcommunity.com/sharedfiles/filedetails/?id=166134834) and has no problem for Dragoon to be used in the compilation! :)

P.S. Are you still interested with Gunmage? Seems like a very creative work.
Title: Re: Variant Classes
Post by: Viz on May 03, 2017, 06:18:19 AM
Yes, make the announcement. NoddyEngineer mod prob going to get denied, for now.
Good to know more permission are granted :)

EDIT:
New version is up now, mod size is reduced to 60mb. I've pm you the link to the media folder.

EDIT 2:
Made a revision and corrected my grammar in the first post. 
Title: Re: Variant Classes
Post by: Phanjam on May 05, 2017, 04:24:09 AM
Go guys, Go!  ;D
Title: Re: Variant Classes
Post by: doudley on May 05, 2017, 10:54:10 AM
Go guys, Go!  ;D
:D
Title: Re: Variant Classes
Post by: Viz on May 07, 2017, 02:30:59 AM
I read that your fix made the mod to work on Linux.  :P
Good job @doudley , I could never fix that due to my lack of modding knowledge.

About WoW Paladin.. idk lol. I'm lacking imaginations and knowledge to create a new skills, so I mostly going to tweak skill %, make them to have 15 max level and add tier bonuses.

Also, it would be nice if there's more people to give their feedback. Or even rate the mod to show their appreciation for our work.
Title: Re: Variant Classes
Post by: doudley on May 07, 2017, 03:54:17 AM
Good job @doudley
Thanks! Although it seems like a strange luck to snap out the issue at first try :P

I was really hoping for a feed back about multi-player, because my fix with that was based on my experience with BiA:Warbounds....and, pet and player are two different cases...

About WoW Paladin.. idk lol. I'm lacking imaginations and knowledge to create a new skills, so I mostly going to tweak skill %, make them to have 15 max level and add tier bonuses.
That class looks very promising to not be included in your mod pack, I hope you'll be able to complete it. If steffire3 gets back from his absence, maybe he can help you out (i.e. if his a fan of WoW game ;)).

Also, it would be nice if there's more people to give their feedback. Or even rate the mod to show their appreciation for our work.
I'll ask about more feedback, I too want a bit of interaction with the subscribers. :)
Also, Variant's current standing is strong. It is already on page 8 of the most subscribed mods list
http://steamcommunity.com/workshop/browse/?appid=200710&browsesort=totaluniquesubscribers&section=readytouseitems&actualsort=totaluniquesubscribers&p=8
It is almost at par with Haxley's Naruto Ninja Class mod and Path of Torchlight mod! ;D
Title: Re: Variant Classes
Post by: ionrust on June 02, 2017, 06:05:50 AM
Hi there. Can you please add these classes? Hehehe

https://steamcommunity.com/sharedfiles/filedetails/?id=772495675&searchtext=
Title: Re: Variant Classes
Post by: Viz on June 02, 2017, 07:34:58 AM
Hi there. Can you please add these classes? Hehehe

https://steamcommunity.com/sharedfiles/filedetails/?id=772495675&searchtext=
I'm afraid that I have to decline your request.  Those classes are not exactly unique as they reuses skills from original classes.

Sorry.  :(
Title: Re: Variant Classes
Post by: Madlampy on June 14, 2017, 09:34:39 PM
Test so far.

Ember Blade tested in world and 1st town, abilities working as described. Needs more charge generators and battle focus seems to be the only thing generating charge that isn't a passive proc on... spending charge   :(

Assassin tested. Again works as described, passives that I could get to proc or check all working as described. kind of a weird class but then again 1st run with it so probably just me not having a clue about rotation or stats.

Blade Dancer tested. Abilities proccing and working as described, passives applying properly. Seems like it could be a bit OP, not sure if you're planning edits but some of the tooltips could probably do with some TLC for grammar and clarity. ;)

I'll do a quick test on another 3 tomorrow, and as said in Discord if you need a hand with bouncing ideas about for the Paladin gimme a shout as I'm an ex WOW raid leader who mained Paladin, Bear and Rogue from vanilla onwards till I got bored again in Warlords of Farmville ( and has played everything else at some point up to low level raiding stages including kung fu pandas ).
Title: Re: Variant Classes
Post by: Madlampy on June 17, 2017, 03:20:02 PM
Darklite - Seems to be working properly, not sure about the balance on it as the summons seem to permanent. Also are the various abilities like Malevolence meant to hurt the user?

Dark Noxmer - Testable abilities tested in world and on dummy. All statics showing right, atk speed buff visible, damage skills working and scaling with abilities and weapon changes.

Tenebris - testables tested in world and dummy. Passives and statics working, procs working, couple of things no way to see if working or not.

Dragoon - tested in world and dummy. all statics and passives tested, combo timing checked, maybe just me not used to lvl 100 but some abilities seem quite high damage.

Dread Pirate - Tested in World and Dummy. Statics and passives applying fine including weapon reqs, bosun summon checked and tier conditions working right, not sure about balance but the class seems fun.

Right, gonna keep going with my Elite Cannon/Summons build and see if it handles solidly past act 1.
Title: Re: Variant Classes
Post by: Phanjam on July 29, 2017, 08:04:50 AM
Hey @Viz can i suggest that u keep a list of work still needing to be done (example: fix skill A not applying affixes properly, etc.) roughly in order of importance.

You know how it is here - no one has a lot of time, so if they would like to help it would be good to see what can be done within the time that someone can commit. ;)

Im willing to do what i can and a list would help me for sure :D
Title: Re: Variant Classes
Post by: Viz on July 29, 2017, 09:32:55 AM
Heya @Phanjam, thanks for your interest to help.  :)

Here's the to-do list that I could make atm.

1) Monk's passive, Solar Wind is not proccing anything. It doesn't seem to work at all. Looking at the .dat files, the code looks fine, and I've tried changing its GUID but to no avail.
Seems like there's some confusion regarding how this skill works. My bad.  :-[

2) Figure out a bunch of missing tags in various files in media/units/monsters..

Spoiler
MEDIA/UNITS/MONSTERS/CULTISTS/RED_CUCHU.DAT
MEDIA/UNITS/MONSTERS/CULTISTS/RED_CUCHU.DAT
MEDIA/UNITS/MONSTERS/DRUID/DRUID_THUNDERSPIRIT.DAT
MEDIA/UNITS/MONSTERS/DRUID/DRUID_PLANT2P.DAT MEDIA/UNITS/MONSTERS/DRUID/DRUID_PLANT2C.DAT
MEDIA/UNITS/MONSTERS/DRUID/DRUID_PLANT2B.DAT
MEDIA/UNITS/MONSTERS/DRUID/DRUID_PLANT2.DAT
MEDIA/UNITS/MONSTERS/EMBERBLADE/GYT_EMBERSHIELD_C.DAT
MEDIA/UNITS/MONSTERS/EMBERBLADE/GYT_EMBERSHIELD_B.DAT
MEDIA/UNITS/MONSTERS/EMBERBLADE/GYT_EMBERSHIELD2.DAT
MEDIA/UNITS/MONSTERS/EMBERBLADE/GYT_EMBERSHIELD.DAT
MEDIA/UNITS/MONSTERS/EMBERMAGEAVATAR/RED_RAMUH.DAT
MEDIA/UNITS/MONSTERS/GARGOYLE/RED_BELIAS.DAT
MEDIA/UNITS/MONSTERS/MERCHANT/DRUID_PRIMITIVEMERCHANT.DAT
MEDIA/UNITS/MONSTERS/SKELETONWARRIOR/RED_ZALERA.DAT


Title: Re: Variant Classes
Post by: Phanjam on July 30, 2017, 06:31:17 AM
Hi @Viz about the missing tags, i know u get those when u unpak a mod but i always thought those units will show up properly once u re-pak their unit .DATs into a new mod.
What kind of problems are u currently getting thats caused by those missing tags?
Title: Re: Variant Classes
Post by: Viz on July 30, 2017, 03:15:55 PM
Hi PJ, tbh I'm just concerned if the missing tags in those .dat files might related to a skill or something. (maybe like a summon skill?)
But doudley did told me that they aren't exactly problematic.. so maybe I could just ignore them entirely?

Anyway, there's another missing tags on..

media/triggerables/druid_thunderspirit.dat
media/triggerables/druid_overload_proc.dat

and that's pretty much the remaining missing tags iirc.

There's also some compatibility issues going on with Red Mages and Theolentist on Mac OS ; Red Mages kept on crashing the game right at character creation and Theolentist's crashing when using specific skills. doudley have tried changing/re-encode their textures files (skill icons, UI) and cleaning up the sound banks but nothing worked so far.

Title: Re: Variant Classes
Post by: Phanjam on July 30, 2017, 10:30:06 PM
Hi viz. I think its true u can ignore the missing tags if u will recompile anyway. But i'll dbl-check each unit in GUTS to make sure its available to the game.
For the Mac issues im afraid i cant help with that since im on Win10 :(
If u observe anymore problems go ahead and list them here ;)
Title: Re: Variant Classes
Post by: doudley on August 15, 2017, 05:13:40 AM
100th reply! :D

Can the TagFixer tool fix these missing tags?
Title: Re: Variant Classes
Post by: Viz on October 13, 2017, 10:25:36 AM
v8 is now live. 
Title: Re: Variant Classes
Post by: steffire3 on October 14, 2017, 10:05:34 AM
@Viz Most impressive! I can barely keep up with all these updates!  :o

Not to be confused with Darkthan's incompatible 1st Class Pack yet-

 -I assume Darkthan's 2nd Class Pack of 3 classes is also off the table? It includes Occultist (Secretly a Necromancer), Shaman (Shape Shift Elementalist) and a Rogue (Mercenary Shadow Hybrid).

He promised to make them as unique and original as possible and I'm glad to say he didn't make yet another common Monk class...  :D

However feel free to reject this idea... you have done more than enough already!  ;)
Title: Re: Variant Classes
Post by: Viz on October 14, 2017, 10:47:30 AM
Hmm. The last time I tested the mod its still using skills from other custom classes.
iirc the Occultist is using skills from Salan's Necro and Twink's Plaguelord, which can causes conflict if it were to be merged with Variant.

Maybe it has changed with some recent update? Idk. I'll test it again when I have a free time.

EDIT : Yup, still uses similar skills. Many skill GUIDs are not changed. \_(ツ)_/
Title: Re: Variant Classes
Post by: steffire3 on October 14, 2017, 11:24:55 PM
Hmm. The last time I tested the mod its still using skills from other custom classes.
iirc the Occultist is using skills from Salan's Necro and Twink's Plaguelord, which can causes conflict if it were to be merged with Variant.

Maybe it has changed with some recent update? Idk. I'll test it again when I have a free time.

EDIT : Yup, still uses similar skills. Many skill GUIDs are not changed. \_(ツ)_/

@Viz Well...  :D

I think Darkthan has some explaining to do!  ::)

Thanks for informing me about this!
Title: Re: Variant Classes
Post by: Viz on October 15, 2017, 02:23:01 AM
Well he did changed the skill codes in one way or another to make the skills unique, but he didn't change the skill GUID. It's up to him to fix that.
Title: Re: Variant Classes
Post by: Sch123 on October 16, 2017, 09:01:13 PM
Or maybe you can include this Mod as an alternative Mastery Mod (v.2) (http://steamcommunity.com/sharedfiles/filedetails/?id=1048146891)   ;)
But I also feel that Mod also did not change the skill GUID, it's up to you if you want to include it or not.
Title: Re: Variant Classes
Post by: steffire3 on October 17, 2017, 09:28:30 AM
@Viz if someone wanted to make new classes then what GUID's should that modder choose to avoid conflict with FEP+ and Variant?

Thanks for your time.  :)
Title: Re: Variant Classes
Post by: Viz on October 17, 2017, 10:44:33 AM
Well afaik.. the GUID is an identifier that is generated automatically every time you create a .DAT file by using GUTS. Every GUID is supposed to be unique and different from each other.

The only reason conflict would happen is when you copied the .DAT file from the original source and uses it directly for your mod without changing the GUID.

So to get a new GUID, use GUID Dumper in GUTS> Utilities. There is also a tool to generate the GUID without using GUTS somewhere in Runic Forum.
Title: Re: Variant Classes
Post by: steffire3 on October 18, 2017, 05:29:10 AM
@Viz thanks for explaining that! This kind of info is very helpful.  :)
Title: Re: Variant Classes
Post by: Sch123 on October 23, 2017, 10:27:15 AM
Can skin pet Companion of War put in skin pet panther?, so there are no two panther if we want to choose pet.
Title: Re: Variant Classes
Post by: Viz on October 23, 2017, 10:42:55 AM
Yeah, that is doable. In the next version, then.
Title: Re: Variant Classes
Post by: Sch123 on October 23, 2017, 11:09:27 AM
Thank you @Viz   :)
Title: Re: Variant Classes
Post by: Sch123 on October 23, 2017, 05:35:30 PM
Hi @Viz, are you interested in adding unique pets & skin pets?
Here are some interesting pets & skin:

TorchlightPets (v.13) (http://steamcommunity.com/sharedfiles/filedetails/?id=137765299&searchtext=)
Thug Life - PETS (http://steamcommunity.com/sharedfiles/filedetails/?id=693517031)
Torchlight 1 - PETS (http://steamcommunity.com/sharedfiles/filedetails/?id=342777682)
Diablo 3: Mini Tyrael - PET (http://steamcommunity.com/sharedfiles/filedetails/?id=310273864)
Beholder Invasion - PETS & SPELLS (http://steamcommunity.com/sharedfiles/filedetails/?id=306268206)
Diablo 3: Big Bad Voodoo - PET & SPELL (http://steamcommunity.com/sharedfiles/filedetails/?id=301578721)
Flying Books PETS (http://steamcommunity.com/sharedfiles/filedetails/?id=299733197)
Diablo 3: Treasure Goblin PET (http://steamcommunity.com/sharedfiles/filedetails/?id=296483236)
Starcraft 2: Baneling PET (http://steamcommunity.com/sharedfiles/filedetails/?id=295500014)
Portal Weighted Companion Cube Pet (v.16) (http://steamcommunity.com/sharedfiles/filedetails/?id=138198008&searchtext=skin)
More Skins Tiger (v.58) (http://steamcommunity.com/sharedfiles/filedetails/?id=161599884&searchtext=skin)

Note: But some of them have bugs, Pet can not use spell. I hope you can fix that bugs  :)
Title: Re: Variant Classes
Post by: Viz on October 24, 2017, 03:56:00 AM
which one of them is bugged? I can't do much if its related to animation
Title: Re: Variant Classes
Post by: Sch123 on October 24, 2017, 07:09:05 PM
Quote
    5 New Pets - Baneling (Starcraft), Gusting Grimoire (World of Warcraft), Treasure Goblin (Diablo 3) and Big Bad Voodoo (Diablo 3) by Gao. Very high quality new pets taken from Blizzard games, with nice textures and sound assets. Unfortunately for now these pets can't cast attack spells; I added them anyways because of their high quality. The author should have them fixed soon.
From Steam Torchlight II Essentials

But I hope this is better put into mod test. Because I'd rather if Mod Variant just focus for the class merges only  :) . So if you agree with my thoughts, what if Mod Mini gun, Flamethrower, & pets are included in Test Mod.

As I said in the forum "Some Bugs Report and Request Idea" :
Quote
What about combining Mod Torchlight II Essentials + Mod test [the old version (Evil UI Grittier Edition + Diablo 2 Orbs (v.6) + Skills Expansion + Alternate Outfits + spells redux (v.1) + TL1 Rifles (v.4) + stat(x10) + skill boost(x2/x4))].
Because, I see most of the mod that I want to combine already in Mod Torchlight II Essentials (just don't have: Mod Evil UI Grittier Edition + Diablo 2 Orbs (v.6) + Skills Expansion + spells redux (v.1) + TL 1 Rifles (v.4) + stat (x10) + skill boost (x2 / x4 )). Maybe it will not cause crashes, because Mod Torchlight II Essentials is already stable  ;)

Although there are pets that can not use spell attacks, I hope you can fix that bug.  :)

Maybe you can name it: Mod "Variant Essentials"  :D
Title: Re: Variant Classes
Post by: Zayn Malik on November 10, 2017, 06:35:31 AM
I think if Variants Classes's merged with other mods, it should be new mod beside Variant Classes
Title: Re: Variant Classes
Post by: Viz on November 10, 2017, 07:19:08 AM
Absolutely. Only a few of non-class mods are merged into Variant.

I don't want to turn it into Essential either.
Title: Re: Variant Classes Mod Information
Post by: steffire3 on November 11, 2017, 01:05:43 PM
@Viz will Variant keep unique behavior weapons such as Minigun, Flamethrower and TL1 Rifles?

Or will these be placed in their own unique weapon mod pack where further development of curious weapon options will continue?
Title: Re: Variant Classes Mod Information
Post by: Viz on November 11, 2017, 02:33:11 PM
Hmm I see no reason to separate them from Variant. So they stays.  :)


Title: Re: Variant Classes Mod Information
Post by: steffire3 on November 12, 2017, 04:04:48 AM
Hmm I see no reason to separate them from Variant. So they stays.  :)

Thank you so much @Viz !!!  :o

It's good to see awesome weapons staying available to these awesome classes saving some awesome load order space.

(Variant gains +3 points for Awesome Mastery !!!)  :D
Title: Re: Variant Classes Mod Information
Post by: Viz on November 12, 2017, 04:40:18 AM
I've reuploaded v9 to fix a bug regarding Double Agent's Shakedown. 

Title: Re: Variant Classes Mod Information
Post by: Sch123 on November 26, 2017, 11:00:08 PM
Hi @Viz

There is a new class of Elemental Brute (http://steamcommunity.com/sharedfiles/filedetails/?id=1212898553), maybe you are interested to add it in Variant Mod. Only need the addition of hair model, hair color and face of all vanilla class  ;)

And also World of Warcraft pet fish Wolfish (http://steamcommunity.com/sharedfiles/filedetails/?id=1211300745), Protofish (http://steamcommunity.com/sharedfiles/filedetails/?id=1218702982) to change the appearance of pet. Maybe you can also add it directly to Pet  ;)

They all are new and need permission from the author especially Wolfish & Protofish. Apart from all, that both Mod is very good  :)

Note:
- It looks like both the duration of this Mod pet fish is only there for 5 minutes only, nothing is up to a permanent duration.
- Protofish pet can't used active/attack spell. This case is almost the same as some other Mod pet:
Spoiler
Diablo 3: Big Bad Voodoo - PET & SPELL (http://steamcommunity.com/sharedfiles/filedetails/?id=301578721)
Flying Books PETS (http://steamcommunity.com/sharedfiles/filedetails/?id=299733197)
Diablo 3: Treasure Goblin PET (http://steamcommunity.com/sharedfiles/filedetails/?id=296483236)
Starcraft 2: Baneling PET (http://steamcommunity.com/sharedfiles/filedetails/?id=295500014)

Edit: For some reason, I do not know why Mod Wolfish and Protofish are missing from the Steam Workshop (It may have been deleted by the author: Galandrix). Luckily I've saved it, before it was deleted  ;)
Looks like he's already uploaded again  :D
Title: Re: Variant Classes Mod Information
Post by: Viz on November 28, 2017, 02:48:18 AM
Looks good. Maybe I'd add it someday, but not now. The mods are very recent so let them gain more subscribers.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on December 18, 2017, 05:28:47 PM
It's good to see awesome weapons staying available to these awesome classes saving some awesome load order space.

I also agree with you @steffire3, and it will also be good if TL1 Rifle can also be included in Variant Mod. Speaking of TL1 Rifle (http://steamcommunity.com/sharedfiles/filedetails/?id=398576495&searchtext=TL1+Rifles), I saw in the Steam Workshop there is a  interesting mod RifleOverhaul (http://steamcommunity.com/sharedfiles/filedetails/?id=1234857097). That mod gives me an idea where TL1 Rifle & Flamethrower can be developed even more. I hope @Viz can consider this idea ;D

For example:

- On TL1 Rifle animation when shooting bullets can be replaced with RifleOverhaul animations that look more real by using the "Regular Shot Skill" for TL1 Rifle weapons when firing normally. For the accuracy is also good, not so problematic as TL1 Rifle.

- On RifleOverhaul Mod there is a "Reload Skill" where the skill works to fill the bullet when it runs out for Rifle type weapons. I think that "Reload Skill" can be made to be like passive skill scroll spell like Mini Gun scroll spell (Collent), where the spell is to fill the bullet when it is empty automatically or when not firing. If it can be done I also think if it can also be applied to Flamethrower weapons, where "Reload Skill" not only serves to fill bullets for Rifle but also can serve as a fuel filler for Flamethrower weapons or maybe you created separately for Rifle & Flamethrower.

- On RifleOverhaul Mod there is a "Charge Shot". I think it will be very useful for Flamethrower weapons, to see the amount of fuel (gasoline) that remains. That way you can anticipate the amount of fuel you have when faced with many enemies.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on December 28, 2017, 12:08:40 AM
Hi@Viz

I hope in the next update you also include TL1 Rifle (http://steamcommunity.com/sharedfiles/filedetails/?id=398576495&searchtext=TL1+Rifles) Mod, of course with a little improvement by replacing the normal shot with Regular Shot Skill in RifleOverhaul (http://steamcommunity.com/sharedfiles/filedetails/?id=1234857097) Mod (without having to use reload skill).

Info:
I found Mod for the Death Night Class (http://steamcommunity.com/sharedfiles/filedetails/?id=185285578&searchtext=happy),
Quote
Sorry to disapoint but this mod is not being worked on anymore. I will leave it up for whoever is interested. Feel free to use anything of it. I doubt it would be of use to future mods but you can have it :) thanks for all the subs and comments guys!

Mostly a conversion mod of the Berserker class to a Death Knight class inspired by Blizard's World of Warcraft. The icons are all origional custom WoW themed Icons and the skills have been changed out and re-done to better fit the spells and abilities of a Death Knight. I will still be updating and working on this mod so comments, sugguestions and tips are welcomed!
But that mod only skins, have not changed anything in the skill (Still using the Berserker Class skill). But interesting is the skill icon has been changed all so that it becomes unique. I hope it can be used to create a new class.  :D
Title: Re: Variant Classes Mod Information
Post by: Viz on December 28, 2017, 08:44:32 AM
Rifle mod author still has plan for his mod.

And that class is a no for me. Maybe I'll make a separate mod for those kind of classes.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on December 28, 2017, 11:41:57 AM
I mean is to include TL1 Rifle Mod with Variant Mod.
It's just that TL1 Rifle is slightly altered for normal attacks to look like an attack on Regular Shoot skill in RifleOverhaul Mod (Without having to use Reload skill), because it looks more realistic (It looks like he's using Rapid Fire skills for his normal attacks) and also can solve the problem of Bug in TL1 Rifle (Shooting is not right target especially when shooting an empty spot). Don't combine TL1 Rifle Mod with RifleOverhaul Mod. Because RifleOverhaul Mod can only be used for Outlander Class only (Skill and weapons).

Or if you do not want to use RifleOverhaul Mod, you can use Rapid Fire skill attacks (From Outlander Skill)  for normal TL1 Rifle attacks. If you do that, you also need to adjusted the firing speed. I'm afraid because using Rapid Fire skill, the speed of shooting so very fast Because Rapid Fire skill shoots at a fairly fast speed, and it's not like using Rifle instead it looks like using a minigun.

Title: Re: Variant Classes Mod Information
Post by: Viz on December 29, 2017, 12:41:15 PM
Try this. See if the shooting issue is still exist. 
https://drive.google.com/open?id=1zw2XkcVME6P2J9DpBHM5yMYnocD6WEdn

If there are no more issue then I'll add it into Variant in the future.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on December 29, 2017, 01:47:18 PM
Try this. See if the shooting issue is still exist. 
https://drive.google.com/open?id=1zw2XkcVME6P2J9DpBHM5yMYnocD6WEdn

If there are no more issue then I'll add it into Variant in the future.

Wow!  :o thank you, this is so cool @Viz. There are no more shooting issue so far.  :)
I'm glad if this can be added to Variant Mod  :D

If you do not mind, maybe you can also adding weapons from Noddyngineering !! (v.830) (http://steamcommunity.com/sharedfiles/filedetails/?id=138331402&searchtext=Noddyngineering+%21%21+%28v.830%29) Mod (Sorry if I've already asked for this)  :P

Info:

I found this TL1 Ratlins Pack (http://torchmodders.com/forums/mod-showcase/tl1-ratlins-pack/) (Can be used for Pet) and Shadowmaster Class (http://torchmodders.com/forums/mod-showcase/my-next-class-concept/msg1366/#msg1366) (According to the information the class is not finished, but may be useful), but both have to be changed into MOD form.

Note:
Can you add a description on Variant Mod so players can know what's in Mods when we use MODLauncher
Title: Re: Variant Classes Mod Information
Post by: Sch123 on December 29, 2017, 08:22:18 PM
Hi @Viz

Can you put Dragon Prince (http://steamcommunity.com/sharedfiles/filedetails/?id=136174114&searchtext=dragon) into Variant Mod instead of in Parallel Classes Mod. Also WoW Paladin (http://steamcommunity.com/sharedfiles/filedetails/?id=712279451&searchtext=paladin) class. I know Wow Paladin is still far from perfect, it's just very unfortunate when the class is as beautiful & good as it is not included in the Variant Mod (while waiting for a better Paladin class). I hope you can consider it  :)

Can you change a little require skill from this Plaugelord skill:
- Tyarant's Shell :
"Requires all long range weapons or 1H melee weapon"

- Overlords grip
"Requires all melee weapons"
Title: Re: Variant Classes Mod Information
Post by: Viz on December 30, 2017, 03:19:32 AM
Dragon Prince stays in Parallel Classes. I don't want to add WoW Paladin for now.

I'll change Tyrant's Shell requirement to all ranged weapons only. Overlord Grip is for 2h weapon exclusive to match the theme of the class.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on December 30, 2017, 03:46:44 AM
Quote
Dragon Prince stays in Parallel Classes.
Are you sure the Dragon Prince remains in Mod Parallel Class? because the class is quite unique than the parallel class.  :(

Quote
I'll change Tyrant's Shell requirement to all ranged weapons only.
Please add also for requirement for 1H melee weapon if you do not mind.  :)
Title: Re: Variant Classes Mod Information
Post by: steffire3 on December 30, 2017, 04:16:36 AM
Quote
Dragon Prince stays in Parallel Classes.
Are you sure the Dragon Prince remains in Mod Parallel Class? because the class is quite unique than the parallel class.  :(

I have played the Dragon Prince and I can say that it's like the Fighting Arts, simply doesn't have enough unique skills to pass @Viz criteria

@Viz was Electrical Engineer isolated into it's own class? When I played it's original mod it affected the main Engineer too.
Title: Re: Variant Classes Mod Information
Post by: Viz on December 30, 2017, 04:23:38 AM
Oops I forgot about that. I'll fix it.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on December 30, 2017, 04:36:59 AM
Quote
I have played the Dragon Prince and I can say that it's like the Fighting Arts, simply doesn't have enough unique skills to pass @Viz criteria
Which makes me say that Dragon Prince class is quite unique is, there is a skill that calls friends and monsters and we can turn into a dragon when attacking. Indeed he is similar to the Otaku class, but Otaku class does not have its own skill icon.  :)

It seems simply doesn't have enough unique skills to pass @Viz criteria. Hahahaha...  :D
Title: Re: Variant Classes Mod Information
Post by: Sch123 on December 31, 2017, 02:53:29 AM
Quote
I'll change Tyrant's Shell requirement to all ranged weapons only.
Can you also add requirement to the shield as well. Because the effect of Tyrant's Shell skill also involves the shield, but on the requirement there is no shield.  :)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on December 31, 2017, 03:37:24 PM
Quote from: Steam Workshop

Variant Classes by Viz (http://steamcommunity.com/sharedfiles/filedetails/?id=900049612&searchtext=variant)

CycloneXL 27 Dec @ 8:13am
Miku chibi is from this mod right ? It will be great if there was a scroll or something that let's you transform your pet in it in case you didn't started with it. Maybe mamba can do something about that since i'm also using his pet collection mod.


There is a request for a fish that can transform Pet into Pet Miku Chibi  :)
Title: Re: Variant Classes Mod Information
Post by: Viz on January 01, 2018, 10:43:11 AM
Fish? I'll see if I can work on it.

And talk about pet, when you told me that some custom pets are unable to cast spell, is that for all spells? Or only some spells?

I messed with the Baneling pet and was able to make it cast spells but only level 1 to level 4 spells. Level 5 and 6 spells are still not castable..

Title: Re: Variant Classes Mod Information
Post by: Sch123 on January 01, 2018, 01:26:29 PM
Quote
Fish? I'll see if I can work on it.
Items or scroll magic that can transform your old pet into this new ones is also great  ;)
Quote
And talk about pet, when you told me that some custom pets are unable to cast spell, is that for all spells? Or only some spells?

I messed with the Baneling pet and was able to make it cast spells but only level 1 to level 4 spells. Level 5 and 6 spells are still not castable..
Yes, Baneling pet (and Pet I've mentioned before) are unable to cast spell ("Mana" is reduced but no spell happens).

Hi @Viz can you make a pet that is friendly with Essential Mod or other Mod (not replacing anything). Because like a pet skin that previously, they overlap with each other. Or maybe you can fix it directly in Essential Mod (That would be much better, because so many people use Essential Mod).
I do not want a good Mod like Variant, Essential, Synergies are not friendly to each other. :(

Or you can create a Pet Mod collection separately, so if you want to create something later (Like Ultimate Pet) it will not involve any others Mod. I mean, it will be more friendly with the other Mod to.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on January 02, 2018, 05:55:29 PM
Hi @Viz

Because you have successfully developed TL1 Rifle to the next level, I have a crazy idea.  :P
What if Tl1 Rifle is upgraded even more. For example "Magic Rifle" where the weapon is firing the Magic Element from Wand animation attack, change the shooting projectile type animation with magic & element status buff (Of course without homing magic).  ;D

And there's more, what if you make a gun "GunBlade" which is like a Final Fantasy Weapons. The weapon that can be treated like a gun or a sword. I found a Mod (Final Fantasy Weapons (http://steamcommunity.com/sharedfiles/filedetails/?id=139536505&searchtext=final+fantasy)) that has GunBlade, but that weapon is not as expected, that weapon only serves as a sword only or just work otherwise.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on January 05, 2018, 02:08:07 PM
If you want you can also add skin pet panther (Cloudcat) from Clouddancer Mod for next update.  :)

Additional:
- More Skins Tiger (v.58) (http://steamcommunity.com/sharedfiles/filedetails/?id=161599884&searchtext=tiger)
- TL2_Lion-Snow Leopard-Leopard_mod_v2 (http://www.runicgamesfansite.com/vbdownloads.php?do=download&fileid=346)

Please keep the original skins/which exists still available.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on January 06, 2018, 04:59:04 PM
Hi @Viz

There is a new class of Elemental Brute (http://steamcommunity.com/sharedfiles/filedetails/?id=1212898553), maybe you are interested to add it in Variant Mod. Only need the addition of hair model, hair color and face of all vanilla class  ;)

And also World of Warcraft pet fish Wolfish (http://steamcommunity.com/sharedfiles/filedetails/?id=1211300745), Protofish (http://steamcommunity.com/sharedfiles/filedetails/?id=1218702982) to change the appearance of pet. Maybe you can also add it directly to Pet  ;)

They all are new and need permission from the author especially Wolfish & Protofish. Apart from all, that both Mod is very good  :)

Note:
- It looks like both the duration of this Mod pet fish is only there for 5 minutes only, nothing is up to a permanent duration.
- Protofish pet can't used active/attack spell. This case is almost the same as some other Mod pet:
Spoiler
Diablo 3: Big Bad Voodoo - PET & SPELL (http://steamcommunity.com/sharedfiles/filedetails/?id=301578721)
Flying Books PETS (http://steamcommunity.com/sharedfiles/filedetails/?id=299733197)
Diablo 3: Treasure Goblin PET (http://steamcommunity.com/sharedfiles/filedetails/?id=296483236)
Starcraft 2: Baneling PET (http://steamcommunity.com/sharedfiles/filedetails/?id=295500014)

Edit: For some reason, I do not know why Mod Wolfish and Protofish are missing from the Steam Workshop (It may have been deleted by the author: Galandrix). Luckily I've saved it, before it was deleted  ;)

Are you going to include this also in the next update?




Here's another great skin for pet:

- More Pet Skins (FINAL) (http://steamcommunity.com/sharedfiles/filedetails/?id=136220178&searchtext=hawk)
- Owl Colors (http://steamcommunity.com/sharedfiles/filedetails/?id=136150465&searchtext=)
- Pet Skins - Headcrab (v.1) (http://steamcommunity.com/sharedfiles/filedetails/?id=162692173&searchtext=)
- New pet - Dire Wolf (http://www.runicgamesfansite.com/mod_downloads/pets-tl2/download-290-pet-dire-wolf.html) (Please combine with pet wolf skin don't make separate pet)

Panda / Bear
Note: I hope someone can make a Blue Grizzly. :P

- Bear Cub (v.10) (http://steamcommunity.com/sharedfiles/filedetails/?id=694567164&searchtext=bear)
- EV Modpack (http://steamcommunity.com/sharedfiles/filedetails/?id=1154646289&searchtext=bear)

Here's another great pet:

- Gao Workshop (http://steamcommunity.com/profiles/76561198073873073/myworkshopfiles/?appid=200710)
- TorchlightPets (v.13) (http://steamcommunity.com/sharedfiles/filedetails/?id=137765299&searchtext=)
- Little Ponya Hero (v.3) (http://steamcommunity.com/sharedfiles/filedetails/?id=659570026&searchtext=)
- Portal Weighted Companion Cube Pet (v.16) (http://steamcommunity.com/sharedfiles/filedetails/?id=138198008&searchtext=pet)

Note:
I hope not to collide with the existing pet skin / original & other Mod
Title: Re: Variant Classes Mod Information
Post by: Viz on January 07, 2018, 03:18:54 PM
Uhm no.. there's too many. I'm not turning this into another Essential pack.

I could make a pet compilation.. but I was hoping that doudley would continue with this (http://torchmodders.com/forums/help-wanted/ultimate-pet-mod-variant-pets-or-pet-expansion-mod-p/) project. I'd love to help him back for everything that he have done for this mod.

Title: Re: Variant Classes Mod Information
Post by: Sch123 on January 07, 2018, 08:16:45 PM
Hahaha...Sorry I'm too excited @Viz, maybe you can add pet Wolfish & Protofish for next update. And also a new class Elemental Brute?.

I want to ask, when Ultimate Pet Mod is created, will all pet and pet skins in Variant Mod be moved all the way to Ultimate Pet?

Maybe you can start from creating a Pet compilation Mod for the beginning. When all the pets are collected, you can gradually develop into Ultimate Pet.  :)


Hi @Viz

Maybe you can replace some Portraits that still use Vanilla Portraits class by taking Portraits from this Mod (Not for merging mod, just to take Portraits only):
- Baldur's Gate Style Portraits for Torchlight II (http://steamcommunity.com/sharedfiles/filedetails/?id=168899145&searchtext=icon)
- SteampunkPortraits (v.6) (http://steamcommunity.com/sharedfiles/filedetails/?id=175409734&searchtext=Portrait)

That way the class Variant Mod will be more unique and make it easy to distinguish one from another  class :)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on January 08, 2018, 03:51:43 AM
Hi @Viz

Look what I get when I search for a new class, I find weapons and pet StarWars. I wish you can add this to Variant Mod.  :)
- Jedi or Sith (http://forums.runicgames.com/discussion/53968/suggestion-jedi-or-sith) - Page 6 (http://forums.runicgames.com/discussion/53968/suggestion-jedi-or-sith/p6)


Star Wars


@Kva3imoda Link:

- Light Sabers Mod (https://drive.google.com/file/d/0BwZNatjl1ZmpenZQVlgzUklzLVE/view?usp=sharing)
I've tried this Mod, it's so cool. Just a little bit to add like sound effects and there's also a need to be noticed as we walk holding Light Sabers, look a bit weird.
Perhaps the "Jedi Sword" can fix the flaws that exist in Lightsabers Mod

- Jedi Sword (https://drive.google.com/file/d/0BwZNatjl1ZmpZlRGaUg3NEQ0X1k/view?usp=sharing) For Weapons  ;D
Contains: models, sound, lights + units.
Units: sword_saber01, sword_saber02, sword_saber03

- Goba (https://drive.google.com/file/d/0BwZNatjl1Zmpam9hT1h0TjYxeW8/view?usp=sharing) For Pet   :D

- Joda (https://drive.google.com/open?id=0BwZNatjl1ZmpRUVVcDVoaXJtanc&authuser=0)



Note:
Somehow when I tried "Force Mod 3.0" (http://www.runicgamesfansite.com/mod_downloads/compilations-tl2/download-637-force-mod-3-0-a.html), my computer hangs right away. It makes me have to restart my computer.  :'(
I do not know if Force Mod 3.0 is no different from Noddyngineering !! (v.830) (http://steamcommunity.com/sharedfiles/filedetails/?id=138331402&searchtext=Noddyngineering+%21%21+%28v.830%29) Mod or not. But when I use Noddyngineering !! (v.830) Mod I did not have computer hangs.
I hope this can be fixed before adding to Variant Mod.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on January 14, 2018, 04:40:57 AM
Hi @Viz

I hope you can add Lightsaber / Jedi sword in the next update. I can not imagine when the Kensei / Ronin class from FEP Mod uses that weapon.  ???
Also if you do not mind, I hope you can also add Laser Gun and Pet Star Wars.  :)

Note:
I also found the GatlingGun (http://forums.runicgames.com/discussion/39090/gatling-guns/p2) weapon model (texture and animate), maybe you can also add it as an additional model of MiniGun weapon.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on January 21, 2018, 11:07:57 AM
Hi @Viz

Too bad you did not add pet Wolfish & Protofish, new class Elemental Brute and LightSaber / Jedi Sword weapons. :(
Maybe in another update you can add it.  ;)
Title: Re: Variant Classes Mod Information
Post by: Kva3imoda on January 21, 2018, 11:48:58 AM
Hey guys. I have sounds for lightsabers, in addition, my early other concepts have lighting.
UPD: Ah, it looks like you have it all.  :)
Title: Re: Variant Classes Mod Information
Post by: Kva3imoda on January 21, 2018, 11:52:23 AM
When I was working on these lightsabers, my unrealized idea was to add sparks when striking. I do not know if it can be done.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on January 21, 2018, 11:53:13 AM
Wow cool, Is the light color dependent of the given gems?
Title: Re: Variant Classes Mod Information
Post by: Viz on January 21, 2018, 11:58:56 AM
 Thanks @Kva3imoda for completing the lightsaber :)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on January 21, 2018, 12:04:15 PM
Yes, thanks for making good stuff @Kva3imoda  :D
Title: Re: Variant Classes Mod Information
Post by: Kva3imoda on January 21, 2018, 12:05:56 PM
Wow cool, Is the light color dependent of the given gems?
You mean Socketables? No, although it would be cool.  I think that it is possible to realize this only in one way - to replace all kinds of elemental particles, but this will affect the whole game. This means changing the crystal you change the type of damage - and this should change the type of particles.

Thanks @Kva3imoda for completing the lightsaber :)
Well, technically, they are not finished, I have not made icons, stats and more. I do not have complete lightsabers, only concepts.  :)
Title: Re: Variant Classes Mod Information
Post by: Phanjam on January 21, 2018, 03:47:03 PM
Hey @Kva3imoda about sparks from lightsaber strikes, yes it should be possible. I'll experiment when i have some time ;)
Title: Re: Variant Classes Mod Information
Post by: Kva3imoda on January 21, 2018, 09:51:05 PM
about sparks from lightsaber strikes, yes it should be possible.
You want to try the effect "to cast on hit"? If the item has a hidden effect, which must cast the skill "sparks". I think this should work.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on January 22, 2018, 11:04:46 AM
Is the concept the same as the Indicators Premium Mod (http://steamcommunity.com/sharedfiles/filedetails/?id=945157549) made by @doudley ?
When we do a critical attack it will trigger slash animation.
Title: Re: Variant Classes Mod Information
Post by: Kva3imoda on January 22, 2018, 11:34:26 AM
@Sch123, well, in some way. In any case, we need to try different options.
Title: Re: Variant Classes Mod Information
Post by: Phanjam on January 22, 2018, 02:50:47 PM
You want to try the effect "to cast on hit"? If the item has a hidden effect, which must cast the skill "sparks". I think this should work.
Yes that's the method i was thinking of 8)

Is the concept the same as the Indicators Premium Mod made by doudley?
When we do a critical attack it will trigger slash animation.
I think doudley edited the UNITTHEME that is used when the attack is a critical one. But we can't use that method to make sparks for the lightsabers because then all weapons will give sparks when they crit :D

Also we want the sparks to happen on all lightsaber attacks, not just crits. So i think CAST SKILL ON STRIKE is probably a good choice  ;)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on January 22, 2018, 04:38:10 PM
I get it now, if using the existing way on Indicators Premium then it will apply to all types of weapons. But if you want it to apply for Lightsaber only, then CAST SKILL ON STRIKE is a good choice.  :D
Title: Re: Variant Classes Mod Information
Post by: Sch123 on February 07, 2018, 07:44:53 AM
Hi @Viz

Are you going to add an Elemental Brute (http://steamcommunity.com/sharedfiles/filedetails/?id=1212898553) class on next update?
Because you've got permission from @Korzeam to be included in Variant Mod. Thanks to @steffire3  ;)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on February 07, 2018, 03:20:19 PM
Hi @Viz

I think, fish for Miku Chibi & Guardian should be put in the "fish merchant", to make it look more organized.  :)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on March 14, 2018, 02:37:52 PM
Hi @Viz
Are you going to add Elemental Brute class to Variant Mod next update?
Title: Re: Variant Classes Mod Information
Post by: Sch123 on March 21, 2018, 10:25:15 PM
Hi @Viz

I'm not sure if this is a bug or not, I found a bug on the Emberblade class, in Distrupt skill. It looks like the skill is not working properly. The skill does not damage the opponent.

I also have a question about Iron Will's passive skill, it says that ice damage reflects. Does that mean if I hit an ice attack then the attack will be reflected ?. Or if I get attacked then the attack will reflect an ice attack?. And also can you add passive skill chance to block into Iron Will skill ?. :)

Can you also remove Emberblade Basics info? because it's a bit annoying, always appear even without me pressing the (+) button. :( , at least do not let it appear itself.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on March 22, 2018, 01:34:17 AM
I also find peculiarities in LightWarden class skills. Skill Eruption, at rank 2 cost mana skill becomes 2 and so on until level 100 cost where for skill it does not change. And also the duration of cooldown skill is very short. Is that supposed to be like that?

And also the Ancient Knowledge skill, no effect has changed. Even though I have reached level 100 and the skill rank is 15 [+0 Health & +0 Physical Damage]. But sometimes it increases, I do not know what happened.

It would be great if you could also provide unique Charge Skills for the LightWarden class, instead of using Charge skill Engineer. :)
Title: Re: Variant Classes Mod Information
Post by: Viz on March 22, 2018, 03:44:43 AM
IIRC the passive scales on the physical armor of your character. Might need to re-equip items every once in a while for the passive to work. 

I'll fix the mana cost of Eruption, thanks for the report.

 
Title: Re: Variant Classes Mod Information
Post by: Sch123 on March 25, 2018, 08:59:58 PM
Quote
Next update : WIP
- Implement a new class : Elemental Brute by Korzeam. Credit goes to him  :)
- Preliminary work to balance Gunmage class?

I'm glad to see that there will be new classes in Variant Mod, I also hope you can consider to adding this class: Shadow Ninja Class (http://steamcommunity.com/sharedfiles/filedetails/?id=159125903) :)
Title: Re: Variant Classes Mod Information
Post by: steffire3 on March 26, 2018, 01:09:28 AM
Quote
Next update : WIP
- Implement a new class : Elemental Brute by Korzeam. Credit goes to him  :)
- Preliminary work to balance Gunmage class?

I'm glad to see that there will be new classes in Variant Mod, I also hope you can consider to adding this class: Shadow Ninja Class (http://steamcommunity.com/sharedfiles/filedetails/?id=159125903) :)

@Sch123 Was that first quote a personal message? I'm most interested in verifying any details that Viz may have in mind.  ;)

@Viz If you need a second upload (doudley has been away) to maintain your Variant (or Parallel, Ruination or any other) mod on the Steam Workshop then I would be happy to help.  :)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on March 26, 2018, 03:43:47 AM
I'm just glad to see the Changelogs that Variant Mod will have a new class. :D
Title: Re: Variant Classes Mod Information
Post by: Sch123 on April 03, 2018, 10:56:55 AM
Hi @Viz
I hope you can also add this class in Variant mod (Dragonlord, Dragonborn): Draconic Classes (http://steamcommunity.com/sharedfiles/filedetails/?id=1351038815)

Quote
Draconic Classes

Include 3 Classes: Dragonlord, Dragonborn, Dragoon

-Dragonlord is an upgraded Dragon Prince (Upgrade manny thing, fix some skills and pretty Over-powered)

-Dragonborn and Dragoon skill set are basically no changes, just update chargebar, ui, unique skill set icons, animation, etc... (Especially Dragonborn added FU ROS DAH sound effect!)
(Notice: Dragonborn's Dragon Blood passive got bug when use it with TL1 class pack no matter load order)

But indeed this Mod need fix and improvement, I hope you do not mind. :)
Because I feel this class is good enough to be included in Variant Mod. :D



Looks like the link is an error, I believe that the author is fixing his mod or something (Hopefully only temporarily). But if you want to see and try the mod it is on the bottom link. ;D
Title: Re: Variant Classes Mod Information
Post by: Sch123 on April 04, 2018, 10:29:54 AM
Hi @Viz

Can you make requirements from Red Mage Staff (Only for Red Mage) & Ember Sabre (Only for Emberblade) weapons for all classes. Although on the Ember Sabre weapon there is no description but when I get the weapon from buying, quest item, and drop monster I can not use it in a class other than Emberblade. I expect the same as with any other weapon, like Bow only for Mongol Archer class (FEP+ Mod). :)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on April 06, 2018, 05:53:33 PM
Hi @Viz

Can you make the Level Weapon (not Requirement Level) of Fist Wrap weapon (both of them) from Monk class, changed from level 1 to level 100. So that I can equip a high level gems. ;D

I hope you can consider replace Preacher & Tenebris Variant class with Preacher & Tenebris class that exist on Torchlight II Essentials, especially Tenebris class pretty much changed there. I just realized when I changed the position of mod in both of them and using the Tenebris class. And for the additional Preacher skin classes in Torchlight II Essentials it's look more smooth. :)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on April 15, 2018, 07:20:39 PM
Hi @Viz

Information Update Class Mod:

I hope in the next update you can update the Archer & Assassin Extra Classes class (https://steamcommunity.com/sharedfiles/filedetails/?id=660068853&searchtext=weapon), because drewrobi has updated his Mod. ;)

Elemental Brute (https://steamcommunity.com/sharedfiles/filedetails/?id=1212898553&searchtext=) It has been updated by @Korzeam
Title: Re: Variant Classes Mod Information
Post by: Sch123 on April 28, 2018, 08:58:34 AM
Hi @Viz

Have you tried Draconic Classes Mod (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=941)?
I hope you can combine the two classes that are there (Dragonborn & Dragonlord) so that it becomes Draconic Class. :)

Need more adjustment and fix bugs, to be more balanced.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on May 12, 2018, 12:44:43 PM
Hi @Viz

You maybe also interested in adding the DemiGod Class, which is in Elemental Brute Mod, just for fun. :P
Title: Re: Variant Classes Mod Information
Post by: Viz on May 20, 2018, 08:33:15 AM
Hi @Viz

Can you make the Level Weapon (not Requirement Level) of Fist Wrap weapon (both of them) from Monk class, changed from level 1 to level 100. So that I can equip a high level gems. ;D

I hope you can consider replace Preacher & Tenebris Variant class with Preacher & Tenebris class that exist on Torchlight II Essentials, especially Tenebris class pretty much changed there. I just realized when I changed the position of mod in both of them and using the Tenebris class. And for the additional Preacher skin classes in Torchlight II Essentials it's look more smooth. :)
What's the difference? iirc the Preacher and Tenebris in Essentials only changes the starting outfit and weapon.

Title: Re: Variant Classes Mod Information
Post by: Sch123 on May 20, 2018, 09:07:59 AM
Maybe you can apply that to Variant.

For Tenebris in Torchlight II Essentials, effects that can reduce HP on Tenebris skills are eliminated. Of course there also gives the hair color look quite a lot like Alternative Mod. Skill also balance.
Can you also change the requirements for the Poison Twister skill to be a requirement for all melee weapons.

For Preacher in Torchlight II Essentials, there also gives the appearance of hair color quite a lot like Alternative Mod. Skill also balance.

More precisely to avoid problems when there are also using Torchlight II Essentials. :)

Can you also change the requirements for "Red Mage Staff & Ember Saber" (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/msg8538/#msg8538) weapons for all classes, as I've already mentioned. And change the level of the "Fist Wrap" (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/msg8539/#msg8539) Monk weapon from level 1 to level 100

Title: Re: Variant Classes Mod Information
Post by: Viz on May 30, 2018, 01:00:48 PM
Hi @Viz

I'm not sure if this is a bug or not, I found a bug on the Emberblade class, in Distrupt skill. It looks like the skill is not working properly. The skill does not damage the opponent.

I also have a question about Iron Will's passive skill, it says that ice damage reflects. Does that mean if I hit an ice attack then the attack will be reflected ?. Or if I get attacked then the attack will reflect an ice attack?. And also can you add passive skill chance to block into Iron Will skill ?. :)

Can you also remove Emberblade Basics info? because it's a bit annoying, always appear even without me pressing the (+) button. :( , at least do not let it appear itself.
- Are you sure about Disrupt not dealing any damage? Does it show any animations?

- Iron Will will reflect ice damage to enemy whenever you get attacked.

- That's related to certain parts of the UI.. I'm not sure how to properly fix it.



Title: Re: Variant Classes Mod Information
Post by: Sch123 on May 30, 2018, 04:16:46 PM
Quote
- Are you sure about Disrupt not dealing any damage? Does it show any animations?
Yes, There is an Animation, but no damage to the opponent. :(

Quote
- Iron Will will reflect ice damage to enemy whenever you get attacked.
Ok, thanks :)

Quote
- That's related to certain parts of the UI.. I'm not sure how to properly fix it.
Maybe you can remove the Tab Bar (Reset skill & Class info) it? :)

@Phanjam Do you know how to remove Tab Bar?

Note:
Title: Re: Variant Classes Mod Information
Post by: Korzeam on June 01, 2018, 04:49:15 PM
Drewrobi has published a new class : the Prophet.
https://steamcommunity.com/sharedfiles/filedetails/?id=660068853

Maybe you would be interested to include it in your next update.
I love drewrobi's work.  :)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on June 01, 2018, 07:28:39 PM
Drewrobi has published a new class : the Prophet.
https://steamcommunity.com/sharedfiles/filedetails/?id=660068853

Maybe you would be interested to include it in your next update.
I love drewrobi's work.  :)

Wow, you're fast @Korzeam. I was just about to tell @Viz about this new class (Prophet (https://steamcommunity.com/sharedfiles/filedetails/?id=660068853)). :D
Title: Re: Variant Classes Mod Information
Post by: Viz on June 02, 2018, 05:03:14 PM
Yes I will add the new class eventually.

About Emberblade's Disrupt, I can confirm it does not work.

The idea is that the skill cast a buff onto enemy, and every time you inflict damage to the enemy, they would suffer additional damage as listed by the skill tooltip. So far I've tried many things to fix it but to no avail..  :-[

I'll most likely change the skill effects instead.

Title: Re: Variant Classes Mod Information
Post by: Sch123 on June 04, 2018, 08:26:35 PM
Need to be fixed for the Emberblade Female class. Eyes on Female Emberblade look all white.
That's a little scary for me :D

Quote
I'll most likely change the skill effects instead.

Maybe it will match the effect that makes the enemy stun/slow and get poison damage, because if you see from the green colored animation skill Disrupt it seems it fits. ;)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on June 06, 2018, 01:31:01 AM
Hi @Viz

It seems necessary to provide a personal effect charge skill on each class and not to use effect charge skill from vanilla classes.

Because I see there are some classes that still use the effect charge skill from vanilla classes.

Example:

- Darklite = still use Outlander skill charge effects
- Dark Noxmer = still use Embermage skill charge effects
- Noxmer = still use Embermage skill charge effects
- Tenebris = still use Embermage skill charge effects
- Lightwarden = still use Engineer skill charge effects
- Voidseeker = still use Engineer skill charge effects

I hope you can give your own skill charge effects to each class without using vanilla class skill charge effect. ;)
Title: Re: Variant Classes Mod Information
Post by: Phanjam on June 06, 2018, 03:53:42 AM
Hi @Viz there are some classes that still use the effect charge skill from vanilla classes
Hi @Sch123 .  Remember, the objective of the Variant mod is to combine classes and fix what may be broken.  So if it was the intention of the original author to use the vanilla charge mechanics for their class, then it doesn't "have to be" changed ;) .

Hey @Viz can you share the Variant mod unpacked MEDIA folder somewhere?  When i have time, i can help fix broken parts - so i think it will be easier for you if editors just submit their revisions to the shared folder and you manage the compilation in GUTS (like how we did it for TL1CP). What do you think?
Title: Re: Variant Classes Mod Information
Post by: Sch123 on June 06, 2018, 05:03:15 AM
Quote
Hi @Sch123 .  Remember, the objective of the Variant mod is to combine classes and fix what may be broken.  So if it was the intention of the original author to use the vanilla charge mechanics for their class, then it doesn't "have to be" changed ;) .
Yup, you right. ;)
At least do not give the vanilla charge class name, give the name of that class itself. :)
Title: Re: Variant Classes Mod Information
Post by: Viz on June 06, 2018, 08:40:32 AM
Hey @Viz can you share the Variant mod unpacked MEDIA folder somewhere?  When i have time, i can help fix broken parts - so i think it will be easier for you if editors just submit their revisions to the shared folder and you manage the compilation in GUTS (like how we did it for TL1CP). What do you think?
Hmm I'm not sure how did you guys set up the thing for TL1CP. Is it okay if I just share it to gdrive or something?

@Sch123 I have to decline. I'm not good at creating new charge bar mechanic.
Title: Re: Variant Classes Mod Information
Post by: Viz on June 06, 2018, 11:00:34 AM
Updated to v11.
Please test the new classes and see if they are working well with other mods.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on June 06, 2018, 12:38:09 PM
@Viz I just tried for a while, the Elemental Brute class does not have all the faces, hair color and hairstyle.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on June 06, 2018, 04:18:47 PM
Hi @Viz

I found a bug in "Assassin" class on skill Poison Surge. That skill only reaches Rank 1/1 which should Rank 1/15. :(

I'm also not sure if this includes But or not, finding an oddity in the Impale "Emberblade" skill class. Animation is not visible, is it made like that?

It seems that on the Disturb skill it looks like the animation is not complete (there is no symbol on the ground). But the new effect goes well. ;D

And for the two new classes "Elemental brute & Prophet" so far so good, it's just that Elemental Brute class needs to be added all face, hair and hair color. ;)
Title: Re: Variant Classes Mod Information
Post by: IwillkuelU on June 06, 2018, 11:57:40 PM
I was wondering if there is a way to view the older changelogs to see what fixes/changes you have done to all the classes? If you have one already then I'm blind and didn't see it.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on June 07, 2018, 12:04:10 AM
Hi @IwillkuelU
You can get it here : Mod Changelogs (http://torchmodders.com/forums/variant-classes-mod/mod-changelogs/msg8778/#msg8778)
Title: Re: Variant Classes Mod Information
Post by: Viz on June 07, 2018, 04:26:06 AM
Hmm? Impale and Disrupt animation is fine, I didn't change anything about it.

I'll fix Poison Surge soon.

Title: Re: Variant Classes Mod Information
Post by: IwillkuelU on June 07, 2018, 04:33:59 AM
The divine presence skill for lightwarden at rank 1 does health recovery and physical armor then at rank 2 it gives the elemental resistance and damage. Doesn't bother me either way but also could be because I have synergies installed as well (is below variant in load order tho)
Title: Re: Variant Classes Mod Information
Post by: Viz on June 07, 2018, 09:43:37 AM
The divine presence skill for lightwarden at rank 1 does health recovery and physical armor then at rank 2 it gives the elemental resistance and damage. Doesn't bother me either way but also could be because I have synergies installed as well (is below variant in load order tho)
Yeah I noticed this as well. It's not because of conflict with other mods, the skill is using Embermage's Elemental Boon as the effect.
Title: Re: Variant Classes Mod Information
Post by: IwillkuelU on June 07, 2018, 01:57:38 PM
Alright, thanks. Guess that means that if synergies buffed elemental boon during the embermage rework they were doing it would receive it as well.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on June 07, 2018, 09:05:51 PM
Hi @Viz

I think in the latest version you will use the class "Tenebris & Preacher" that is on "Torchlight II Essentials (https://steamcommunity.com/sharedfiles/filedetails/?id=138228035)" at least use the Model & Skin, it turns out you do not use it. :(

I think the class that is on Torchlight II Essentials is already in balance, So it will help you in class balancing. And also in Tenebris class at least already given Charge bar skill of his own. You just need to adjust slightly for weapon requirement on some skill to change for all melee weapon. ;D

I know that both classes are the same, because it uses the same basic class (Tenebris & Preacher). It's just that in Torchlight II Essentia both classes have been polished further. I just want to help, so you do not have to tired to do the balance of the class that is too much, because there is already a balance class. ;)

I also hope Fish for Pet "Miku Chibi & Guardian" can be put into Fish Merchant rather than you input on Normal Merchant who sell potion and scroll. Because I see it is less suitable if placed on the Normal Merchant, because there is already a Merchant itself that sells Fish. :P

Sorry this is just my opinion. I hope you will consider this. :)
Title: Re: Variant Classes Mod Information
Post by: Phanjam on June 08, 2018, 03:06:16 AM
Hi @Viz
 in Torchlight II Essentia both classes have been polished further. I just want to help, so you do not have to tired to do the balance of the class that is too much, because there is already a balance class. ;)

Thanks, this is a thoughtful suggestion Sch!
Title: Re: Variant Classes Mod Information
Post by: Viz on June 08, 2018, 03:41:54 AM
I don't know how far are the changes since they were no details about it but I checked Essential's files and honestly.. there's not much changes that were done to both Tenebris and Preacher class.

Author just slapped a few additional affixes onto some passive skills and call it a day. Sure these classes have new shiny starting weapons and wardrobe, but that's about it.
 
I suppose I could bring the charge bar if I must? But I don't think it is necessary.

I'm pretty sure fish merchant came from a mod somewhere, so that's why I place the Sushi to the general merchant.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on June 08, 2018, 08:29:27 PM
Quote
I don't know how far are the changes since they were no details about it but I checked Essential's files and honestly.. there's not much changes that were done to both Tenebris and Preacher class.

Author just slapped a few additional affixes onto some passive skills and call it a day. Sure these classes have new shiny starting weapons and wardrobe, but that's about it.
 
I suppose I could bring the charge bar if I must? But I don't think it is necessary.

I don't understand why you don't want to add the advantages possessed in the "Tenebris & Preacher" class that is on Essential Torchlight II, if the advantage is added to the Variant Mod, isn't that something good ?. :)

Quote
I'm pretty sure fish merchant came from a mod somewhere, so that's why I place the Sushi to the general merchant.

You are right, and many people also use Essentials or who provide fish merchants. If it's as you say, but isn't it more suitable if obtained by fishing and purchased from fish merchant (if you using Mod fish merchant) rather than purchased from general merchants? :P

For example, Mod Wolfish (https://steamcommunity.com/sharedfiles/filedetails/?id=1211300745&searchtext=fish) & Protofish (https://steamcommunity.com/sharedfiles/filedetails/?id=1218702982) does not sell fish at General Merchant but can be obtained by fishing and buying it at Fish Merchant (if you using Mod fish merchant)
Title: Re: Variant Classes Mod Information
Post by: Viz on June 09, 2018, 05:50:03 AM
I don't understand why you don't want to add the advantages possessed in the "Tenebris & Preacher" class that is on Essential Torchlight II, if the advantage is added to the Variant Mod, isn't that something good ?. :)
It's because the changes, imo, are not that significant.

About the fish, I'll do something about it.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on June 09, 2018, 06:38:54 AM
Quote
It's because the changes, imo, are not that significant.

As I've already mentioned, of course not much change because it uses the same Basic class. But it is undeniable that the "Tenebris & Preacher" class in Essential Mod provides a neat look. For example Preacher class face skin looks more detail with the ornament on his head. :P

And by adding the existing in Essential Mod can make better Variant mod especially the appearance, on Essential Mod as you say it's given new shiny starting weapons and wardrobe and also more detailed facial skin (for Preacher class) and hair color more to choice.  ;)

To be honest I was satisfied with the balancing you made for the Tenebris class, It's just that I see the opportunities this class can be improved again (For its Appearance and Skin for Tenebris & Preacher). I hope you can add that in Variant Mod. :)

Although there are some that I feel burdensome for the Tenebris class, such as reducing HP in some skills. I know it's a genuine idea of the class, but can it be made less. :(

Quote
About the fish, I'll do something about it.

Thank you very much. :)

I hope later when Variant Merge Pet Mod is created it can be side by side with Variant Merge Class Mod. :D
Title: Re: Variant Classes Mod Information
Post by: Phanjam on June 09, 2018, 09:38:32 AM
Hi @Sch123 , @Korzeam , @Viz

I hope later when Variant Merge Pet Mod is created it can be side by side with Variant Merge Class Mod

This is probably the best way to handle it. It's simpler for users to install.  It's smpler for buidling / troubleshooting  the mod (class issues separate from pet issues) and adding to each mod going forward.  AND it splits the work load among more modders to avoid burnout.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on June 13, 2018, 05:24:43 AM
Hi @Viz

How about you add WoW Paladin / Crusader (https://steamcommunity.com/sharedfiles/filedetails/?id=712279451&searchtext=paladin) Classes into Variant Mod, I know you've said the class is not finished especially there is no tier bonus on all active skills & only reach Rank 5. But maybe it is made like that, because to compensate 3 passive skill that can reach Rank 99. ;)

Certainly need some minor improvements such as on the passive skill:

- "Sanctity of Battle" : Need 2H Sword / Axe / Mace / Polearm weapon requirement
- "Ardent Defender" : Need 1H Sword / Axe / Mace weapon requirement
- "Heart of Crusader" : No need weapon requirement

And also fix the Charge Bar position which is not in the position when charging.  :)

And of course balancing on skill, so as not Over Power / Under Power. ;D


Information:

Drew's Class Pack (https://steamcommunity.com/sharedfiles/filedetails/?id=660068853) is already updated [Change Note] (https://steamcommunity.com/sharedfiles/filedetails/changelog/660068853). :D
Title: Re: Variant Classes Mod Information
Post by: Korzeam on June 13, 2018, 05:22:31 PM
a big thanks @Viz for including my class in your awesome mod!  :)

Is there any chance that the new version will be uploaded on the steam workshop?
Is Doudley alive somewhere ?  :'(
Title: Re: Variant Classes Mod Information
Post by: Phanjam on June 13, 2018, 11:54:05 PM
Hi @Korzeam unfortunately doudley isnt active now - i think he is too busy with "real life"

What did u need from him?
Title: Re: Variant Classes Mod Information
Post by: Sch123 on June 14, 2018, 03:11:31 AM
Hi @Viz

Information:

The Dread Pirate (https://steamcommunity.com/sharedfiles/filedetails/?id=138860521) is already updated [Change Note] (https://steamcommunity.com/sharedfiles/filedetails/changelog/138860521). :D
Title: Re: Variant Classes Mod Information
Post by: Korzeam on June 14, 2018, 03:19:04 AM
Hi @Korzeam unfortunately doudley isnt active now - i think he is too busy with "real life"

What did u need from him?
Well, he was the one who published Variant Classes on Steam workshop.
I don't think it can be done by anyone else.
Title: Re: Variant Classes Mod Information
Post by: Phanjam on June 14, 2018, 11:20:09 AM
Well, he was the one who published Variant Classes on Steam workshop.
I don't think it can be done by anyone else.

Uh-oh, you are correct @Korzeam ! Hey @Viz i can try to use doudley's registration email address.  How would u like the page to be managed while @doudley is not active?
Title: Re: Variant Classes Mod Information
Post by: Viz on June 18, 2018, 12:55:54 PM
Uh-oh, you are correct @Korzeam ! Hey @Viz i can try to use doudley's registration email address.  How would u like the page to be managed while @doudley is not active?
Uhm sorry I don't understand this. Does this mean you can update the page with the latest version?  :o
Title: Re: Variant Classes Mod Information
Post by: Phanjam on June 19, 2018, 03:37:15 PM
Does this mean you can update the page with the latest version?  :o

If @doudley adds one of us as a contributor to the page, i believe that person can upload new versions :)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on June 19, 2018, 04:23:30 PM
Hi @Viz

Information Class Updated:

It looks like Drewrobi is updating Drew's Class Pack (https://steamcommunity.com/sharedfiles/filedetails/?id=660068853&searchtext=Drew%27s+Class+Pack) | Change Notes (https://steamcommunity.com/sharedfiles/filedetails/changelog/660068853).

Quite a lot of changes in the update this time, I hope Classes in Variant Mod can be replaced with the latest in the next update. ;)

Title: Re: Variant Classes Mod Information
Post by: Phanjam on June 20, 2018, 02:13:50 PM
This is the reason why its never a good idea to include a mod which is still under active development  :-X

Hi @Viz

Information Class Updated:

It looks like Drewrobi is updating Drew's Class Pack (https://steamcommunity.com/sharedfiles/filedetails/?id=660068853&searchtext=Drew%27s+Class+Pack) | Change Notes (https://steamcommunity.com/sharedfiles/filedetails/changelog/660068853).

Quite a lot of changes in the update this time, I hope Classes in Variant Mod can be replaced with the latest in the next update. ;)
Title: Re: Variant Classes Mod Information
Post by: Viz on June 21, 2018, 03:37:22 AM
This is the reason why its never a good idea to include a mod which is still under active development  :-X
Yea tbf it hasn't been updated for about 6 months, then author seemingly came back and do updates frequently.

I think I just wait for awhile (read : 2-3 months) before updating his classes.. since it's clear that the author is currently in the mood for modding.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on June 21, 2018, 04:53:29 AM
I think I just wait for awhile (read : 2-3 months) before updating his classes.. since it's clear that the author is currently in the mood for modding.

@Viz
I recently had a discussion with @Drewrobi about the class he created and provide some ideas and feedback for the class he created. :)

Therefore there may be updates for some classes in the future. ;)

@Phanjam
By the way, is there anyone who can make Icon For Class "Monk & Druid". Because I was discussing with him about this. It is difficult to find a suitable source because of the copyright issue. :(

Title: Re: Variant Classes Mod Information
Post by: Phanjam on June 21, 2018, 03:23:00 PM
Hi @Sch123

By the way, is there anyone who can make Icon For Class "Monk & Druid". Because I was discussing with him about this. It is difficult to find a suitable source because of the copyright issue. :(

I think u need to get Drewrobi's agreement for us to make new icons to use for his classes, because it wont be nice for us to just make icons and use them on his classes only in the Variant mod.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on June 21, 2018, 03:56:03 PM
Hi @Phanjam

I think u need to get Drewrobi's agreement for us to make new icons to use for his classes, because it wont be nice for us to just make icons and use them on his classes only in the Variant mod.

Of course I will tell Drewrobi about this good news. I'll let you know if Drewrobi agrees.  :)

But beforehand I will say thank you for anyone who is willing to make Icon For Drewrobi class. ;)

And I also ask permission so later that Icon can also be used by Drewrobi for his class as well.

Because he once said in the Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=660068853&searchtext=Drew%27s+Class):

Drew's Class Pack
Credits:

The Monk character icons come from the FarEast mod Monk icons.
The Druid character icons are currently borrowing the Synergies Ranger icons (I'd love to have someone submit new ones if you have the skills!)

I want to ask something, can you also create Icon for other classes in Variant class ? (for classes that still use Vanilla Icon). Like Emberblade, LightWarden, Plaguelord, Red Mage.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on June 21, 2018, 06:21:35 PM
Hi @Phanjam

I see there is hope for a class that is on Variant mod that still gets crash to be fixed.

Because I was thinking what @Korzeam did might be applicable to the class that caused the crash, because it's more or less the same as the one I've experienced in Variant pet.

Surprisingly at the Bladedancer class I used to experience crashes too, every time I include the Bladdancer mod I instantly crash (the same thing happened to the Red Mage class), But after being fixed by @Viz & @doudley I can play Bladedancer class now.

But I'm still crashing on the Red Mage, Theolentist and Ember Sage classes.

Red Mage

Now, It has not caused a crash even though it is included in Mod.
In this class I can still see him in the class selection, but when I try to play with it I will crash.

Theolentist
Crash when using skills "Anaerobic Acolytes"
Crash when using skills "Sepulchre" with Theolentist scroll summon.

Ember Sage
Crash when using skills "Ice Titan"
Title: Re: Variant Classes Mod Information
Post by: Phanjam on June 23, 2018, 06:50:25 AM
Hi @Viz i cannot seem to find the link to the latest version of Variant Classes Mod :( can u post it again pls?

I emailed @doudley also to ask if he can make one of us a co-author on the Variant steam workshop page ;)
Title: Re: Variant Classes Mod Information
Post by: Viz on June 23, 2018, 03:04:01 PM
Thanks @Phanjam hopefully he would reply.  :)

Do you want the media folder or just the mod? The RGF site (http://www.runicgamesfansite.com/mod_downloads/compilations-tl2/download-1516-variant-classes.html) does have the latest version. If you want the media folder I will upload it somewhere.
Title: Re: Variant Classes Mod Information
Post by: Phanjam on June 24, 2018, 07:58:19 AM
Hi @Viz ! Thanks i'll just get it from RGF :P

Sorry i didnt reply to ur question about how to coordinate when more than 1 modder is working on a mod.

Basically there should be an agreed list of things to get done. Then each modder should say what they are working on to avoid duplication.

When the modder is done he just submits his changes. These should be only the edited files not the whole MEDIA folder!

There should be just one modder in charge of merging everone's work, writing the change/update notes and uploading to the distribution site (steam, rgf, etc).

So for sharing, all thats needed is a place to control the work list and a place to upload files for merging. The work list can be a new topic here, just keep editing the OP to reflect latest status. You already suggested google drive to share files and thats fine too ;)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on July 02, 2018, 03:42:53 AM
Hi @Viz

Can you make requirement passive skill "Oppression" from class PlagueLord become for all weapons ? :)

And also make the requirement passive skill "Overlord Grip" from class PlagueLord become for all melee weapon.

Bug Report:

Nethermancer Class

- The Tesseract skill should be on & off skill (toggle functionality), and the duration should be "alwalys". Because when the skill is active the skill can not be turned off, then I conclude that the skill should be made toggle functionality. Or made like a HealBot that continues to exist until we use the portal or go to another Map.

- When using the Void Helix Skill the Skill Void Helix icon appears above the charge bar and does not disappear


Thank you ;)
Title: Re: Variant Classes Mod Information
Post by: Phanjam on July 08, 2018, 07:11:53 AM
Hi @Viz doudley already added me to the Variant steam workshop page. But after some research it turns out "contributors" cannot do much except comment!

It may be necessary to make a new mod page using your latest version - what do u think?
Title: Re: Variant Classes Mod Information
Post by: Korzeam on July 08, 2018, 11:42:18 AM
It seems that Doudley could come back, he wrote a comment on Steam yesterday :

https://steamcommunity.com/workshop/discussions/18446744073709551615/2650805212051876588/?appid=200710
Title: Re: Variant Classes Mod Information
Post by: Phanjam on July 08, 2018, 09:28:11 PM
Of course i hope it comes true! But whatever he decides should be fine
Title: Re: Variant Classes Mod Information
Post by: Sch123 on July 16, 2018, 04:29:38 AM
Hi @Viz

It's looks like you can update the classes in the Variant Class mod, especially the Dread Pirate (https://steamcommunity.com/sharedfiles/filedetails/?id=138860521&searchtext=pirate) & Drew class pack (https://steamcommunity.com/sharedfiles/filedetails/?id=660068853&searchtext=Drew%27s+Class+Pack). It's looks like he wasn't doing an update for a few days. ;)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on July 17, 2018, 09:04:20 AM
Hi @Viz

I found a Mod that has quite a lot of unique Icon for class, I hope you can replace Icon from some of classes in Variant Class Mod. ;)

You can use Icon in IMBA V.7.9.4 Mod Download Link: GDrive (https://drive.google.com/open?id=1O2tx4STCLngYb08YBdp95C-u6jm6K0gF)

List is on below. :)
Title: Re: Variant Classes Mod Information
Post by: Phanjam on July 19, 2018, 10:03:56 PM
Thanks for this @Sch123 ;)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on July 20, 2018, 07:21:59 AM
Thanks for this @Sch123 ;)

You are welcome @Phanjam. :)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on August 09, 2018, 04:30:07 PM
Hi @Viz, @doudley

Is it possible to add classes in Darkthan's Classes (https://steamcommunity.com/sharedfiles/filedetails/?id=275166654&searchtext=darkthan) & WoW Paladin (https://steamcommunity.com/sharedfiles/filedetails/?id=712279451&searchtext=paladin) class Mod to Variant Class Mod?
No need to add all Darkthan's Classes, just add a few classes that don't conflict with other mod classes. Because many people hope that this class will be added to the Variant class Mod. :)

Extra:
Shadow Ninja Class (https://steamcommunity.com/sharedfiles/filedetails/?id=159125903&searchtext=shadow)

Darkthan's Classes List:
- Blackguard: Add this class
- Druids: Don't add this class, Because it will conflict with the Druid class from the Drew Class Pack
- Hunter: Add this class
- Monk: Add this class, Also change the name to "Monk Fighter".
- Templar: Add this class
- Witch-Doctor: Add this class

Info:
- So far the only problematic class is the Druid.

WoW Paladin:
- Still need to be fixed on the charge bar that has not functioned properly.
- Some skills need additional levels.
- Some passive skills need adjustment.

Note:
- Each class requires additional speed when walking and running, because it feels very slow compared to the existing class / Vanilla class.
- Need to open all faces, hair styles & hair colors in each class.
- I hope, the GUID skill problem can be overcome so that this class can be played together.



And can you make a "Tab Skill Reset and Class Info" on the Emberblade class removed, because it's not fair if only that class has it. And also the class information that is so long is quite disturbing.

And don't forget to fix the Bug in the Assassins Skill Poison Surge class.

I also found some skill animations that looked inappropriate when using certain weapons in some classes.Usually on a skill that uses his left hand, therefore if using a weapon (Melee or Range) on the left hand the animation skill will look strange. For example in the Noxmer class the "Nox Missile" skill.  ;)
Title: Re: Variant Classes Mod Information
Post by: steffire3 on August 10, 2018, 02:35:40 AM
@Sch123 What about the WoW Paladin 2.0?

https://steamcommunity.com/sharedfiles/filedetails/?id=712279451&searchtext=2.0
Title: Re: Variant Classes Mod Information
Post by: Sch123 on August 10, 2018, 02:53:11 AM
@Sch123 What about the WoW Paladin 2.0?

https://steamcommunity.com/sharedfiles/filedetails/?id=712279451&searchtext=2.0
Hi @steffire3

The Paladin that I mean is the same as the Paladin you mentioned "WoW Paladin 2.0". ;D

If you notice, almost all max skills are only up to Rank 5 and there are 3 passive skills up to Rank 99. I don't think that is a problem because it might be made like that as a compensation skill that can only reach Rank 5 and no Tier Level skill.

I also understand in this class he is more focused on developing passive skills in this class as a substitute for Tier Level skills. Indeed, You can develop it more by adding Tier Skill levels, and the most important thing is to fix the Charge Bar because the charge bar place is slightly off the mark. ;)

And also the Basic Armor he is wearing, it shouldn't need to appear at the beginning in item equipment. Basic armor should have been attached to that class. :)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on August 10, 2018, 10:40:06 AM
Hi @Viz

Can you add a Dark Sorcerer Class from TL2-E (https://steamcommunity.com/sharedfiles/filedetails/?id=654068491&searchtext=tl2-e) Mod to Variant Mod?

There are 3 new classes in the Mod (Assassin, Barbarian & Dark Sorcerer), but what I think is the most original is the Dark Sorcerer Class. ;)
Title: Re: Variant Classes Mod Information
Post by: Korzeam on August 21, 2018, 12:12:04 PM
Hi @Viz.
Jerme Lenister from Steam has reported a bug when you use Variant Classes with TL2 Essentials.
The Dervish spells don't work for some of the classes.

I have investigated and I found that TL2 Essentials replaces the animation 'special_gen_buff' by 'special_whirlwind' for those spells.
The problem is by default this animation (special_whirlwind) doesn't have a HIT KEY, so it doesn't trigger the spell.
So TL2 Essentials has modified the animation files to add that key.

As about half of variant classes use a specific animation file they don't have the HIT KEY.
The solution is to edit the animation files in MEDIA\MODELS\PCS\HUM_M and MEDIA\MODELS\PCS\HUM_F

For the male version the animation is already there, you just have to add the HIT KEY.
For the female version the animation is not there, you have to add it.
It should look like this :

Code: [Select]
[ANIMATION]
<STRING>FILE:special_whirlwind.skeleton
<STRING>NAME:Special_Whirlwind
<FLOAT>DURATION:1.2
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:1
[/KEY]
[/ANIMATION]
Title: Re: Variant Classes Mod Information
Post by: Viz on August 21, 2018, 12:33:36 PM
Thanks @Korzeam for the head ups. I'll add these fixes in the next update. :)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on August 30, 2018, 04:31:59 PM
Hi @Viz

I see you make improvements to the Flamethrower Weapon, maybe you can also change the attack animation, to be like the animation of the "Fire Eater" skill from the Double Agent Class. I'm sure this is more suitable. :D

I also hope you can add a new class like I once suggested (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/msg9570/#msg9570) to you. ;)

- Dark Sorcerer Class from TL2-E (https://steamcommunity.com/sharedfiles/filedetails/?id=654068491&searchtext=tl2-e).
- WoW Paladin 2.0 (https://steamco.mmunity.com/sharedfiles/filedetails/?id=712279451&searchtext=2.0) Class
- Shadow Ninja Class (https://steamcommunity.com/sharedfiles/filedetails/?id=159125903&searchtext=shadow)
- Some from Darkthan's Classes (https://steamcommunity.com/sharedfiles/filedetails/?id=275166654&searchtext=darkthan) (Blackguard, Hunter, Templar, Monk Fighter, Witch-Doctor).

Replace some class icons as I have suggested (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/msg9287/#msg9287) too. ;)

Unlock the face, hair & hair color for the Elemental Brute Class. Maybe you can also give new starting clothes to not be the same as Vanilla class.

And don't forget to fix the Bug in the Assassins Skill Poison Surge class.



Hi @doudley

Can you help Viz to remove the Tab "Skill Reset and Class Info (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=1312)" on the Emberblade class?

And also fix the WoW Paladin 2.0 (https://steamco.mmunity.com/sharedfiles/filedetails/?id=712279451&searchtext=2.0) class Charge Bar (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=1316)  that is less in line & fixing other things in that class. :)
Title: Re: Variant Classes Mod Information
Post by: Viz on August 30, 2018, 05:08:14 PM
Sorry I still not going to add those classes anytime soon.

There's one that is somewhat playable and ready to be merged and its the Shadow Ninja (renamed to Shadower) but unfortunately some of its skills have issues, especially the clone related skills.
 
Title: Re: Variant Classes Mod Information
Post by: Sch123 on August 30, 2018, 05:22:09 PM
Sorry I still not going to add those classes anytime soon.
It's ok, but have you seen the Dark Sorcerer Class from TL2-E? I think the class is like a cure for me because I can't use the Red Mage. :D

Quote
There's one that is somewhat playable and ready to be merged and its the Shadow Ninja (renamed to Shadower) but unfortunately some of its skills have issues, especially the clone related skills.
What happened with clone related skills?



I also found some skill animations that looked inappropriate when using certain weapons in some classes. Usually on a skill that uses his left hand, therefore if using a weapon (Melee or Range) on the left hand the animation skill will look strange. For example in the Noxmer class the "Nox Missile" skill.  ;)
Title: Re: Variant Classes Mod Information
Post by: doudley on August 31, 2018, 12:19:57 AM
Hi @doudley

Can you help Viz to remove the Tab "Skill Reset and Class Info (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=1312)" on the Emberblade class?
Is this necessary, ain't those one of features built by the modder for that specific class? If it is okay with everyone, I think it will be easy enough to remove those features.
Title: Re: Variant Classes Mod Information
Post by: steffire3 on August 31, 2018, 03:47:56 AM
Hi @doudley

Can you help Viz to remove the Tab "Skill Reset and Class Info (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=1312)" on the Emberblade class?
Is this necessary, ain't those one of features built by the modder for that specific class? If it is okay with everyone, I think it will be easy enough to remove those features.


I'm fine with it either way. There are mods that allow all classes to reset all their skills.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on August 31, 2018, 01:06:07 PM
I feel a little unfair if only that class can do Respect Skill. And like what was said by steffire3, many mods provide Respect skill & Respect potions.

And I feel a little annoyed with the info there because it looks like an over bound tab menu. I know I can close it by pressing the button, but if I have to do that every time it plays is very annoying.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on September 01, 2018, 06:01:06 AM
Hi @Viz

Thank you for updating Variant Class with the latest version. ;)

But there are still some that have not been changed such as:

- Have not replaced Icon classes (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/msg9287/#msg9287) in several classes.
- Unlock Face, Hair & Hair Color in Elemental Brute Class.
- Change the Flamethrower animation with the animation that is in the skill "Fire Eater" skill from the Double Agent Class.
- I also found a little oddity in the Bark Skin skill in the Druid Class. In the Tier box, it looks divided into 3 parts, even though it does not have a Tier skill.



And I hope that in the next future update you can also add new classes. :D

Is it possible if you remove Pet & Fish for Chibi Miku and Young Guardian Pet to avoid redundancies with Variant Pet? ::)
Title: Re: Variant Classes Mod Information
Post by: doudley on September 02, 2018, 05:38:13 AM
Hi @doudley

Can you help Viz to remove the Tab "Skill Reset and Class Info (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=1312)" on the Emberblade class?

And also fix the WoW Paladin 2.0 (https://steamco.mmunity.com/sharedfiles/filedetails/?id=712279451&searchtext=2.0) class Charge Bar (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=1316)  that is less in line & fixing other things in that class. :)

- Can you help Viz to remove the Tab "Skill Reset and Class Info (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=1312)" on the Emberblade class? // Done

- And also fix the WoW Paladin 2.0 (https://steamco.mmunity.com/sharedfiles/filedetails/?id=712279451&searchtext=2.0) class Charge Bar (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=1316)  that is less in line & fixing other things in that class. :) // I forgot about this, sorry :P

Hi @Viz

Thank you for updating Variant Class with the latest version. ;)

But there are still some that have not been changed such as:

- Have not replaced Icon classes (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/msg9287/#msg9287) in several classes.
- Unlock Face, Hair & Hair Color in Elemental Brute Class.
- Change the Flamethrower animation with the animation that is in the skill "Fire Eater" skill from the Double Agent Class.
- I also found a little oddity in the Bark Skin skill in the Druid Class. In the Tier box, it looks divided into 3 parts, even though it does not have a Tier skill.



And I hope that in the next future update you can also add new classes. :D

Is it possible if you remove Pet & Fish for Chibi Miku and Young Guardian Pet to avoid redundancies with Variant Pet? ::)
- Unlock Face, Hair & Hair Color in Elemental Brute Class. // Done

- I also found a little oddity in the Bark Skin skill in the Druid Class. In the Tier box, it looks divided into 3 parts, even though it does not have a Tier skill. // Done

@Viz
See attached the added fixes and Version 12 had been uploaded to Steam.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on September 02, 2018, 05:24:47 PM
Quote
- Can you help Viz to remove the Tab "Skill Reset and Class Info" on the Emberblade class? // Done
- Unlock Face, Hair & Hair Color in Elemental Brute Class. // Done
- I also found a little oddity in the Bark Skin skill in the Druid Class. In the Tier box, it looks divided into 3 parts, even though it does not have a Tier skill. // Done
Thank you @doudley  ;)

Quote
- And also fix the WoW Paladin 2.0 class Charge Bar  that is less in line & fixing other things in that class. :) // I forgot about this, sorry :P
I hope this class can be added to Variant Mod too, because there are quite a few who are asking for this class. :D
Title: Re: Variant Classes Mod Information
Post by: doudley on September 03, 2018, 01:25:07 AM
Quote
- And also fix the WoW Paladin 2.0 class Charge Bar  that is less in line & fixing other things in that class. :) // I forgot about this, sorry :P
I hope this class can be added to Variant Mod too, because there are quite a few who are asking for this class. :D
Oh, so this class is not yet included in the mod. Good thing I forgot about it :P
Title: Re: Variant Classes Mod Information
Post by: Sch123 on September 03, 2018, 01:50:54 AM
@doudley

But can it be fixed, so that later it can be added to Variant Class? :)

There are several things that need to be fixed in this class.

WoW Paladin: (https://steamcommunity.com/sharedfiles/filedetails/?id=712279451&searchtext=paladin)
- Still need to be fixed on the charge bar that has not functioned properly.
- Must correct skills that don't work properly. Like skill "guardian of ancient" on tier 1 that skill doesn't call guardian of ancient"
- Some active skills need tier effect.
- Some passive skills need adjustment Requirement.
- The Starter Armor that is still visible on the Player Menu.

I don't think it is necessary to make all skills level up to 1/15 like other classes. Because I see in this class there are 3 passive skills, each of which is in each job that can have levels up to 1/99.
Most likely the author is deliberately made that way, building up the class by focusing on developing passive skills. As a substitute for a skill whose level can only be up to 1/5. :D



And also can you see the class that still crashes (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/msg9054/#msg9054), maybe you can fix it.

And also makes each class have the name charge bar itself, not using the name of the charge bar from the vanilla class. Because there are still some who use the name of the charge bar from the vanilla class.

And give a unique icon (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/msg9287/#msg9287) for each class, don't use the icon from the vanilla class.
Title: Re: Variant Classes Mod Information
Post by: steffire3 on September 03, 2018, 03:41:46 AM
Many players are fans of the WoW Paladin 2.0 class mod and even if the Skills are patched up with minimal changes and basic auras based on Forcefield and Heal Bot, Berserker Banner Skill, Outlander Blade Pact and Stone Pact then it will be satisfactory.
Title: Re: Variant Classes Mod Information
Post by: doudley on September 03, 2018, 08:51:47 AM
@doudley

But can it be fixed, so that later it can be added to Variant Class? :)

There are several things that need to be fixed in this class.

WoW Paladin: (https://steamcommunity.com/sharedfiles/filedetails/?id=712279451&searchtext=paladin)
- Still need to be fixed on the charge bar that has not functioned properly.
- Must correct skills that don't work properly. Like skill "guardian of ancient" on tier 1 that skill doesn't call guardian of ancient"
- Some active skills need tier effect.
- Some passive skills need adjustment Requirement.
- The Starter Armor that is still visible on the Player Menu.

I don't think it is necessary to make all skills level up to 1/15 like other classes. Because I see in this class there are 3 passive skills, each of which is in each job that can have levels up to 1/99.
Most likely the author is deliberately made that way, building up the class by focusing on developing passive skills. As a substitute for a skill whose level can only be up to 1/5. :D
The UI stuff can easily be fixed.

I seem to remember that @Viz had a history in trying to make this class complete and fully playable...but I'm not sure if it is the same Paladin. If he could post here his current fixes for that class as a separate mod, maybe you guys could help him finally finish it.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on September 03, 2018, 04:51:00 PM
@doudley

Can you change some Requirement skill from Plaguelord class:


And also remove Pet & Fish Miku Chibi & Young Guardian. Because you can get it in Variant pet mod. No need to worry, you can safely remove it with Mod Unbinder (https://steamcommunity.com/sharedfiles/filedetails/?id=137868436).
Title: Re: Variant Classes Mod Information
Post by: doudley on September 04, 2018, 07:14:18 AM
@Viz would have the final say. I'll help if there would be a coming update but if there's none yet, I don't want to make sudden changes.
Title: Re: Variant Classes Mod Information
Post by: Viz on September 05, 2018, 10:29:01 AM
Those Plaguelord passives are suppose to be weapon specific.

Tyrant Shell is already usable with Pistol+Shield I'll just edit the description to make it clear.

I'll change Oppression to require 1h sword/axe/mace in right hand.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on September 05, 2018, 12:30:28 PM
The reason I asked for a change in those Passive Skills because:

Tyrant's Shell [Focusing on the Range Weapons]

Chance To: Requires any Ranged Weapons or Shield
Reason: Therefore that skill still can active when using a shield (Don't get the full effect when using Shield) even with/without weapon in the right hand.

Those who prefer to play with the Range weapon style or Mix Weapon+Shield.

Overlords Grip [Focusing on the Melee Weapons]

Chance To: Requires any Melee Weapons
Reason: To be more specific on Melee Weapons.

Those who prefer to play with the Melee weapon style.

Oppression [Focusing on Support Range & Melee Weapons]

Chance To: Requires Any Weapons or Shield
Reason: I think that, this skill aims to support both other skills "Tyrant's Shell & Overlords Grip".

Those who prefer to play with the Any weapon style or Mix Weapon+Shield.

This is just my opinion, I hope you can consider it. :)
Title: Re: Variant Classes Mod Information
Post by: Sch123 on September 05, 2018, 02:05:41 PM
Hi @Viz, @doudley

Can you, please recheck the causes of crashes from class Red Mage, Theolentist, & Emeber Sage.

This crash case is similar to that in the Variant Pet for Crawler and Goba. But now it has been fixed.
What Korzeam did to fix it was to "re-encode DDS files".

Red Mage

Crash when using this class to play. But the Red Mage version in Variant Class is far better than the original, because in the original Mod I can't even enter the Torchlight 2 Main menu. When I use the original Red Mage Mod I will crash immediately.

Can you make Stand alone from the Red Mage class (from Variant Class) to make it easier for testing to cause crashes in that class and be separated based on each job he has. So you can narrow down the location of the cause of the crash.

For example:

Red Mage has 3 different jobs so they are separated into Red Mage Job 1, Red Mage Job 2 & Red Mage Job 3. Later if any of these 3 are crashed, then the cause of the crash is in that class job. After that, the possibility will be further reduced by dividing the skills that are there in order to find out the exact cause of the crash.

I admit this method sounds stupid but I don't know of any other way than this way to trace down crashes on Mac. :P

And check the causes of crashes that occur in:

Theolentist
Crash when using skills "Anaerobic Acolytes".
Crash when using skills "Sepulcher" with Theolentist scroll summon.

Ember Sage
Crash when using skills "Ice Titan".
Title: Re: Variant Classes Mod Information
Post by: Sch123 on December 12, 2018, 05:37:11 AM
@Viz

Bug Report:

Wood Wraith's skill in the Druid class

- In skill rank 2-9 Wood Wraith doesn't attack enemies

Thunderstorm skill in the Druid class

- Thunderstorm skills in the Druid class have no information small icon that tells you how long the skill works when I cast that skill (Usually it will be on the left near the Health bar). Although in the skill description there is information on how long the skill is active. Makes me a little confused when using it whether the skill is still running or not.



Add Class:

- Can you add the "Dark Sorcerer" class from TL2-E (https://steamcommunity.com/sharedfiles/filedetails/?id=654068491&searchtext=tl2-e) Mod?

- Add Classless Character (https://steamcommunity.com/sharedfiles/filedetails/?id=1349328432&searchtext=classless)
Title: Re: Variant Classes Mod Information
Post by: Shocefire on February 11, 2019, 03:53:03 PM
Hey thanks for your works, I had quite some fun with it.
Now I want to use it with your FEP+ and Essential Synergies mod, but im unsure :-[ about what load order i should use or if i shouldn't use that modpack and go with the seperate mods instead.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on February 11, 2019, 05:02:05 PM
Hi @Shocefire, Welcome to Torchmodders. ;)

Hmm ...
My suggestion is that Synergies should be placed at the bottom and Torchlight II Essential above.

For Mod classes Variant & FEP I don't think there is a problem if one is above or below. It depends on which you prioritize. For example, if you prefer more drop FEP items, put FEP above the Variant so that the appearance of items from FEP is more frequent, and vice versa.

Example Mod Order:

- Variant Pet
- FEP +
- Variant
- Torchlight II Essential
- Synergies
Title: Re: Variant Classes Mod Information
Post by: Shocefire on February 11, 2019, 09:09:21 PM
Thanks you for the quick reply good sir.

You got a suggestion for a class/build Im up to try stuff .
Title: Re: Variant Classes Mod Information
Post by: Sch123 on February 11, 2019, 10:38:59 PM
You are welcome. :D

What style of play do you like?
- Melee / Range / Tank ...

What weapon do you like?
- 2H Melee, 1H Melee, 2H Range, 1H Range ...
Title: Re: Variant Classes Mod Information
Post by: Shocefire on February 12, 2019, 04:18:24 PM
Well I prefer Melee I only play singleplayer and I never tried to play a tank its already hard to kill stuff xD

Will there ever be tiered passives btw ?
Title: Re: Variant Classes Mod Information
Post by: Sch123 on February 12, 2019, 05:40:25 PM
Well I prefer Melee I only play singleplayer and I never tried to play a tank its already hard to kill stuff xD
Hmm ... maybe you can try this melee classes;

Variant Mod:
- Elemental Brute, Emberblade, Double Agent, Bladedancer, Dragooon, Monk.

FEP:
- Kensei, Ronin, Ninja.

My Favorite:
From what I mentioned, I like Ninja class the most. :D
Maybe you can also try Plaguelord & Nethermancer, even though it looks like type for magic but you can play it melee too. ;)


Quote
Will there ever be tiered passives btw ?
Mostly don't have Tier effects for Passive skills.

But if you want a Tier on Passive skill you can try Skills Expansion (https://steamcommunity.com/sharedfiles/filedetails/?id=924025867&searchtext=Skills+Expansion) Mod (For Vanilla Class)



I also recommend you to try TL1CP (https://steamcommunity.com/sharedfiles/filedetails/?id=698429323&searchtext=TL1cp), Classless (https://steamcommunity.com/sharedfiles/filedetails/?id=1349328432&searchtext=classless) & Deathknight (https://steamcommunity.com/sharedfiles/filedetails/?id=1647079604)
Title: Re: Variant Classes Mod Information
Post by: Shocefire on February 23, 2019, 08:44:38 AM
Hey Viz I ask kindly that you consider changing or making an optional file that changes most buffs durations to 60 sec or 300 sec.
Title: Re: Variant Classes Mod Information
Post by: Viz on February 24, 2019, 07:01:17 AM
Hello @Shocefire

Which class that you noticed that have short duration on their buffs? If its something like Theolentist then I didn't want to extend the buff duration because the class is powerful enough.

Title: Re: Variant Classes Mod Information
Post by: Shocefire on February 24, 2019, 05:03:45 PM
Mostly cases where the CD is low enough to have a 100% uptime but you got to use it every few seconds , I hated that part of vanilla personally.

-Double Agent : Copper and Zinc
Legionary : Kinetic Field, Gravity Field , Energy Shield : They got a 5sec anyway so removing the duration increase in Tier Bonuses  and making them start at 60 sec
-Wilding : Gaea's Vengeance
-Emberknight : Battle Affinity , Mana Affinity Ember Realiation
-Assassin : Apply Poison

I understand and respect your opinion and balance issues ,If would greatly appreciate if you make these changes ( you can also  have an optional file with the buff to buffs as an option for those who want it  )
Title: Re: Variant Classes Mod Information
Post by: Sch123 on February 25, 2019, 01:47:46 AM
@Viz

By the way, I found the Tier Skill Sky Prophecy (Wand + Pistol) in the Theolentist class only has Tier 3, maybe you can add Tier 1 & 2 to the skill to complete it. :P
Title: Re: Variant Classes Mod Information
Post by: Sch123 on February 26, 2019, 08:55:08 AM
@Viz

Just want to let you know that Drew's Class Pack (https://steamcommunity.com/sharedfiles/filedetails/?id=660068853&searchtext=Drew%27s+Class+Pack) has just been updated. ;)

Change Note (https://steamcommunity.com/sharedfiles/filedetails/changelog/660068853)

Change Note
Update: 25 Feb @ 10:07am

Published v.155

Druid

    Fix wraith levels 2-9 not attacking (skills were missing)


Prophet

    Increase casting speed of purification (time to when the fireball is released)
    Increase casting speed of sanctum
    Decrease cool down of purification explosion to from 1s to 250ms
    Glory initial damage increased and now increases more per level
Title: Re: Variant Classes Mod Information
Post by: Sch123 on February 27, 2019, 01:14:03 PM
@Viz

I hope you can replace the Emberblade class with what has been compiled by Doudley (Removed Tab (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/msg9961/#msg9961) "Reset Skill and Class Info"). ;)

And also can you consider removing fish for the chibi miku and young guardian from the general merchant, or maybe removing the pet and fish from the Variant class?
If you play while using another mod that has the same pet I'm afraid there will be a problem and it makes us confused because a lot of fish can turn into the same pet but with different mods of fish.
Title: Re: Variant Classes Mod Information
Post by: Viz on February 27, 2019, 01:53:55 PM
Yea sure. I think I'll remove all the new pets as well since Variant Pets already got them covered.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on February 27, 2019, 07:36:34 PM
Yea sure. I think I'll remove all the new pets as well since Variant Pets already got them covered.
Awesome. :D



@Viz

Do you plan to add new classes to the next update, like Classless (https://steamcommunity.com/sharedfiles/filedetails/?id=1349328432&searchtext=classless) & Deathknight (https://steamcommunity.com/sharedfiles/filedetails/?id=1647079604)?
Maybe the Deathknight is still too early and needs to be given time for its glory. Maybe at another opportunity. :)
But if you will add it in the next update, I'm very happy. :P

I'm curious, can you take data hair color in the class in Torchlight 2 Essential mod and put it into the hair color data in all classes in the Variant mod? Because the class in Torchlight 2 Essential is have the additional color of the rainbow for the color of his hair. ;D
Title: Re: Variant Classes Mod Information
Post by: Sch123 on March 01, 2019, 12:38:17 PM
@Viz

I see in the upcoming update list there is a slight problem with the Double Agent class, maybe you can see Double Agent Mod (https://steamcommunity.com/sharedfiles/filedetails/?id=233076807&searchtext=) because there is also an update for the Double Agent class. ;)

Chance Note (https://steamcommunity.com/sharedfiles/filedetails/changelog/233076807)

Chance Note
Update: 19 Aug, 2018 @ 8:23pm

Published v.90

Main:
- Increased the innate physical armor bonus from 10% to 15%. This should help players using Synergies.

Skills:

Void Bubble:
- Fixed projectiles not ricocheting at tier 3.

Prismatic Armor:
- Fixed scaling values.
- Fixed outdated percentages in tooltips.

Skull Cracker:
- Fixed guaranteed stun not triggering at tier 3.
- Added a little description to clarify an otherwise misleading tooltip.
Title: Re: Variant Classes Mod Information
Post by: Phanjam on March 02, 2019, 10:32:15 AM
Yea sure. I think I'll remove all the new pets as well since Variant Pets already got them covered.
I think this is a good idea too :thumbsup:
Title: Re: Variant Classes Mod Information
Post by: Sch123 on March 03, 2019, 02:43:29 PM
Hi @Viz

I just realized this, I don't know whether this is a bug or not. I found an oddity in the Warp Shell skill in the Nethermancer class. Every time I add a skill point to the any passive skill or change the equipment that I use then the protective shield will break. I think this is quite strange. ???
Title: Re: Variant Classes Mod Information
Post by: Viz on March 03, 2019, 03:45:48 PM
If those equip/skill affects Vitality stats then its normal for Warp Shell to break.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on March 03, 2019, 04:06:34 PM
Does each all passive skill on Nethermancer affect Vitality stats? & whether +armor on armor affects Vitality stats?

And when we change weapons and equipment we wear are also like that (no +vitality effect), even when we swap weapon from weapon 1 to weapon 2, Warp Shell is also destroyed.

It's like skill Warp Shell is resetting to cast the skill every time we add skill points to any passive skills or replacing equipment and swap weapons.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on March 04, 2019, 06:25:22 AM
@Viz

I also found that the starting armor in the Ember Sage class did not stick to that class (male & female). :P
Title: Re: Variant Classes Mod Information
Post by: Viz on March 04, 2019, 10:14:14 AM
It's like skill Warp Shell is resetting to cast the skill every time we add skill points to any passive skills or replacing equipment and swap weapons.
Yeah I was mistaken, the shield would still automatically refreshes somehow.

I dug deeper and found the skill code to be fairly complicated. Since I never edit this skill, I'm guessing the same issue also applies to original mod as well.








Title: Re: Variant Classes Mod Information
Post by: Sch123 on March 04, 2019, 11:08:36 AM
It's like skill Warp Shell is resetting to cast the skill every time we add skill points to any passive skills or replacing equipment and swap weapons.
Yeah I was mistaken, the shield would still automatically refreshes somehow.

I dug deeper and found the skill code to be fairly complicated. Since I never edit this skill, I'm guessing the same issue also applies to original mod as well.

Yeah, the Nethermancer original mod also experienced the same thing. :(
Title: Re: Variant Classes Mod Information
Post by: Sch123 on April 06, 2019, 05:38:12 AM
Hi @Viz

Just want to let you know that Drew's Class Pack (https://steamcommunity.com/sharedfiles/filedetails/?id=660068853&searchtext=Drew%27s+Class+Pack) has the latest update (v.177). ;)
Title: Re: Variant Classes Mod Information
Post by: steffire3 on April 09, 2019, 04:38:32 AM
@Viz Korzeam also developed a new Death Knight Class on Steam although it's still receiving balance changes. Would be nice to see it enter the Variant Mod Pack in the future if possible.
Title: Re: Variant Classes Mod Information
Post by: Actkqk on July 11, 2019, 12:04:24 AM
Wow, after so many years I was surprised to see this. I did not know about this community. I recently played TL2 again and it was more due to nostalgia. In case anyone asks, I'm the creator of Tenebris class. Little by little I am learning (again) to use GUTS but I am still in diapers. I have the desire to do something new but I was wondering, "People still play this?". Now that I have seen this, you have given me the desire to do something. Thanks for keeping TL2 alive.
Title: Re: Variant Classes Mod Information
Post by: Sch123 on July 11, 2019, 02:30:20 AM
Hi @Actkqk , welcome to Torchmodders. :)

By the way, I hope you don't mind if the Tenebris class is merged into the Variant mod class.
Title: Re: Variant Classes Mod Information
Post by: Actkqk on July 11, 2019, 04:42:23 AM
Hi @Actkqk , welcome to Torchmodders. :)

By the way, I hope you don't mind if the Tenebris class is merged into the Variant mod class.

No problem. After all this time, everyone should know that the TL2 mods belong to everyone. This was done to entertain.
Title: Re: Variant Classes Mod Information
Post by: Kva3imoda on July 11, 2019, 12:02:27 PM
Hey @Actkqk, you can also check out our Discord channel: https://discord.gg/7gkM5f5
Title: Re: Variant Classes Mod Information
Post by: Actkqk on July 11, 2019, 10:45:15 PM
My emotion has just fallen apart. Ok, I have given my work and you can do whatever you want with it (except ask for money for it), but what you have done here is destroy something based on modifications.
You have put cooldown on all Tenebris spammable skills. Maybe the Outlander has cooldown in their spammable skills, maybe the Embermage has cooldown in their spammable skills? No, right?
The beginning of Tenebris is somewhat difficult in its first minutes because it must use the Tornado and physical attacks. Yes, that was intensional. But that suffering ends when you reach level 2 and activate Nigthmarish Fire... unless you use the Tenebris of this Mod. What did you want to do, force people to create a rotation? Rotation in TL2? It's a joke right?
I would not play for anything in the world the Tenebris that comes in this compilation. Yes, I played the Tenebris of the "Essentials" and it seemed to me with modifications of the most successful because, although it has a lot of modifications, none alters the game style. I'm sorry I can't say the same about this mod. The thing in this mod is not the Tenebris.
Title: Re: Variant Classes Mod Information
Post by: steffire3 on July 12, 2019, 03:03:21 AM
@Actkqk Viz is the pack author and re-balancer of the Variant Class Pack.

Although it's rare to see him these days perhaps the Torch Modders could form another pack. One that does no balance alterations to the classes.

After all. I'm sure there are some players who would want the original Tenebris and other classes original balance levels.  :)

I'm glad to see you return by the way!
Title: Re: Variant Classes Mod Information
Post by: Phanjam on July 13, 2019, 12:42:47 AM
Hi @Actkqk Welcome back to modding! We're glad u chose to check us out ;)

One thing we definitely want to respect is the vision any modder has for his work. As u are the author of Tenebris, if u feel we have disrespected your work we can immediately remove it from Variant merge-mod.

Let me just assure you that any changes we might have made to your work were not intended to insult you. We always attempt to contact the author first and, if there is no response after a reasonable amount of time, thats the only time we proceed. Also if any changes are made it's usually to achieve "balance" for the most number of users. This is specially tricky, because it can be very subjective.
Title: Re: Variant Classes Mod Information
Post by: Phanjam on July 13, 2019, 01:01:59 AM
@Viz maybe there is a learning here - when we merge classes, let's only fix bugs but not change any "levels" set by the original authors.
Title: Re: Variant Classes Mod Information
Post by: Actkqk on July 13, 2019, 01:10:07 AM
I can understand that. I was away for too long, damn Black Desert and damn Grim Dawn. Regarding the balance, without exaggeration, it was a period of about 2 months of testing on my part making changes, then testing, in vanilla and in Synergies. The mod Essentials made a lot of modifications but without much change the gameplay. However, it has taken me only half an hour with Variant Classes to realize that they wanted to completely change the gameplay, forcing the player to create a rotation of skills. I, as a normal player, would not play something like that because this is TL2 and not some MMO like Black Desert. This mod is already old and I will not ask you to do something about it because it is too late. I just wanted you to know that, as we say in my country "la cagaron" (you screwed up).
Title: Re: Variant Classes Mod Information
Post by: Phanjam on July 13, 2019, 01:58:16 AM
Ok, i will take your judgement on behalf of everyone who worked on Variant Classes  ;)

Moving forward, like i mentioned in my last post, we'll only fix bugs when we do merge mods; we won't change the design or intent of the class :)
Title: Re: Variant Classes Mod Information
Post by: Viz on July 19, 2019, 04:31:55 AM
@Actkqk Heya, I am sorry that you didn't like my changes to Tenebris.

The changes was done because some people requesting more classes to be stronger to tackle Synergies and supposedly its endgames (hence why there are more changes to many classes after v9 of the mod). Personally I think Tenebris is still fine compared to other classes like say Archer, Prophet, and the FEP classes.

Again as Phanjam have said I did not intend my changes to be an insult to you. I am deeply sorry if you find it that way  :-[
Title: Re: Variant Classes Mod Information
Post by: Actkqk on July 21, 2019, 08:27:17 AM
Yes, I have seen the changes, and I have also tried them in person in the game. What you did was just the opposite. To all the skills that were created for constant use you put them cooldown. What leaves the player no choice but to try to create a skill rotation. And if we take into account that not all skills are enabled from level 1, it's achieved that a person interested in trying this class simply loses interest due to the more difficult start than normal and MMORPG mechanics that are not inherent to TL2. Anyway, what has been done is done.