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Topics - DeeZire

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Modding Discussions / Fate Items
« on: November 03, 2018, 06:41:59 PM »
If anyone's interested, these are the items from the 'Fate' games, in case you never knew these games were made by the same brains behind Torchlight. The items are all listed in one text-based file per game and are easy to read/follow and simple to port into Torchlight II. You will see the many similarities when you view the files. Sticking this up as I pulled this data some time ago and never got round to making any use of it, thought I'd put it here in case any of those mods that add more items/legendaries etc wanted to use these.

The standard items are pretty useless and already in Torchlight II but the uniques and legendaries are worth looking at, to find them open in your favourite text editor and search for <ARTIFACT>

Mod Showcase / My Act V Project Teaser
« on: September 04, 2018, 09:24:20 AM »
Posted this on Discord but for those who did not see it, a bit of a montage of various bits from my Act V project. Thought it was time for a bit of a teaser since it's getting near to completion at long last - it's about 4 years of work at this point :)

Modding Discussions / Kva3imoda's Models
« on: August 20, 2018, 01:48:57 AM »
Just wondering if Kva3imoda ever made his skeleton monsters available for download? I'm at a point where they could come in really handy but can't recall them being available?

3D Modelling & Animation / Abramoff's Animation Retimer
« on: July 29, 2017, 09:41:19 PM »
Can somebody upload or post a new link to Abramoff's Animation Retimer utility please? So some reason I cannot download it fomr the original link. Many thanks in advance!

Modding Questions / 2D Art Request
« on: January 24, 2016, 08:03:00 AM »
Guys, I tried my best at this but the results came out rather sucky. Would anybody with the time and inclination mind editing the high resolution Vilderan map that's out there so that the big 'VILDERAN' text that's across the middle is no longer there?

Reason for this is I'm trying to implement a Diablo III style waypoint system so you can 'interact' with the map and choose where to go rather than select from a list in a drop-down box ;) This also opens up a simple way to extend the game by allowing players to go to areas they otherwise could not reach.

Thanks in advance!

Modding Discussions / Perks!
« on: November 18, 2015, 08:38:19 AM »
I seem to recall Kva3imoda asking about perks here -'s-playground/perks/

I've revisited this a few times, and after a lot of trial and error (and much head scratching) I am very happy to report that I have managed to get the entire perk system up and working - and it's very cool :)

It works like this - after some pre-defined condition is met, players get awarded perk points. These are similar to skill and stat points, except they are used to 'purchase' perks rather than get assigned to skills or stats. Perks are very special 'abilities' or 'features' not normally accessible to players in the game and work a bit like passive skills that have no costs or player impact - they merely provide benefits that you cannot obtain through effects or affixes. It seems the perk functions are hardcoded to a very specific list (see below).

You can then use these perk points to purchase perks from a number of them in a menu. You can define how many perks are available to the player at any time, and you can even assign tasks to each perk that must be completed before the perk becomes active for the player (even if it has been 'purchased').

As proof of concept, I currently have a perk UI running as an extra menu below the journal menu. I have one perk set up that, once assigned, will give you extra gold each time you gain fame (currently it's 10% of the fame you earn also gets given to you in gold). I have it set up so that there's a list of perks, but you can only have one active at any time - you can select from a list of available perks which one to have active by toggling them on and off. Even when this perk is purchased and assigned, it only works (becomes active for the player) once the task has been completed - in this case, for testing purposes, you only have to kill one monster. And it all works :)

It will need a bit more work to be a decent addition to the game though...

First, I cannot find out how the game engine awards perk points. Despite my best attempts, I cannot find out how and where the game changes the static stat PLAYER PERK PTS TO SPEND (I do know it bears no relation to stat points, skill points, experience or fame). So in light of this, I created my own dynamic stat to substitute it which I can control based on conditions I specify, such as completing a quest, discovering an area, reaching a level or amount of fame etc etc. I even thought about merging this with an achievements mod or linking it up to Steam achievements and awarding perk points based on gaining achievements. So this is a non-issue as we can still access and use the system :) Note that I haven't tried assigning perk points in the player editor as with other starting stats as I'm pretty sure you can only use dynamic stats in that way.

Second, I can currently only make use of one perk - the one Runic conveniently left in the PERKS folder. If you open that file, it represents a good template for creating your own (note that you can only specify one task, TASK0, and one reward for completing that task, REWARD0). I tried porting the perks from TL1 to no avail as they are coded very differently and in a form that TL2 does not parse or recognise.

To complete this, it would be really helpful if somebody with the un-encrypted .exe file (the DRM-free version) could use a hex editor and search for strings that are used in the perk system so we could figure out any other functions that may be coded. A good starting point would be to search for PLAYERKILLS to determine what other task conditions there may be, and FAMETOGOLD to determine if there are more rewards that can be given. In TL1, some of these (unused) perks were also employed to trigger skills, effects and bonuses so if we can figure this out it could become a very powerful addition to the game.

Once I can clean this up a bit and polish the UI I'll upload a compiled mod that shows it all in action, right now it's a mess but works so I'm posting this out of pure excitement! It does look pretty cool, as I have used the skill tree menus from the beta that to me look very fitting for this purpose and are vastly different from the stock released game. In the meantime, any thoughts and input are welcome.

Mod Showcase / Identify Spell
« on: October 25, 2015, 01:44:26 AM »
Well this has annoyed me for ages, so I finally hammered it out.

Background - the Identify Spell from TL1 does not work in TL2. As a point of interest, since the whole UI mechanism has changed between games you can't make it work either since the IDENTIFY effect now seems partly hardcoded - the game is now hardwired to check for and utilise the unit type IDENTIFY_SCROLL only. Dammit.

So what I have done here is the next best thing I guess, and it works as close as dammit to the original. It's just a very clever workaround that creates a spell that resides permanently in your spells inventory (it does not need to be learned). As long as you have this spell in your inventory, you can use it just like an Identify Scroll except it lasts forever. Other than that it operates and works just like any other spell but has the advantages of not taking up a spell slot and making Identify Scrolls into vendor fodder.

If you want to test it out, you can download the mod below but note that I haven't configured it to drop at all, this is just proof of concept. You will have to console the item with the 'ITEM IDENTIFY SPELL' command.

This features in the next version of Unearthed Arcana.

Now if somebody can just make it consume mana when used it would be perfect :)

Modding Questions / Identify Skill/Spell
« on: June 18, 2015, 01:08:46 AM »
Another skill question  :-[

Has anyone had any luck getting the Identify spell working in TL2 as it did in TL1? No matter what I try, I simply cannot replicate it. Seems TL2 handles things a little differently in terms of how unidentified objects are identified.

What I'm trying to do is have a learnable spell that identifies all unidentified items in your inventory at once, much like when you level up or use the IDENTIFYALL console command.

Can anybody help?

Modding Questions / Fishing Holes Help
« on: May 16, 2015, 10:16:52 PM »
My brain is muddled so I've lost my trail of thought, wondering if anyone can help :)

I want to utilise the players' Fishing Luck stat better. What I want to do is increase the number of attempts the player has on each fishing hole based on the value of their fishing luck stat so it has more usefulness.

In the vanilla game each fishing hole has a stat assigned to it that indicates how many attempts the player has (for example, on Promising Fishing Hole this stat is 9 indicating 9 attempts). The rest is hardwired, so that after each attempt the stat is decreased and the fishing hole unit trigger is set to be disabled when this stat reaches 0.

What I want to do is that when the fishing hole is created, have this initial stat increase by 1 for every 10% the player has on their fishing luck stat. In other words, a fishing luck stat of 10% would give the player 1 extra attempt, i.e. 10 attempts instead of 9.

I created a layout that shows/hides fishing holes each with a different initial stat value based on the players fishing luck stat and this worked - but it comes with the drawback that it allows easy cheating, if the player changes gear etc, which means they could effectively fish forever which would be game-breaking.

So I'm wondering if a stat watcher or triggerable action could be assigned to the fishing hole to take care of this. Could this make the fishing hole itself increase that initial attempts stat on itself if the players fishing luck is above a specified value?

I'm limited with knowledge and experience in stat watchers etc and hoping somebody could talk me through it or let me know if this is even possible?


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