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June 25, 2019, 07:24:36 AM

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Topics - Phanjam

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Hi All! I need a little help to get started with this thing.  I am studying how a dungeon mod can be made and I think i can handle that.  But the mod i studied uses a map/portal to get you into the dungeon.

I'd like to try putting an entrance to the dungeon from an existing vanilla zone.

Is there any resource (other mods, tutorials, discussions, etc.) I can look into for this please?

Thanks for any help!

P.S. @Kva3imoda i studied your Dark Palace thread - it's a great showcase of the work you've done similar to what i'd like to achieve here, but I couldn't really see any "how to" kind of discussions :P any tips you can share with me pls?

Mod Showcase / Darkened TL2 UI (Re-texture Mod)
« on: April 25, 2019, 09:45:51 AM »
Hi guys! I made a re-texture mod to give the TL2 UI an overall darker, grittier look.

big image

You can DL it from TorchlightFansite (formerly RGF).

Now also on Steam

Modding Discussions / Triggerable Weapons
« on: April 19, 2019, 07:17:40 AM »
Hi! I'm going to post about this exercise to make "triggerable weapons". The idea was to make weapons which behave how the "relic weapons" in the upcoming Torchlight Frontiers game work (at least how i understood it from their descriptions).

So my take-off was from TL2's "augmentable weapons".  These use an affix which (a) attaches a triggerable to increment a stat whenever the weapon does something this first triggerable is set to look for (like "kill x monsters"), and (b) attaches a second triggerable which activates some special affix when the watched stat reaches a value this second triggerable is looking for.

In the vanilla augmentable weapons, the special affix also does a REMOVE TRIGGERABLE on the unit, wiping away both of the triggerables mentioned above. My idea was to leave those triggerables on the unit and just do a SET STAT to bring the watched stat back to a value of 0 or 1, thereby allowing the triggerables (which are still on the unit) to do their thing all over again ;) .

So as usual I am still having trouble making this work. And since I can't spend too many hours bird-dogging this, i wanted to post so people smarter than me might get interested to try and figure it out.

Levels & Dungeons / Knowledge-basing For Level & Quest Making
« on: April 12, 2019, 05:22:03 AM »
See bottom of post for last edit date

Quest-building Knowledge Sources
  • Quests (partial copy of the Runic GUTS wiki tut of the same title)
Level-building Knowledge Sources

The Dungeons & Levels pages on our Trochmodders wiki (thanks to Anarch16sync !)

The following were found from the old forums...
The following are (partial) copies of the Runic GUTS wiki tuts
And the research continues...

TL1CP 2019 Baseline / Destroyer Rebalance
« on: April 06, 2019, 08:12:38 AM »

Slash Attack

the first thing would be to change the mana cost graph from normal to spammable_to_normal.

Then I would like to propose a change to the tier 1 bonus to have a better interaction with the tier 2 and 3. Instead of the bleed DoT, change it to a trigger on death effect. For example, 5 seconds trigger to cast a blood splash on death that 100% blind foes for 2 sec or something like that.

And last ajust the % for Tier 2 to 50% HP and tier 3 to 25% HP.  The tier 2 ajustment is to have it be more useful and see it trigger more, with 7% right now it mostly doesn't matter that you do 2x damage since most enemies would die anyway at that HP%. And the Tier 3 is to make the investment reward be worthwhile, since you would be getting it around level 94 when the game is mostly a one-shot fest.

Shadow Armor

I was planning on bringing it more it's original state in TL1, so give it a dynamic effect: %block chance bonus if you have a shield equipped and a %dodge chance bonus when you don't have a shield equipped, and change the knockback resistance on tier 2 and 3 to a slow resistance, so then you have slow and inmobilice, instead of knockback and inmobilize.

For the Auras

Just lower the reserved mana cost, as they are right know if you use an aura you pretty much can't use any other skill more than once.

TL1CP 2019 Baseline / TL1CP 2019 Baselining Work List
« on: April 05, 2019, 01:24:15 PM »
TL1CP 2019 Baselining

This is the list of work items making up the TL1CP baselining project.  Of course this will get updated as items get done or are changed, and if new items get added.

Topic is locked.  If you would like to suggest any changes to the list of work items, pls reply in the original post instead.

Last updated: April 5, 2019 (first list)

A. Files Clean-up

1. Remove unused custom files and unedited copies of vanilla files

2. Rename and correct all uses of edited versions of vanilla files

B. Tweaks

1. Destroyer's ancestral reach need a particle that fires when its cast that gives some idea of it's range. (like a hand or ghost that advance and expands in the damage shape cone even if nothing is in range)

2. Alchemist emberphase needs some extra particle that marks the damage area when you teleport (just a green circle on the floor or something like that.)

3. Fix a broken particle effect on the vanquisher's shock trap

4. Make new animations for some skills using generic animations (like special_absorb or the vanquisher using Howl for the stance skills and the like)

5. Make new animations for character-selection screen

C. Balance/Finetuning

1. Destroyer seems to have mana issues, with skills consuming too much mana for a class that is not really "Focus" oriented since its more of the warrior archetype.

a. Rebalance slash attack (done, phanjam, 4/13/19)

b. Rebalance shadow armor

c. Rebalance both auras (more details for this later)

D. New Content

1. Armor sets

2. Faces

3. Hairstyles

Classless Character - Public Board / The Classless Character Mod
« on: December 01, 2018, 01:03:09 PM »
This is just a navigation post, to make it a little easier to find the thread where I've been keeping notes on the Classless Character.

The Classless Character thread is over here.

Hey uh guys im taking an indefinite break from modding starting now. Need to look after some personal/domestic things which are more important.

In the next few days i'll be making mod files available and stuff like that.

Not gonna disappear (id miss u all too much) I'll still be coming by the discords and the TM site, but maybe less frequently i think.


Modding Discussions / The "One Project" Idea / Distributed Modding
« on: August 12, 2018, 03:15:06 AM »
Okay im going to start off this thread with a copy-paste from what i started over in the discord...

PhanjamYesterday at 5:25 PM
dont know if anyone noticed but i asked Potterman over in the Runic discord if he wanted to pursue his "1 project to rule them all" idea (
altho he said he couldnt get into that atm, it got me to thinking...

I look at @Viz 's Variant Classes and @Korzeam 's Variant Pets.  Then i look at projects like @Wolven 🐺 's TL2 Refreshed, or F430's Expanded End Game Content mod, all of @doudley 's great UI mods, or even my idea for a mega-merge of items+author-vendors.

And im thinking the Variants "concept" works well and maybe we should use it when we plan our mods.  How does this relate to Potterman's "one proejct" idea?  Well i think "one project" will never work actually :P but many "variants" might work pretty well (and i was going to suggest this to Potteman)

My idea of expanding the Variants concept is we should have fairly fixed mod "groups" so like...

1. Classes (already have that with Variant Classes)
2. Pets (already have that with Variant Pets)
3. UI (we have tons of those thanks to @doudley lol)
4. Items (biggest ones I know of are RnF's LAO series)

How does mod grouping help?

well like theres one mod type which always, always has conflicts and thats UI mods. RnF's LAO has a UI component, most of doudley's mods are UI mods, Wolvens Refreshed mod has some UI components, etc, etc

so maybe when we make our mods we say "im making an item mod. it would be great if the UI could be (whatever) so i can make a new item unittype. so i'm gonna tell the guys working on Variants UI to put this feature into their mod.  see where im going wth this?

meanwhile over at the Variants UI mod, theyre making the fricking-bestest-ever UI mod that ever was. Has all the features everyone always wants so you dont have to mix-match UI mods and trial-and-error what load order is best for them.  Just use Variants UI and youre gold

and then Variant Items you could go just bat-sh*t crazy here - there are so many items out there but they rarely conflict right? its in their nature - as long as you do the GUIDs and NAMEs thing, your DAT files are always going to be unique!
would love to hear what you guys think ;)

GoblinYesterday at 6:46 PM
Can we have a Variant gamefixes mod also, fixing alot of things in the game not covered by the other mods like armour /hp but wont conflict with the others. Maybe a variant maps also.

PhanjamYesterday at 6:48 PM
ah smaller "qol" mods - absolutley
and maps - i see how that would be excellent, but i dont know enough about levels/maps to appreciate the conflicts issues. but yes, if it can be done that would be really great

GoblinYesterday at 6:49 PM
Well the mappers would be in charge of that, making picking mods really easy for everyone else.
Should be virtually no conflicts done this way.

VizYesterday at 8:16 PM
the fixes should be covered by UA
unless there's some bugs that UA didn't cover
maps sounds like a good idea..

PhanjamYesterday at 10:24 PM
I am curious why TL Essentials is so popular. I think we can "make a better TLE".  Not better because of whats inside, but better because we can solve compatibility issues

VizToday at 12:34 AM
the name being essential certainly helps
and being one of the earliest compilation mods around

steffireToday at 3:36 AM
Truth is that now we have a "one project" hive mind (I mean that in a very good way) where as before when people were transitioning from TL1 to 2 it was more of every one figure out how to use this thing called Guts... "oh you figured out something? cool!". Today we mapped years of advice towards bug fixes, impossible edits, probable work zones to push the frontier of what we can do in TL2 modding. It's more clear today what needs to be worked on and who gets agreed to produce such mod. Good times! :)

Modding Questions / [SKILL] Applying Affixes to Multiple Targets
« on: June 18, 2018, 01:02:52 AM »
Hi @Lord Nyriox this is an attempt to answer your question on the Discord about applying the "Share the wealth" skill's effects to monsters as well as allies and self...

A quick look at the code suggest to me that you should be able to set-up an additional AFFIX block like the ones already there, except have the <STRING>TARGET: set to ENEMY...

Code: [Select]
<TRANSLATE>DESCRIPTION:Shared Charge benefits: 20%

Haven't tried it myslef yet tho...

Mod Showcase / Pet: Hob Sprite
« on: May 22, 2018, 01:39:29 AM »
Hi all! Very happy to share this pet mod which uses the Hob Sprite model ;)

Your sprite pet isn't the most courageous (it will run away after it has landed a hit, then come back and hit again :D ), but it will do it's best to keep you healthy with a healing aura (similar to healbot but not as strong)  which it casts at random intervals.



Unit coding: @oak
Mesh conversion and model textures: @Kva3imoda
Pet selection icons: @oak
Additional pet skins: (yours truly)
Skill coding: (yours truly :P )

Hope you enjoy!

Skills Masteries Classless Concept / Classless Character Mod
« on: November 08, 2017, 11:08:11 AM »
Hi all!  As i stated in the discord, i will push ahead with a proof-of-concept (POC) project for the CLASSLESS CHARACTER mod.  I have started using TL1 because I think TL1 has a simpler set-up of the game files which I hope will make it more sure that whatever test results I get (good or bad) are really from my files, and not other game files which i broke :D

My rough work-plan for this POC is...

1. Make a larger skill fold-out
2. Make skills depend on other skills
3. Make a "system of skills" which takes advantage of their interdependency (assuming i get #2 to work in TL1 :P )

This is just for the POC which is a really just a learning project.  Then I'll see where it goes depending on what happens with the above.

Tips & Tools / TIDBI.RU Build Calcularor Support For Custom Classes
« on: September 17, 2017, 03:43:35 AM »
Hi @Kva3imoda ! Just wanted to ask if the build calculator could be expanded to include the TL1CP classes? Maybe its like RapdRespec which needs config files to work with custom classes?  If so i can be the one to make those files ;)

I believe more tools will be welcome by players  ;D Thanks!

Mod Showcase / MORE GIBS!
« on: August 19, 2017, 02:37:48 PM »
Hi everybody!

So i made this small mod to increase the gore when you autoattack normal (non-Netherim) monsters, and also when you kill them.  And here are the unpacked MEDIA folder+files...

- changes HIT.LAYOUT to have more blood and now gibs too
- changes DEATHBLOOD.LAYOUT to have bigger blood splashes
- changes DEATHBLOODBIG.LAYOUT to have even bigger blood splashes!

I kinda like it! :EVIL: LOL!

@doudley and all other modders, i would be honored if you make use of this in any of your mods!

3D Modelling & Animation / [PET] Chibi Miku Hatsune Mod
« on: August 06, 2017, 11:38:25 AM »
okay so here's a small mod where a chibi Mikue Hatsune (r) can be your starting pet.

i found this 3d model online.  It was in .DAE format which can be imported into Blender using the File > Import > Collada option.

It had no rigging that I could see, so i imported the standard Hum_F mesh to see if I could use the standard female TL2 skeleton for Miku.

After cleaning up the mesh (took away several pieces which would not be seen much anyway in the game) I parented it to the TL2 skeleton with Ctrl+P and the "with empty groups" option.  Of course it did not deform with the skeleton right away :P

So i did the assigning of vertex groups to the bones in the TL2 skeleton.  I selected mesh faces in logical groups (head, chest, right upper arm, right forearm, right hand, etc.) then selected the bone to assign it to in the bone list in Blenders armature window.  The mesh started deforming with bone rotations!

So I just kept assigning vertex groups to to bones until the resulting mesh deformation looked okay.  It can still be better, but I was so pleased with myself I decided to make this pet mod! XD


First version had trouble with the custom pet sounds.  Updated the link above to point to a newer version ;)

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