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Messages - DeeZire

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Skills Masteries Classless Concept / Re: Classless Character Mod
« on: December 01, 2018, 06:12:46 PM »
Thanks for sharing that Phanjam, it's given me a new direction to try with something I've been wanting to do for a while :)

I had a small thing I as working on some time back but haven't touched it since, it worked on a similar principle as I wanted selected 'skills' in a menu to be mutually exclusive, some depended on the player having other certain skills etc I'll see if I can find it and post it here. All I recall right now is that selecting a skill set a stat (boolean) and I enabled/disabled the UI element for each skill based on the values of the stat for each skill.

If anyone on the Discord can help you track down the BETA files for Torchlight 2, they might help as they had the original skill tree UIs in them which are pretty close to what you're trying to achieve.

All I have to hand right now is a screenie I posted somewhere that showed where I was trying to go with this, each green circle here was to represent a skill, you couldn't choose certain ones until you had made the connection between them by filling other slots;-

With 1, the thing that springs to mind is do it in the UI, if player has skill A then grey out and disable skill B.

Say Hello / Re: Hello!
« on: November 09, 2018, 01:29:33 AM »
Welcome good sir/madam! Always nice to have another on board, especially one with a great modding history :) GUTS has a bit of a steep learning curve at first but once you're used to it it's quite amazing what can be done, the game really is very open to all kinds of stuff, limited only by imagination and ingenuity I've found. The questing system is a bit limited in scope although there are some ways around it, but other than that happy modding! Worth joining the Discord, more thends happen there.

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>

Classless Character - Public Board / Re: indefinite modding break
« on: October 14, 2018, 08:12:06 PM »
Sincerely hope everything is ok and works out for you, look forward to seeing you back 'full time' :)

News & Announcements / Re: Torchlight Frontiers announced
« on: October 01, 2018, 10:43:28 AM »
That's very smart and well considered game design there, great lateral thinking. As solid as that thinking is, and whilst they are absolutely right to go in this direction for this type of game, it does however also tie-in to the fact that if character progression is more gear-oriented then it brings with it the danger of pay-to-win if they are going to offer 'gear' via in game purchase mechanism. Even this good thinking - and orienting more towards gear - does very little to mitigate the problem in every single action RPG, which is that you reach a point fairly easily where it becomes a grind because nothing drops that's much better (if at all) than what you've already got and cultivated for yourself through enchantments and other game mechanics. TL2, Path of Exile, D3 and even Grim Dawn all suffered from this. The reward to grind ratio is just too poor at advanced stages, I lost count of how many hours I chucked into D3 and Grim Dawn for the sake of finding an epic/legendary item only to find it was 0.01% better at damage but simlutaneously worsened defence even though that item had rolled at a higher level range.

This is great thanks - you should have got hold of me, I'd already done that work for Unearthed Arcana, I just never updated any models I simply copied the models from TL1 :)

3D Modelling & Animation / Re: [MODEL] Syl the Sage 2.0
« on: September 18, 2018, 09:40:47 AM »
Saw the GIF on Discord and I thought it was absolutely fantastic, amazing work once again!

I will credit you as I'll use this in my project in which Syl appears - kind of ;)

Edit: the model is showing up blank in GUTS, which skeleton is it bound to - the player HUM_F or the NPC HUM_F?

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 :)

News & Announcements / Re: Torchlight Frontiers announced
« on: August 24, 2018, 10:31:38 AM »
Super excited for this, but despite Max's best attempts at assurances I can't help but be apprehensive about monetisation - a game that wants to 'run for years and years' needs an income above unit sales... and that probably also means limited or no modding, a subject none of the info so far has touched on.

Modding Discussions / Re: Kva3imoda's Models
« on: August 21, 2018, 10:21:36 AM »
Thanks for the welcome back Kva3imoda :) ANy chance you can re-upload that warbeast one?

Modding Discussions / Re: Kva3imoda's Models
« on: August 20, 2018, 05:53:44 PM »
Yep they are the ones, be great if he released those, thanks Phan!

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?

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