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Messages - Lord Nyriox

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16
Mod Showcase / Re: Playable Zealot
« on: January 08, 2019, 06:55:49 PM »
Making the zealot model wardrobe-able is a LOT of work I'm afraid.  There are just so many armor meshes to refit to her frame.

You could always simply use the TL1 Vindicator model, and duplicate its original Wardrobe meshes who knows how many times.  ;}

That is assuming that the existing Wardrobe can be ported in that way, of course.


FYI, if you want to dodge implementing the Wardrobe entirely, you could simply move all the files from the Vindicator's Wardrobe folder into its base Model folder, and call one of the individual "Set" meshes in place of the base one.

I have yet to test it in-game, but it works perfectly in @Dusho's TL Mesh Viewer.  Updating the animation-set to the TL2 format (using the duplication method you described) will take the most time.

I will do the work, if you are interested.  I could use the model for some of my own projects, anyway.

17
Lord Nyriox's Playground / [TL2] Ultra Respec
« on: January 07, 2019, 06:59:19 PM »
Announcing…Ultra Respec!

"Ultra Respec" is an expansion project for "Ultimate Respec Lite", with an emphasis on feature enhancements (that may or may not actually be lightweight).

When it is ready, the mod will add Stat-point Elixirs (like @Lightfuzion's "Stat Potion" mod or @greasymok's "Elixirs of Power" mod) to the General Merchant inventory, in +1 (~10,000g), +10 (~100,000g), and +100 (~1,000,000g) levels of quality.  I took the icons and text-color from "Elixirs of Power", but the item coding is a hybrid of my own design.

In addition, I have begun work on expanding the "Ultimate Respec" UI, to cover additional features that I would like to see added.  As far as that goes, I am adding a "Reset All Stats" button to the main UI (which should simulate pressing all the negative Re-stat buttons), and possibly even the stat-rollovers from the vanilla Stats page.

Download Links:

I will post some screenshots once the UI design is more or less finalized.

18
Lord Nyriox's Playground / Re: [TL2] Ultimate Respec Lite
« on: January 07, 2019, 06:07:17 PM »
Ugh, I have run into a roadblock on my "Buy Statpoints" project.
You know what?  Fperj it.

I am reverting my prior UI tweaks, in favor of an easier (and more useful) set of changes.

19
Modding Discussions / Re: Fate Items
« on: January 05, 2019, 10:55:30 AM »
Applause!

[waves it off]

If nothing else, seeing the way items (such as consumables) were coded in earlier games by some of the same team, should help me in my own quest to make a complete collection of ported "quality of life" items.

One thing that the Lazarus Pack is not—and will never be—is a megamod.  Porting items and features from other games is painful enough without adding wardrobing and Layout conflicts into the mix. 

20
Modding Discussions / Re: Fate Items
« on: January 05, 2019, 03:20:12 AM »
these are the items from the 'Fate' games, in case you never knew these games were made by the same brains behind Torchlight.

Downloaded.  I will work on porting these for the Lazarus Pack.

21
Lord Nyriox's Playground / Re: [TL2] Ultimate Respec Lite
« on: January 01, 2019, 04:21:05 AM »
Ugh, I have run into a roadblock on my "Buy Statpoints" project. 

I finally figured out how Layout logic can manipulate Gold (using the "Money Taker" object)...only to find out that GUTS considers it "not valid" for the "UI scene". 

Which means, basically, that I will have to either:
  • Jury-rig the gold-cost component (by attaching an additional non-UI Layout to the Respec merchant somehow), or...
  • Hand-edit the UI Layout file in a text editor, to manually inject the "Money Taker" to the Logic.

Option 1 is messy, inelegant, and prone to failure, and Option 2 not only breaks GUTS editing capabilities for the UI, but it may not even function.  Such fun!

22
Tips & Tools / Re: Notepad++ Custom Language File (Syntax Highlight)
« on: December 29, 2018, 09:05:41 PM »
Should be simple enough to just rebuild in a 64 bit architecture, ill reinstall Visual studios and check it out to see if i can get it to work.

@Urakka Amyx, I forked the TLDatLexer repository to Github, in case you would like to post any bugfixes or feature enhancements for it.

[https://github.com/LordNyriox/TLDatLexer]

Perhaps you can help me get AppVeyor working for the repository?  The CI can do the actual compiling work, after that.

23
Lord Nyriox's Playground / Re: [WIP] Lazarus Pack
« on: December 29, 2018, 06:41:39 AM »
Looking through the TL2 Beta assets (which I finally managed to hunt down), I discovered that Ordrak's original TL1 skills actually were ported to vanilla TL2...but were removed from the game sometime between then and the current TL2 release (1.25.x.5b).

As these skills are both ported TL1 features and cut features from early TL2, I am integrating them into the Lazarus Pack.

24
Vkoslak's Playground / Re: Floaty Torchlight Cube
« on: December 29, 2018, 06:21:00 AM »
Sadly thats just the 1% inspiration. Not sure when i'll get around to the 99% perspiraion part
And yet, I made 2 different animated versions in all of one day. 

:P

25
Lord Nyriox's Playground / Re: [WIP] Lazarus Pack
« on: December 27, 2018, 07:50:44 PM »
Now on Discord!

The "Lazarus Pack" now has its own Discord sub-channel!

Feel free to discuss the project on #lazarus_pack!

26
Can you include a readme in the zip explaining how these tools work in detail along with installation instructions?
In retrospect, my description of each script's functionality does seem a bit dense.

These scripts are the product of extensive research on the OGRE model format, so a proper description of their behavior would probably wind up more technical than readable. 

I will see about adding comments (and a "readme" file) to the script package.

27
Lord Nyriox's Playground / Re: [TL2] Ultimate Respec Lite
« on: December 22, 2018, 11:04:09 PM »
I have managed to work out a mockup of a partially-enhanced "Ultimate Respec" UI, adding the "Buy Statpoint" buttons we discussed previously.  I will still need help making the buttons functional, however. 

The updated source-code also includes your "Respec_Aura" patch.

The updated "Ultimate Respec Lite" files are attached to this post.

EDIT:  Sub-project abandoned.  Help request and files rescinded.

28
Lord Nyriox's Playground / Re: [CLASS] Emberdrake
« on: December 22, 2018, 07:00:55 PM »
Build 24 now released!

Sorry for the long radio silence (again)!  To thank you for your patience during these long months, I am posting a build of my current progress on the Emberdrake.

Note that this is very much WIP, and not all features work correctly. 

You will find v24 is now attached to the OP.  (7z archived for filesize restrictions.)


List of changes: 
  • Significant reduction in the number of Skills used by the class.  This includes the removal and/or merging of over a half-dozen different Skills.
  • Added a prerequisite system for Skills.  Most Skills are now unavailable unless their respective "prerequisite Skills" have been previously acquired.
  • The "Legendary" starting equipment has been removed from the mod.  The items were too difficult for me to balance.
  • Added the Manticore's "Sandstorm" skill, and the Embermage's "Magma Spear" skill.  These Skills replace their previous equivalents.
  • Reduced all active Skill cooldowns to 100ms.  The Skills will instead be regulated using Mana-costs.
  • Rebalanced the Charge mechanic.  It now uses Life and Mana Steal, instead of Damage Reduction (to better fit the class lore).
  • A "Charge bleed" passive effect (based on "Share the Wealth") is in progress.  When finished, it should buff both allies and enemies, in the same way.



Notable bugs: 
  • The Skill-Tree needs to be updated to reflect the changes in Skills.  Several Skills are incorrectly displayed.
  • The "Magma Breath" Skill needs to have its trigger-rate increased somehow.
  • The pet-version should probably be cut.  It does not handle Skill restrictions properly.
  • The Charge-based Mana-cost reduction needs to be reduced dramatically.  It currently reduces costs all the way to 100%.
  • I still need to finish removing the old weapons.
  • Apparently, the "head" Bone is attached to the nose, rather than the jaw.  I need to change the breath Skills to attach to the jaw instead.
  • The Charge system needs an overhaul.  Currently, there is no unifying principle behind the Emberdrake's Charge—and it shows.


29
Lord Nyriox's Playground / Results: [EXPERIMENT] Negative Quest Bonuses
« on: December 17, 2018, 06:50:20 PM »
Quest testing experiment run complete… 

@doudley, @Phanjam:  Unfortunately, using a Quest to reduce raw Experience and/or Fame, does not actually reduce Character Level or Fame Level.  Instead you wind up with a "negative progress" to your next Experience and/or Fame level—but you remain the same Level as you were before the modifier.

This may be a case in which you have to restart the game for the change to take effect, but I did not test that possibility.

See the attached screenshots.

30
Lord Nyriox's Playground / Re: [CONCEPT] "Candied Ember" Mod
« on: December 13, 2018, 05:26:38 PM »
I really like the dystopian world possibility of Ember energy bring siphoned industrially replacing all major landscapes with junk yards and vehicles.

I was thinking more like a "world in transition" environment, similar to the beginning of Earth's Industrial Revolution.  The key difference being that this Revolution is powered by Ember and Clockwork, rather than coal and oil.


All this led by that same ancient Estherian cult that tortured the region of Grunnheim with lethal experiments making many creatures and tribes extinct or distorted due to terraforming everything in the most extreme environmental overhaul mod of all time!

Yeah, no.  My idea was more along the lines of current Empire technology…times 100. 

Essentially, this would be an "alternate present" scenario, in which the Alchemists, Embermages, and Imperial Engineers kicked off an "Ember Revolution" in the intervening years between the Dark Alchemist defeating Ordrak in TL1, and his return for the Heart of Ordrak in TL2. 

Note that this would also explain how the Alchemist managed to develop such a high-tech mechsuit.  It could have been an industrial prototype, that was later adapted by the Dark Alchemist for his own purposes.  (Lore-wise, the Alchemist's armor is designed to stabilize his Ember energy, or something like that.)

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