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Messages - Lord Nyriox

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31
Lord Nyriox's Playground / Re: [TL2] Ultimate Respec Lite
« on: October 25, 2018, 11:58:45 PM »
When both mods are loaded and you try to respec you gain more skill points and can keep clicking the button for even more.

I would have to check the internals of that "Hardcore Lite" mod, to see what in its code may interfere with the standard "Respec all Skills" Effect. 

@doudley and @Aherin, any ideas?

is it possible the unitthemes you and Nyriox use for your respective mods are interfering with each other?


Technically, I did not write or change the Skill-respec component--but from what I could tell the affected button is just a shim for the vanilla "Respec" ("KEFFECT_TYPE_RESPEC") Effect, which is commonly used by Respec Potion mods.

The EffectsList.dat description for the Effect reads:
Quote from: EffectsList.dat
Refund all Skill Points


32
Classless Character - Public Board / Re: indefinite modding break
« on: October 15, 2018, 03:59:02 PM »
I should add that it's not anything serious really, just a re-prioritization of things to reflect my IRL responsibilities (and age too! :D ) And like i said, i'll be visiting here and the discord still :)

Thank you for the heads-up, @Phanjam!

Just an FYI, I am in roughly the same position right now, when it comes to modding. 

I will still lurk, and may occasionally post an update to one of my myriad modding projects.  But for now, other duties have put TL on the backburner for me. 

I will probably post source archives for my various mods at some point, but almost all of them are messy and half-finished right now.  Ye be warned.

33
3D Modelling & Animation / Re: [MODEL] Syl the Sage 2.0
« on: September 18, 2018, 04:45:10 PM »
I put the .png version of the texture instead of the .dds version since it's better if someone want's to improve the texture.

It is also nice for those of us who prefer fully uncompressed DDS, to have a lossless starting point. 

DXT always looks like someone wiped a fine layer of grit onto the image—and technically speaking, it is effectively equivalent to reducing resolution to 1/2 of the baseline (since it compresses 2x2 pixel squares). 

I have been planning to release a mod that converts some images to uncompressed DDS, for the official UI pieces (since those all have lossless PNG versions to convert from).

P.S.  Also note that the OGRE versions used by TL1 and TL2, both make use of an image-processing library that supports over a dozen different image formats (including PNG, TGA, and DDS).  So the model should load in-game just fine, unless GUTS deletes the PNG file.

34
Lord Nyriox's Playground / Re: [WIP] Lazarus Pack
« on: September 01, 2018, 04:00:56 AM »
Quote from: Wikipedia.org
The name Lazarus is frequently used in science and popular culture in reference to apparent restoration to life.

Source:  Wikipedia/"Lazarus of Bethany"

35
Lord Nyriox's Playground / Re: [WIP] Lazarus Pack
« on: August 31, 2018, 08:37:03 AM »
There have been some Diablo projects and packs (usually UI repaints) made by modders over the years however Lazarus sounds like it will finally fulfill those needs for actual game play features from the series.

There was also the "Project Diablo" mod, which managed to convert some of the main TL2 towns, into exact copies of their D2 equivalents. 

One of the things I have recently been working on (and the reason I commissioned the "Floaty Cube" model from @Vkoslak), was a TL2 adaptation of the "Horadric Cube". @Kva3imoda helped me with drafting some of its base code.

36
Lord Nyriox's Playground / Re: [CONCEPT] "Candied Ember" Mod
« on: August 30, 2018, 03:42:35 PM »
I have an idea for "Alchemical Potions", what if you make "Magic Bomb". I mean besides making potions that can be consumed, maybe you can also make items that can be used to attack enemies.

That should be simple enough to implement.  Several vanilla Scrolls already use the "CAST SKILL" Effect, so it would not be unreasonable to make a Potion do the same.

I would probably need some help finding an appropriate "throwing a bottle" Skill, however.

37
Lord Nyriox's Playground / Re: [WIP] Lazarus Pack
« on: August 30, 2018, 06:59:17 AM »
many players will appreciate having a TL1 enhancement to improve their Quality of Life for TL2. […] We could use more of these types of mods especially one that has them all together.

Why the heck do you think I started this project, in the first place? 

The correct answer, is that I lost my patience with the way no one else was bothering to update any of the "orphaned" QoL mods.  Also, because I wanted a place to properly port TL1 and Diablo-series features, that were lost somewhere in the D1–>D2–>TL1–>TL2 transition.

38
Lord Nyriox's Playground / Re: [CONCEPT] "Candied Ember" Mod
« on: August 30, 2018, 06:41:46 AM »
This is actually my TL3 pitch as discussed with @steffire3, and my antagonist would be an extreme enviromentalist. :D

I was thinking something more along the lines of a "total conversion" mod for TL2, that reworks the vanilla dungeons, environments, and sidequests (which are currently somewhat boring).

I would put @Kva3imoda-style machinery in every major magical landmark, siphoning off excess magic.  Quests like "One Man's Trash", would be altered to reflect this change. 

There would be a resurgence of clockwork automata, taking the place of organic merchants (with an accompanying increase in prices, because they are "bots").  Of course, that leaves most of the honest craftsmen out of business, leading to an increase in the population of desperate highwaymen. 

You would have "toxic waste dumps", where the condensed Nether energy (i.e. "Ember Blight") from "Ember refineries" gets dropped off (near Netherrealm portals, obviously), full of twisted ecology and strange geology. 

You would have caged dragons and elementals, their life-force drained for some of the more "exotic" fuels.  There would probably be Blight-powered superweapons, and Ember-powered vehicles.  Professional Alchemists formulating designer fuels, with equally professional Engineers as their customers.  Advanced Ember-Tech medicine providing ultra-expensive "cures", while automated vending machines dispense the more "traditional" potions.

And then, of course, there will always be the nutcases who try to tinker with the Clockwork Core itself. 

Given all this craziness around you, the Dark Alchemist's (relatively restrained) attack on the Guardians becomes a whole lot less "urgent". 



EDIT:  A possible name for this proposed mod would be "Ember and Tongs". 

39
Lord Nyriox's Playground / Re: [CONCEPT] "Candied Ember" Mod
« on: August 30, 2018, 04:13:12 AM »
@Corley made extended lore in TL2-E that allows Embers to be cleansed from it's corruption

That part is effectively official lore.  Ember can apparently "burn out" after extended usage—losing its magical energy, in much the same way as a battery loses its electrical energy.

This analogy is further compounded by the results of the Tarroch's Rift study—in which a piece of "burned out" Ember is successfully "recharged".

All that would need to be done (in official lore) to remove corruption from Ember, would be to build some kind of "rapid discharge" device, with a condensed Nether-energy containment system. 

From there, you could industrialize the process demonstrated in the Tarroch's Rift study, by installing "mana pipelines" linked to known significant sources of "clean mana". 

This just gave me an idea:  An Ember-powered Industrial Revolution!

40
Lord Nyriox's Playground / [QUESTION] Changing the Type of a DAT Tag
« on: August 29, 2018, 11:07:48 PM »
Esoteric Question:

Can Torchlight DAT tags have their base types changed, while retaining the same in-game functionality?

For an example, changing a tag normally marked as a float, like "<FLOAT>SCALE:2", to be marked as an integer, like "<INT>SCALE:2" in the DAT file of a Unit. 

For another example, changing a "string" tag containing only numbers, like
Code: [Select]
<STRING>UNIT_GUID:-1234567890123456789
to be a 64-bit "integer" instead, like so…
Code: [Select]
<INTEGER64>UNIT_GUID:-1234567890123456789

If any of these turn out to be possible, this may very well become a way to "optimize" mods for efficiency and consistency—so I would be very interested in hearing your experiences.

P.S.  Before you ask about the second example, GUIDs for non-Units are always of type "INTEGER64", but for some reason vanilla Units use the "STRING" type, instead.

41
Lord Nyriox's Playground / Re: [CONCEPT] "Candied Ember" Mod
« on: August 29, 2018, 07:08:58 AM »
on my understanding of the TL2 story, ember use has consequences. TL1 hero(es) got corrupted, dragons and dwarves went almost into extinction, etc.

@doudley, using "tainted" Ember has consequences, but not all Ember is "tainted".


Lore Clarification:
Lore-wise, Ember is a surprisingly complicated concept, but in brief, these gemstones can only provide power if they have been "charged" by an otherworldly source of energy. 

The problem that arises, is that one of the most easily accessible sources of otherworldly energy is the Netherrealm (where the Netherim come from).  Unfortunately, Netherim are capable of inhabiting (or at least influencing) any significant concentration of Nether-type energy—including any Ember that has been charged from it, and, by extension, anything that has ever made use of such "tainted" Ember. 

This phenomenon is commonly referred to as "Ember Blight", during the events of TL2.



What this all means for the mod, is that some types of Ember need to be treated as "tainted" (giving debuffs when used as an ingredient), while the others need to be treated as "clean" (giving weaker buffs but no debuffs).

42
Lord Nyriox's Playground / [CONCEPT] "Candied Ember" Mod
« on: August 28, 2018, 07:29:31 PM »
"Candied Ember" Mod Concept

Inspired by a recent look at my prior crock of idiocy, I posted this concept on a whim earlier, but felt that it deserved its own forum topic.



One of the most irritating things in Torchlight, for me, is how useless gems actually are in-game.  Ember is supposedly the most coveted power source for everything from fancy Alchemy to complicated Engineering—yet in-game, the only thing you can do with dropped Ember is shove it into an item socket. 

My proposal, is to expand the range of practical applications for in-game Ember—by adding a whole lot of Transmutation recipes that use it as an ingredient.

Features
  • Candied Ember:  A set of Potions that look like gems ("Right-click to eat Ember"), these are magical hard candies that function like Elixirs—which is to say, they each add a permanent bonus to a particular Stat.  These are made by mixing 3 Ember with a Rejuvenation Potion.
  • Alchemical Potions:  A set of more conventional Potions, these have a wide range of temporary Effects—from changes in character-size, to Stat changes, to UnitThemes, etc.  Not all Effects will be positive.  These are made by mixing various Potions with various Ember.
  • Enhanced Equipment:  Ember can be used to change Equipment in various ways.  This process is initiated by combining 1-3 Ember with 1 Equipment Item.

Notes
  • Idea #3 is very much pie-in-the-sky right now, because I do not yet know of a reliable way of adding Affixes to existing equipment.  I suppose I could make something that bumps up item quality, however ([Common]–>[Enchanted]–>[Rare]).

What transmutation recipes can you think of, for Ember?  I would love to hear any ideas! 



43
Tips & Tools / Re: Notepad++ Custom Language File
« on: August 28, 2018, 06:45:18 PM »
Yes, please. i mean its not really anything special, i wish the theming had the ability for regex. >__> would make it alot cleaner

As a show of good faith, an example you might try reverse-engineering (that I certainly plan to), is the Minecraft "Config Highlighter" UDL.  See the associated screenshot.

Download Page:
[https://minecraft.curseforge.com/projects/config-highlighter-for-notepad]

This is notable for the way it highlights config tags differently, depending on the tag type.

I am still looking for a functional UDL example of code-folding (the other crucial feature of TLDatLexer).  Let me know if you find one. 

I completely understand.. took me forever to get it to work.. to much copy/paste in a program directory. I prefer not to use things like that. (external plugin installation). not that its bad, its just something i prefer.


It took me forever too—but not because I did not easily figure it out. 

I got the installation right on the second or third try…only to have Notepad++ refuse to launch due to the 32-bit DLL file.  So then I procrastinated…and procrastinated…because I did not want to downgrade to a 32-bit app if a 64-bit app was available.

I did eventually do it (the inherent utility of the plugin outweighed the performance benefits of avoiding it), but I did so reluctantly, and with much griping. 

Oh, and then I had to remove all traces of my Notepad++ 64-bit program directory—because it was somehow breaking my Notepad++ 32-bit file associations. 

44
Tips & Tools / Re: Notepad++ Custom Language File
« on: August 28, 2018, 09:13:44 AM »
The file is incomplete, but when i get some time ill throw some more tags in there.

I have been planning on working on something like this anyway.  May I be allowed to contribute? 

I am hoping for an eventual minimum, of feature parity with TLDatLexer (the DLL method you mentioned). 

No invasive dll that you have to move to any folder and what not.
Just Open up npp go to language->define your language->import and select the files.

Not to mention that, said DLL file only works for 32-bit installations of Notepad++. 

That turns out to be the bigger hassle for me—if I can use a 64-bit binary, that is preferred over its 32-bit equivalent.  (Even if I have to do some something silly, like use a nightly build from the stable branch of ScummVM, because those are the only official win64 builds since v1.4.) 

45
Lord Nyriox's Playground / Re: [WIP] Lazarus Pack
« on: August 27, 2018, 11:45:33 PM »
Webbstre on Runic Discord and his RG Fansite may actually be more aware of these mods than anyone else currently.

RGF is, indeed, my primary source for TL1 mods. 

I actually played TL1 ad nauseum last year (and never touched TL2 until late spring of this year), so I am pretty familiar with the breadth of TL1 mods. 

On the other hand, I have not even played TL2 past General Grell.  I am way too caught up in my modding projects.  :P

I must also say I've yet to see a direct port of a TL1 mod into TL2. I've seen TL1 assets ported yet only with TL2 systems.


The "Lazarus Pack" still modernizes much of the code that it uses.  Ported SpawnClass mods (such as "IHateFishing") make use of the TL2 merging method, for instance.  And all those hack-ish pet replacement mods can simply be implemented as additional pets.

Also note that more recent additions to the Lazarus Pack codebase, involve some vanilla feature adaptations from "Diablo 2", as well as TL1. 



P.S.  I edited the post subjects on this thread, to reflect their current location.  No other changes were made.

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