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1
Mod Showcase / Re: FEP+
« Last post by Viz on February 20, 2018, 08:44:10 AM »
It's a speculation, no one really knows what is exactly the reason behind the crash.
2
Mod Showcase / Re: FEP+
« Last post by steffire3 on February 20, 2018, 03:58:56 AM »
Hmm.. then its likely that there is some internal stat limit set by the game at early level.

What does this mean exactly?

This would seem to indicate that a mod that adds too many stat points for investment would crash the game.

On the other hand I've have yet to have issues with Extra Point Mods.

Unless this statement is related to added stats from FEP+ mod items.

Would other mods like LAO 2.0 crash the game with bugged stat mod items at low level?
3
Mod Showcase / Re: FEP+
« Last post by Viz on February 19, 2018, 02:48:23 AM »
Hmm.. then its likely that there is some internal stat limit set by the game at early level.

4
Mod Showcase / Re: FEP+
« Last post by Sch123 on February 18, 2018, 09:57:29 AM »
it looks like I'm mixing with FEP & MOD other armor. But I also tried to release all the armor and others including the weapons that I use, then I try one by one the armor I use and then add the status point. The result is the same as I experienced, a crash as well.  :(

Even when I only use armor that comes from FEP mod only, it still crashes
5
Mod Showcase / Re: FEP+
« Last post by Viz on February 18, 2018, 08:48:59 AM »
What armor did you use, is it from FEP?
6
Mod Showcase / Re: FEP+
« Last post by Sch123 on February 18, 2018, 12:31:38 AM »
And Also, can you make a standing style of Ronin class like Kensei class while using Boken sword, and Nodachi (Iyai - Bayushi). It would be really cool.  :)
7
Mod Showcase / Re: FEP+
« Last post by Sch123 on February 18, 2018, 12:22:56 AM »
Hi @Viz

Bug Report:

I have bad news about Ronin class :(, I still get crash when I want to add status point. I have to remove the armor and others to be able to add the status point. It happens when I'm at level 11.

Mods I use, in order:
- ZPACK01
- Test
- Torchlight II Essentials
- Variant
- FEP+
- TL1CP
- Synergies

My Save File is below
8
Mod Showcase / Re: FEP+
« Last post by Viz on February 15, 2018, 12:13:39 PM »
Hi @Viz
Will the elemental color of the slash cut also disappear when elemental particle is removed?
Do you mean the basic attack animation? Then yes, it will no longer display elemental color.
9
Mod Showcase / Re: FEP+
« Last post by Sch123 on February 13, 2018, 12:53:09 PM »
Hi @Viz

Quote
- Removed elemental particle from all Ninjato because they are appearing in the wrong direction.

Will the elemental color of the slash cut also disappear when elemental particle is removed?
10
Help Wanted / Item Affix Randomizer (Bound Saves)
« Last post by steffire3 on February 12, 2018, 10:32:37 PM »
Idea by *Yuki*:

https://steamcommunity.com/workshop/discussions/18446744073709551615/1699416432423962525/?appid=200710

Quote from: *Yuki*
Recently I got some new idea for fancy mod, but, at the very begining, I wanna ask: does item ID change, if you rebalance vanilla weps?

There is a deal - if you change something in vanilla stuff and then remove such mods - everything on you, that was changed, will be removed. I though about some sort of trick to avoid that - randomizer NPC.
Basically - he will have sort of stash. You put stuff in, press "lock in" button and it remember IDs of items, you put in (since locked, you cant retrieve your stuff back). Then you can press "randomize" button, that will give you items with same IDs, as locked stuff had, but stats will be generated from zero, like if you got another item of same type. So - theoretically, if you used to get rebalanced items with vanilla IDs, locked them in and then disabled mod, which used to alternate stats of your swags - your items wont vanish completely, just get different stats.

What do you think, guys? Will it go, or impossible, with current modding tools?

Quote from: *Yuki*
Quote from: steffire3
However this basically sounds like a Transmuter:

Recipes:

1 Mod Helmet = 1 Vanilla Helmet

 
Nope, concept is different.

In that case, you save in not whole item, but just its ID, which, if torchlight dont do some weird things with them, should remain same after disabling mod, that alters vanilla items (as so - you can put items into randomizer, lock them in, logout, disable mod, load game back and get items with same IDs from randomizer).

Problem is that I have no idea, if its possible. From what I heard from doudley, you can add some things to your character's savefile (basically thats how settings for different mods save). But what I described is kinda different, since it require you to save item IDs not into your character, but into NPC's pocket (which, I assume, belong to world). So - I have no idea, if it will work.

Quote from: *Yuki*
Descripton:
1. Some custom UI with few slots for items. You put your guns and armor there and can freely get back, until "lock" button is pressed.
2. Lock button. Basically what makes this concept. Once you press it, you cant get stuff from filled slots anymore. Since, technically, this NPC dont even have your items anymore. Instead, when you pressed button, it saved IDs of items, you put inside.
3. Randomize button. Stay inact, until you press lock button. Once everything is locked, you need to press it and in slots, filled before, will appear items with same IDs, as you thrown in. But stats and everything will be generated like if you got them from trader or found somewere (in short - be different)



= = =

My question is how viable is this plan and what issues or limits would have to be worked around?

Can items really be protected this way from bound character mod saves?


I feel this is basically about turning a modded affix into a vanilla one on the same item (save item ID?).
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* Recent Topics

FEP+ by Viz
[February 20, 2018, 08:44:10 AM]


Item Affix Randomizer (Bound Saves) by steffire3
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