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Hi guys! I got only a little done this weekend - I was able to make a working "skill container" inside the skilltree layout.  Yup that's all, sorry :D

Let's start with a nice tip.  It turns out when viewing a skilltreeoverride.layout in GUTS "UI" tab, you can copy-paste parts of the layout from the left-hand tree!

The GUTS "UI" tab view

Looking at the vanilla arbiter skilltreeoverride, it looked like i needed two items.  First, the little window which holds the skill icon...

and second, the little plus sign to invest skill points...

So i opened two instances of GUTS - in one instance i opened the vanilla arbiter skilltreeoverride and in the other i opened my custom skilltreeoverride.  Then from the vanilla instance i selected the items i wanted (one at a time) and copy-pasted them over to the custom instance.

It took a few seconds but they eventually appeared in the custom tree!  Then I just drag-&-dropped them under their proper "parent" items in the custom skilltreeoverride and adjusted their properties setting (in the right-hand panel), like setting the skill "widget" to point to my new "Fighter Training" skill.

And i got this 8)


Another reason it took me so long to get only this far was i forgot to include the new "fighter skill" i made in the list of [SKILL]s in the unit's .DAT file.  Until i thought of that, the skill tooltip was just showing the template and i was going crazy thinking what was wrong :D As usual it was just another simple error!

Now to plot the rest of the skills and make sure the unlocking works smoothly ;)
Modding Questions / Re: Tag Fix
« Last post by Zayn Malik on November 17, 2017, 08:12:25 PM »
Classless Character Concept (New) / Re: CLASSLESS CHARACTER Proof-of-Concept (POC) Mod
« Last post by Phanjam on November 17, 2017, 01:10:32 PM »
Yes defiitely @steffire3 ;) i will be posting as i learn, so hopefully it will be easier to make tutorials when that time comes.
Mod Showcase / Re: Another Tag/Hash Tool
« Last post by Phanjam on November 17, 2017, 01:05:02 PM »
@Chthon thank u So Much for sharing the tools And the tips for using them! Hope things are well with u senpai!
Mod Showcase / Re: Torchlight 2 Tag Fixer - TL2TagFixer by Chthon
« Last post by Chthon on November 17, 2017, 12:17:36 PM »
Here is a related tool.
Modding Questions / Re: Tag Fix
« Last post by Chthon on November 17, 2017, 12:13:57 PM »
This may help.
Mod Showcase / Another Tag/Hash Tool
« Last post by Chthon on November 17, 2017, 12:12:54 PM »
Saw a couple posts recently where this could be useful, thought I'd post it.

RGTools is my unfinished/abandoned set of mod tools for Rebel Galaxy. Most of it's irrelevant, but two tools related to tag hashing are also useful for TL2 because both games use the same hash function.

One tool is a brute force hash reverser. You can invoke it from the command line with:
Code: [Select]
rgtools.exe -m brutehash -h <hash> -w <guess>
where <hash> is the hash you want to reverse (decimal notation)
and <guess> is a text string that's a guess at the original input string with the $ symbol in place of unknown characters.

For example,
Code: [Select]
rgtools.exe -m brutehash -h 250724719 -w M$$$$
will try to find a 5-letter string starting with 'M' that hashes to 250724719.

A few things to note:

1. This program can take a very, very long time to run (days, weeks, months, years) if the guess is long or contains many unknown characters. Ctrl+C is the shortcut to abort a command line program.

2. Runic's hash is not a very good one, in that it suffers from very frequent collisions, cases where multiple inputs yield the same hash. For instance, the example above finds two strings that hash to 250724719: "MARIO" and "MB2IO." If the guess is long or contains many unknown characters, the number of strings found will grow very, very large. You may need to direct rgtools' output to a file to prevent it from scrolling off the screen and disappearing, like this:
Code: [Select]
rgtools.exe -m brutehash -h 250724719 -w M$$$$ > some_output_file.txt

3. If all you want is to fix files so that they repack, then ANY string with the correct hash will work. For instance, over in this thread, Zayn wants a string that hashes to 1897279165. I have no idea what string the original .dat file used, but "BWZSNKGX" will hash to the same value, and therefore repack into an identical .bindat file.  ;D

(I don't have any good solution to finding a semantically meaningful string buried in the pile of gibberish strings that share the same hash.)

The other tool is a command line version of the hasher. Invoke it like this:
Code: [Select]
rgtools.exe -m hash -w <input>
where <input> is the string you want to hash.

This does the same thing as the hasher in TL2 Tag Fixer, just in command line form. It might be useful if you're faster with a keyboard than a mouse, especially if you've already got a command prompt open.
Thank you so much @Phanjam !!!  :)

I would absolutely enjoy having a template mod that can be the foundation of many new class mods!

I think my only request would be to set up the design so that adding extra affixes or linking to the Charge Bar will be relatively easy to understand and implement if possible!  ;)
Classless Character Concept (New) / Re: CLASSLESS CHARACTER Proof-of-Concept (POC) Mod
« Last post by Phanjam on November 15, 2017, 01:49:14 PM »
Thx @steffire3 :) the form of the affixes and the skills is very far from final. For the moment i am just worrying about making sure the locking/unlocking works properly. To do that i will probably just reuse the vanilla skills with minor changes.

When that works well i might even stop there, bcos making new skills at high quality and balancing them all against each other is hard work. I might just donate the mod files to the community for any modder to use in their own mod vision ;)

But thats still a long way away XD at the rate im going just finishing the poc stage will be a few months!
Amazing progress @Phanjam !!!  :o

Will you consider dynamic growth?

Investing points in one school will raise more than one affix and increases 2 of 5 element types:


Dual Shield Fighter School:

Every point invested raises:

+0.1% Shield Armor Value converted into Weapon Damage based on Average Equipment Level.

+0.1% Max Health based on Average Equipment Level.

+0.1% Fire Damage / Armor based on Average Equipment Level.

+0.1% Physical Damage / Armor based on Average Equipment Level.

In other words if your "Average Equipment Level is 100" and 20 points have been invested then:

+2% times 100 is +200% for these affixes which makes for a worthy fighter!  :D

= = =

In case you are wondering how to affect affixes based on Average Equipment Level then check the mod "Skills Expansion" for it's skill examples.

I hope this gives some ideas!  ;)
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* Recent Topics

CLASSLESS CHARACTER Proof-of-Concept (POC) Mod by Phanjam
[Today at 01:35:37 PM]

Tag Fix by Zayn Malik
[November 17, 2017, 08:12:25 PM]

Another Tag/Hash Tool by Phanjam
[November 17, 2017, 01:05:02 PM]

Torchlight 2 Tag Fixer - TL2TagFixer by Chthon by Chthon
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DAT file syntax highlighter for VS Code by Phanjam
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