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Author Topic: Skills Expansion: Bugs Report & Ideas  (Read 7068 times)

Offline Sch123

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Skills Expansion: Bugs Report & Ideas
« on: September 09, 2017, 02:10:30 AM »
Hi, @doudley

I just tried the latest Update from Skills Expansion Mod, why Rapid Fire skill using only one hand ?. Meanwhile, the previous version of the skill uses both hands.
« Last Edit: December 14, 2017, 07:20:12 AM by Sch123 »

Offline Phanjam

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #1 on: September 10, 2017, 01:15:06 AM »
Sounds like a problem with the skill "finding" the right animation...

P.S. thanks for reposting here Sch123 ;)



Offline Sch123

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #2 on: September 10, 2017, 08:23:42 AM »
Hi, @Phanjam

Quote
Sounds like a problem with the skill "finding" the right animation...

I do not know either, It's just I read the report in Steam that someone reported that the Rapid Fire skill for the Outlander only using one hand. But when I try it, it uses both hands.

After that @doudley updated Skills Expansion to fix the problem and I tried the newest Skills Expansion version. The Rapid Fire skill changes into one hand, not with both hands.

Quote
P.S. thanks for reposting here Sch123 ;)

No problem  ;)


Offline Phanjam

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #3 on: September 10, 2017, 09:46:56 AM »
Ok i will include this in my tests tonight



Offline Sch123

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #4 on: September 16, 2017, 05:18:25 PM »
Thanks @Phanjam,  i really appreciate it  :)

Offline steffire3

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #5 on: October 20, 2017, 12:40:21 AM »
@Viz or @Phanjam or @ anyone who can help.

It has been reported that the mod "Skills Expansion" causes crashes in Multiplayer.

When a person hosts a game with just this mod active then anyone else who joins will crash the game.

Are there any solutions you are aware of? Anything inside this mod that could crash a multiplayer game?

Several mods are included in this pack including Ch'thon's Armor Fix, General Passives, Tiered Passives and one of Doudley's mods.

The bug could be in any of these mods or even Skills Expansion itself.

Thanks for your time!  :)
At this point after playing Torchlight 2 for 4 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Offline Viz

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #6 on: October 20, 2017, 02:30:09 AM »
I have no idea tbh. The mod shouldn't really interfere much with other files.

Offline Sch123

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #7 on: October 22, 2017, 08:06:53 AM »
Sorry I've never tried playing multiplayer, so I do not know for sure  :(

Offline Zayn Malik

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #8 on: November 27, 2017, 05:25:52 PM »
I have test your mod in GUTS for a while. It's awesome

I just want to recomment some thing:

1. Can you give some "exact number" on Passive Skills and some Active Skill too? I think the "clear number" is useful with player

2. As I can see that the mod is replacing Default Class, right? I think the answer is Yes

3. It's stupid question [Deleted]

4. I see the new Akimbo Passive have fist weapon requirement but the Berserker don't have that skills, it's not fair  :'(

And do you think about make some dual passive like Akimbo for all dual melee weapon?

5. Is the 52-skill-only just apply for default class? With mod class can we clone the tab and skill to more than 52

I ask this question because the Classy Classes Mod on Steam is like clone all the tab skill into each class and it works.

I want to ask some question personally about the conflict of Classy Mod but I don't think I should ask here

I'm sorry for my bad English!

P/s: I am seeking a Fist-used Class build around the Passive Skills so I am very interested with your Berserker.

P/s 1: I have tried to clone page 5 to page 6 and change the skill to some passive skills, if you want to test just tell me, hmm I do it for personal only...
« Last Edit: December 01, 2017, 09:38:37 AM by Zayn Malik »

Offline Phanjam

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #9 on: November 28, 2017, 01:13:41 AM »
Hi Zayn! For fist-based class u can also try the Far East expansion mod.

Viz has a combo-mod which combined FE1 & 2.



Offline Sch123

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #10 on: December 10, 2017, 11:14:45 PM »
Hi @doudley

Bug Report:
I found a bug on the passive skill of Blind Mastery, when I have reached Tier 1 then I get Burn by itself and gets worse each Tier (and caused my blood decrease as I changed my weapon and when adding the skill point)

Miss Animation:
When using the Rapid Fire Skill with two pistols and canons, the animation is not quite as appropriate.
Pistol = Using only one hand instead using both hand
Canon = Using hands instead of using Canon
« Last Edit: December 14, 2017, 07:20:28 AM by Sch123 »

Offline steffire3

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #11 on: December 26, 2017, 02:44:48 AM »
Hi @doudley

Bug Report:
I found a bug on the passive skill of Blind Mastery, when I have reached Tier 1 then I get Burn by itself and gets worse each Tier (and caused my blood decrease as I changed my weapon and when adding the skill point)

Miss Animation:
When using the Rapid Fire Skill with two pistols and canons, the animation is not quite as appropriate.
Pistol = Using only one hand instead using both hand
Canon = Using hands instead of using Canon


Hi @Sch123 !!!  ;)

Thank you for responding on bug reports!

Animations are tricky because the Skill reads which hand the Weapon is found which means the Shotgonne functions while the Cannon goes bonkers.

I'm guessing the skills require two different Weapon "reads" (I'm not sure "doudley" knows the answer to this yet).

The Blind Mastery "Burning Hit" Tier Passive is known and will be fixed... when "doudley" feels like fixing it.  :D

It's the Holidays so I'm hoping January will lead to some much needed updates.  :)
« Last Edit: December 26, 2017, 03:07:19 AM by steffire3 »
At this point after playing Torchlight 2 for 4 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Offline steffire3

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #12 on: December 26, 2017, 04:05:16 AM »
I have test your mod in GUTS for a while. It's awesome

I just want to recommend some thing:

1. Can you give some "exact number" on Passive Skills and some Active Skill too? I think the "clear number" is useful with player

2. As I can see that the mod is replacing Default Class, right? I think the answer is Yes

3. It's stupid question [Deleted]

4. I see the new Akimbo Passive have fist weapon requirement but the Berserker don't have that skills, it's not fair  :'(

And do you think about make some dual passive like Akimbo for all dual melee weapon?

5. Is the 52-skill-only just apply for default class? With mod class can we clone the tab and skill to more than 52

I ask this question because the Classy Classes Mod on Steam is like clone all the tab skill into each class and it works.

I want to ask some question personally about the conflict of Classy Mod but I don't think I should ask here

I'm sorry for my bad English!

P/s: I am seeking a Fist-used Class build around the Passive Skills so I am very interested with your Berserker.

P/s 1: I have tried to clone page 5 to page 6 and change the skill to some passive skills, if you want to test just tell me, hmm I do it for personal only...

Hello and thanks for your requests here @Zayn Malik !!!  :)

Answer 1 and 2: Yes
The actual total number is a very good request and I will write a Discussion on the Steam Workshop which will provide details like this.
The number is like the original game (120) with some extra from General Skills (12) and the Shared Skills are just clones and New Skills won't be added until the "Second Mod" so the final total is a mere (132) !!! Shocking what happens when we allow Skills to be shared!  :D

Now if you were asking about the total number of Skills "including" cloned Shared Skills and General Skills per Class then the total is (208).  :o
If we ever make the "Second Skills Expansion" then that number will be (240) !!!  ??? or just (156) if counting unique Skills only.

Once again the attack of the clones is strong with this one! (Wait- isn't there a famous franchise that says that)?  ;D

Answer 3:
To Delete or Delete not- there is no try !!!  ;)

Answer 4:
Fear not!  ;) Both Akimbo and Executioner are almost the same Skill minus the fact one gains Damage on Dual Wield and the other gains Charge.
We merely have to get "doudley" to add Charge to one Skill and DW Damage to the other.
Also the Embermage Class gains the Shared Skills from the Warfare Tree of the Outlander Class thereby accessing Akimbo which further means 3 Classes have a Dual Wield Passive.
I'm okay with the Engineer being left out since it has some powerful options for various Weapon Builds including Dual Wield.

Answer 5:
All Classes can be modded so even the Default can have more than 52.
It's just a limitation we decided to use for balance and thematic sake however feel free to mod more!

Classy Classes may conflict however since they are separate Classes it may work (I don't know since it needs testing).

Answer Ps_0:
Wonderful !!! General Skills will help greatly with this goal!  :)

Answer Ps_1:
I would be more than happy if you desire to post a Link of your mod here! We would be more than happy to welcome your mods and your authority as a modder!  :)
« Last Edit: December 26, 2017, 08:11:43 AM by steffire3 »
At this point after playing Torchlight 2 for 4 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Offline Sch123

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #13 on: January 02, 2018, 02:58:57 AM »
Hi @steffire3, @doudley

Can you change the requirements for passive skill "Rampage, Blood Hunger, Blind Mastery" to be for all weapons?  :)

If possible, all passive skill requirements are made to be used for all weapons  :D
« Last Edit: January 02, 2018, 07:08:02 AM by Sch123 »

Offline steffire3

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #14 on: January 07, 2018, 03:23:59 AM »
@Sch123 Thanks for asking!  :)

I've played these skills again at the hardest maximum levels and I agree that Rampage and Blood Hunger should be opened towards Any Weapon.

The Engineer already has Heal Bot and Hardcore mode would favor this extra heal for Ranged Berserkers when surrounded by foes in Grom's Arena and Tarroch's Tomb.

For these reasons I will ask @doudley to initiate this plan.


= = =

I'm sorry to say I do not favor making Blind Mastery open towards small fast weapons... hard game becomes easy mode with the ultimate crowd control (constant fast blindness and stun) and there is little reason to use Heavy Weapons if we made this happen for Outlanders and also by mod extension the Embermage.

= = =

Some may say the Berserker will become too powerful with this change however it still requires multiple investments (costly ones if playing with only 132 Skill points with two sockets per weapon max with a natural Blind affix and choosing dual wield no shield and taking silence and stun skulls over damage boosts) unlike Blind Mastery where it is the only Skill required for this effect.
« Last Edit: January 07, 2018, 03:45:34 AM by steffire3 »
At this point after playing Torchlight 2 for 4 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

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