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1
Skills Masteries Classless Concept / Re: "Skills Masteries" Classless Concept
« Last post by Phanjam on March 24, 2019, 12:26:58 AM »
I keep saying i will update this thread, so here's a new one :D It's about

The Skill Unlocking Mechanism In The Classless Mod

I'll put the pics first and then talk about what's in them...

Skilltree UI Editing


Okay let's take the first Active Skill of the Fighter discipline.  The "Plus" button to add a skill point to it is encircled "A" in the pic.  It's also a "node" named "Pus Fighter Active 1" in the ui elements tree in the lefthand panel ("B").  These are just my names, it could be anything really.

This node is affected by another node named "Fighter Active 1 Req" labelled "C" lower down in the tree panel. That is a "Stat Evaluator" node and if you select it and look over in the right hand panel you can see what its settings or properties are.  So we see it's set to evaluate the Stat "FIGHTERTRAINLEVEL" and check whether the value of that Stat at the time of evaluation is "GREATER THAN OR EQUAL TO" the value "2". 

The FIGHTERTRAINLEVEL stat is a dyamic (non vanilla) stat which increments by "1" at every level of the "Basic Fighter Training" skill using a SET STAT effect.  So this is all a way of evaluating "are you at level 2 or higher in Basic Fighter Training?"

How does this affect the "Pus Fighter Active 1" skill investment button?  If the evaluation is FALSE (your FIGHTERRAINLEVEL is < 2), the investment button is hidden.  If the evaluation is TRUE (your FIGHTERRAINLEVEL is = or > 2), the investment button is shown.  So effectively you cannot invest in Fighter Active 1 skill until you're at least level 2 in Basic Fighter Training (neat huh?)

How does the hide / show stuff work?  That's set via a UI logic tree which is another node built into this UI.  It's labelled "G" in the lefthand panel down at the bottom of the pic.  When you select that Logic node the toolbar at the very top of the lefthand panel shows a button that looks like a toolbox.  Clicking that tool button brings up the logic tree's own panel which is the next pic...

2
Skills Masteries Classless Concept / Re: "Skills Masteries" Classless Concept
« Last post by Phanjam on March 24, 2019, 12:26:46 AM »
I keep saying i will update this thread, so here's a new one :D It's about

The Skill Unlocking Mechanism In The Classless Mod

I'll put the pics first and then talk about what's in them...

Skilltree UI Editing


Okay let's take the first Active Skill of the Fighter discipline.  The "Plus" button to add a skill point to it is encircled "A" in the pic.  It's also a "node" named "Pus Fighter Active 1" in the ui elements tree in the lefthand panel ("B").  These are just my names, it could be anything really.

This node is affected by another node labelled "C" lower down in the tree panel. That is a "Stat Evaluator" node and if you select it and look over in the right hand panel you can see what its settings or properties are.  So we see it's set to evaluate the Stat "FIGHTERTRAINLEVEL" and check whether the value of that Stat at the time of checking is "GREATER THAN OR EQUAL TO" the value "2".

So a little bit about this FIGHTERTRAINLEVEL stat...
3
Modding Discussions / Re: Arc Beam Affix Duration
« Last post by Rhythmier on March 21, 2019, 06:19:31 AM »
Thanks TwinkleToes! I'll give it a try later tonight.

I was suspecting the minimal duration as well, but I didn't thought about putting affixes duration to blank, I just assumed event duration will override affixes duration.

Once again thanks!
4
Modding Discussions / Re: Arc Beam Affix Duration
« Last post by TwinkleToes on March 20, 2019, 11:18:58 PM »
heyo

i think the channeling skills minimum duration is overriding the affixes which keeps the duration to 1 second, ive tried changing the minimum duration but it didnt really do anything lol, so im not 100% sure as to what the cause of the problem is, however i did come up with a solution

1st.
set the durations on the affixes to "blank" not 0, that implies it has a duration at all, it has to be blank so it can be later overridden.
heres an example
Spoiler

2nd
within the event setting inside the skill, give it a duration override
like so.
Spoiler

done.
that should get the effect that your hopefully trying to achieve

5
Modding Discussions / Arc Beam Affix Duration
« Last post by Rhythmier on March 20, 2019, 11:32:27 AM »
Hei guys, its been a long while since i post anything here (though I question if anyone remembers...  :'() But I'm currently stuck at modifying 1 skill, Arc Beam

My plan was to use Arc Beam as a basic channeling spell for 1 of my Lightbringer Class, but I wanted to make the duration longer than Arc Beam's initial duration (1sec). But no matter how I  change the duration at the Affix tab or Skill tab, I can't seems to change it. The icon will show 6sec duration, but as soon as it hits 5sec (after 1sec) the effect stops.

I've checked the skill tab, there's no EventEnd on the skill; There's no affixremove; I even try to play around with the layout but there's nothing fruitful. If anyone can enlighten me that would be great. I'm 5 skills away from completing my skill now  :'(


p/s: Moved the topic to this section coz I didn't realize I post it on the wrong side
6
Help Wanted / Re: Merging Mods...
« Last post by Phanjam on March 17, 2019, 01:36:33 PM »
Hi @Xiper ! First of all welcome to the torchmodder forums!

Glad to hear youve found a way that works ;) did you get all features running that you wanted? If there's still some that arent you may have to do that choose-or-edit thing. Finding the files which are conflicting isnt hard its just tedious.

I believe youve been merging entire MEDIA folders and disregarding the conflict warings? Its those warnings which will tell you which files are in conflict. But so that you dont have to wade through dozens and dozens of conflict warnings, you should merge sub-folder by sub-folder instead. On a per-folder basis you should only see 1 to 3 file conflicts.

Once youve isolated those you can come back here for help with how to edit them. For things like levels/dungeons I, unfortunately, am not any good with those :P but thers others here who might be able to give guidance.
7
Help Wanted / Merging Mods...
« Last post by Xiper on March 15, 2019, 06:10:35 PM »
Hello community, I am glad you exist.

I am also hoping someone could give me pointers in a general direction towards what I am to do to get my mods working. I am trying to get the best possible experience out of Torchlight 2 by installing the best mods I can find, which spans across all categories. I've already had a major success in getting all the classes into one mod, but now I am at the map/dungeon category and I am having a lot of trouble getting them to work, whenever running a mod that combines all my dungeon mods into one. Even if I don't, still others don't work if I select them all in the modlauncher.

Someone mentioned that this happens because two or more mods are trying to edit the same file, and I should try and find which two do, then either sacrifice the one for the other(s) or edit the one so as to not conflict with the other(s). How would I go about doing this? I am not here to ask of anyone to do this for me. It would be a very big task as I have several other categories I am meaning to do the same with. I would simply appreciate a bit more info and, by extension, some examples would be lovely.

This mod limit is ridiculous, and I wish there were a way to bypass it. Otherwise, I wouldn't have had a problem.

Thank you kindly and have a splendid day ahead.

Edit: I have found that changing the order in which you extract/unpack the mod files happens to be the solution to this problem. Thank you.
8
Roles & Destinies Concept / Re: the Skills Map creating process
« Last post by Phanjam on March 14, 2019, 01:04:34 PM »
trigger1 adds a stat1
trigger2 requires stat1 to add -100 percent damage taken and adds stat2
trigger3 requires stat2 to clear stat1 - wich should end the Damage Reduction...

Ooooh that sounds reeaallyyy gooood!

Edit
Hey best of luck on the gaming school btw!
9
Roles & Destinies Concept / Re: the Skills Map creating process
« Last post by lolesch on March 13, 2019, 11:25:01 PM »
If you think theres anything i can help with on this just let me know
Hey @Phanjam ;D thank you for your offer, I might have something in the future.. right now I struggle once more with triggerable actions. I've successfully implemented a 2H block passive but its broken again after i removed the berserker_berserk from the affix. at least thats what I think that was the last change... but maybe its something about names and links.
the good thing is I know it can work.
trigger1 adds a stat1
trigger2 requires stat1 to add -100 percent damage taken and adds stat2
trigger3 requires stat2 to clear stat1 - wich should end the Damage Reduction... but atm it isnt active anyways....

to be continued
10
Roles & Destinies Concept / Re: the Skills Map creating process
« Last post by Phanjam on March 13, 2019, 02:36:30 PM »
Hey @lolesch really nice to hear youre working on your skillmap mod again! Personally im excited to see it. If you think theres anything i can help with on this just let me know ;)
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* Recent Topics

Classless Character Mod by Phanjam
[March 24, 2019, 12:26:58 AM]


Arc Beam Affix Duration by Rhythmier
[March 21, 2019, 06:19:31 AM]


Merging Mods... by Phanjam
[March 17, 2019, 01:36:33 PM]


the Skills Map creating process by Phanjam
[March 14, 2019, 01:04:34 PM]


Some level works for my mod "The Dark Palace" by Phanjam
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Skills Expansion: Bugs Report & Ideas by Sch123
[March 11, 2019, 01:34:08 AM]


Cool basics by lolesch
[March 10, 2019, 08:00:51 PM]


Need help on an issue with no help anywhere by lolesch
[March 10, 2019, 04:45:10 PM]


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