Torchlight II

Torchlight II

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MCMM Synergies Compatibility Pack (v.28)
   
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16 Jun, 2013 @ 7:24pm
8 Aug, 2014 @ 7:38pm
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MCMM Synergies Compatibility Pack (v.28)

Description
Mamba's Core Mod Merge - Synergies Compatibility Pack

Subscribe on Steam Workshop | Download from Runic Games Fansite[www.runicgamesfansite.com]

This is a companion mod to Core Mod Merge (Steam | RGF[forums.runicgames.com]), do not use it without it.

The Synergies Compatibility Pack resolves the conflicts / overlap between Synergies and my Core Mod Merge. It uses the Synergies files as its base and adds the MCMM changes to them, if they are not conflicting with Synergies changes (so any Synergies changes compared to vanilla TL2 are retained).
The mod includes 1600 Slot Shared Stash by zParticle, as a larger Synergies-like stash.

My mod collection consists of
  • Pet Collection (Steam | RGF[forums.runicgames.com]), a combination of many pet mods, with its Synergies Compatibility Pack. All starter pets have vanilla stats, better pets must be bought at special vendors.
  • Core Mod Merge (Steam | RGF[forums.runicgames.com]), changes the core game with only minimal changes to gameplay, with its Synergies Compatibility Pack and the optional Drop Enhancement Undo pack to restore the vanilla drop rates.
  • Extended Mod Merge 2 (Steam | RGF[forums.runicgames.com]), changes / tweaks gameplay slightly more and also changes the classes a bit, with its Synergies Compatibility Pack.

The load order is

1. Drop Enhancement Undo Steam | RGF[www.runicgamesfansite.com]
2. MEMM2 Synergies Compatibility Pack Steam | RGF[www.runicgamesfansite.com]
3. MCMM Synergies Compatibility Pack Steam | RGF[www.runicgamesfansite.com]
4. Extended Mod Merge 2 Steam | RGF[www.runicgamesfansite.com]
5. Core Mod Merge Steam | RGF[www.runicgamesfansite.com]
6. MPC Synergies Compatibility Pack Steam | RGF[www.runicgamesfansite.com] , only needed if you do not use MCMM or MEMM2 and its compatibility pack
7. Pet Collection Steam | RGF[www.runicgamesfansite.com]
8. Synergies Steam | RGF[forums.runicgames.com]

You can skip the mods you do not want to use in this sequence.
42 Comments
Y4go | S1nful 16 Aug, 2015 @ 2:01am 
Is this mod co-op for?
RED-POWER 10 May, 2014 @ 6:08am 
then put them on steroids
RED-POWER 10 May, 2014 @ 6:08am 
merge all your mods
mamba  [author] 19 Nov, 2013 @ 6:30pm 
Well, as an intermediate step, I can merge the base mod and its Synergies comp pack into a combined package, that frees up two slots for you...
Final Pantasy 19 Oct, 2013 @ 12:53am 
Is there anyway to get the main mod files for Synergies merged together?
MEMM2
MCMM
EMM2
CMM
PetCollection

Are the mods collections of yours that I'm using. Of course I've hit 10 mods already and need to squeeze in one more >.<
mamba  [author] 16 Oct, 2013 @ 5:55pm 
I guess there is, never really tried that though. I assume it could be done by having the vanilla MEDIA\UI\MENUS\INGAMEMENUS\MENUS_BUTTONS.LAYOUT instead of the one from BagMod.

Or load the mod that disables the buttons in combat after it ;)
Bosheck 16 Oct, 2013 @ 5:32pm 
Hey mamba, is there a way to disable the stash buttons on the left side of the screen for access anywhere? I feel like that is too big of a help, and defeats the purpose of having those things placed in town for a reason.

(I know this sounds weird coming from making the inventory much bigger as it is, but its just something that irked me a bit after I started playing again.)
mamba  [author] 7 Oct, 2013 @ 5:20pm 
In MP, all players need to load the same mods in the same order (TL2 restriction). This is true even for cosmetic mods like different fonts etc (because there is no easy way to detect if something is purely cosmetic I assume).

This way your scenario of crashing due to some players not having the item etc. is prevented.
chi 6 Oct, 2013 @ 11:54pm 
I assume that all of these mods use an asset or object reference tied to vanilla irem meshes and models but i was wondering if it would cause game crashes if one of the mods added a completely standalone item or class that doesn't have a base in the vanilla game unless all of the players had the mod installed, For instance if a mod adds a weapon that isn't in the vanilla game and does not default to the graphics or stats of a vanilla item when it spawns or is equipped by someone in an online game, will any player who does not use the mod crash to desktop or freeze or anything? I know there are likely mods that add new tables to the game and i want to make sure i'm not going to cause issues for someone else if i enter a team with them and happen to have one of them active in my mod load.
chi 6 Oct, 2013 @ 11:33pm 
Oh and this might seem like a dumb question but I have never played TL2 online and I wanted to try it out, if i use your collection online will i be able to join players if they don't use the collection as well or would i be limited to only playing with people who use this collection? The only game i have played with a mod over the internet was diablo 2 so i'm not sure if tl2 works the same way for mod support online.