Torchlight II

Torchlight II

177 ratings
Ink'd for Synergies (v.2)
   
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Tags: Art, Textures, UI
File Size
Posted
Updated
146.926 MB
28 Nov, 2015 @ 9:08pm
29 Nov, 2015 @ 9:41am
3 Change Notes ( view )

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Ink'd for Synergies (v.2)

Description
Introducing the Ink'd for Synergies Mod. Editing around 4,000 texture files, this mod drastically alters the apperance of both Torchlight II and Synergies, simply by replacing the existing textures with new graphics done in a hand-inked style. Have fun!

Hints, tips, and how-to:

Q: What do I do to make this work with Synergies?
A: Simply put this mod above Synergies in your load order.

Q: Does this lower my FPS?
A: No, not really. According to FRAPS, there is less than a frame dropped.

Q: I'm loading another mod that changes texture files. What should I load first, Ink'd or the other mod?
A: As a general rule, you will have no problems whatsoever if the other texture mod doesn't change any of the textures Ink'd uses. If it does, load Ink'd first for more consistant textures.

Q: I'm loading a mod that has custom maps, like a new dungeon or town. Can I use Ink'd with it?
A: Yes, you can. Load order is not important if the custom map does not introduce custom textures. Otherwise, load Ink'd first to maximize the consistency of the textures.

Q: Does Ink'd bind my saves?
A: No, it does not. Ink'd does not affect your saves in any way.
30 Comments
Gulp DragonDawn 3 Aug, 2018 @ 9:40am 
Does this mod include everything your first Ink'd mod did (for the vanilla game)?
*Yuki* 28 May, 2017 @ 1:27pm 
syngergies keeps getting updates. Will you update this mod, if they will add new items?
daft73 27 Apr, 2017 @ 9:25pm 
Thanks for this!:steamhappy:
onealone 20 Aug, 2016 @ 3:44pm 
That's great, thanks.
Machination  [author] 20 Aug, 2016 @ 3:05pm 
Yes. Look up Ink'd in the Steam Workshop- I created it before I created this mod.
onealone 18 Aug, 2016 @ 10:54am 
Is there a means to use this mod without Synergies?
Machination  [author] 27 Jun, 2016 @ 8:20pm 
+fatknacker46 Thanks-and as time goes by, I hope to make it even better. :)
fatknacker46 27 Jun, 2016 @ 10:30am 
Stunning. A real work of art... pun intended.
Tode[BTC] 22 Mar, 2016 @ 7:33pm 
I figured it was as you discribed the way the grass tiles are, which it why I only mentioned it. As a thought: I wonder is it possible to purhaps change the color of the ink/shading depending on the object they texture it was on? Such as using a slightly greener colored "ink" in the grass and say a more blue ink on the mountains. That way it would seperate the objects a bit from each other. Compared as it is now with everything the heavy black that kinda drowns them all together. I dunno how you did the original retexture if they are all done seperately or if it was more of a batch all together. I haven't played around enough with the editor or anything to see how that is all done. Will stay tuned and see where this goes, really am intrigued by it. It's cool beans.
Machination  [author] 22 Mar, 2016 @ 5:30pm 
+Tode[BTC] I understand where you are coming from. Unfortionately, there isn't much I can to about the "blending together" issue, this is largely limited by the resolution textures Torchlight uses, and the angle the Torchlight camera is positioned. If you ever get a chance to play aroung in GUTS, the TL2 editor, try changing the camera angles and seeing how viewing angles change the detail of the textures as they appear to the viewer.
The grass seams are caused by Torchlight's method of "tiling" textures, which constitutes a slightly green alpha channel over the groung tile(s). It's something I've tried to track down for a while now, and haven't been able to fix as of yet.
Thanks for dropping a constructive comment , though. It's really awesome when someone takes the time to point out things that can legitimately improve. I have no intention of stopping development of this mod, as time permits.