Torchlight II

Torchlight II

DualWield (v.11)
58 Comments
Bloðbrand 18 Nov, 2019 @ 12:50pm 
okay then.
EdZero  [author] 15 Nov, 2019 @ 11:36pm 
Blodbrand, just deactivate/remove the mod.
Bloðbrand 6 Nov, 2019 @ 5:15pm 
Is there a way to disable being able to dual wield the two handed weapons if I don't want that? It doesn't really make much sense, ESPECIALLY with bows.
EdZero  [author] 21 Aug, 2017 @ 8:35pm 
@seanshineyouth - Yeah, it looks like that. I never changed the animations and will never do that. If you want to, go ahead :)
seanshineyouth 20 Aug, 2017 @ 6:50pm 
@edzero ok but the shotgonnes look like they would fire into the air? does it look like that?
EdZero  [author] 20 Aug, 2017 @ 12:43pm 
@seanshineyouth - The animation is the dual wield animation that they use, so that'd be why they're holding the weapon so close
seanshineyouth 19 Aug, 2017 @ 7:32pm 
I'm curious about using this, but the pictures make it look a little silly... do the weapons look awkward when you use them? The hammers look like the character is holding them too close. can someone tell me, does it look strange or is that just the pictures?
haerwu 11 Jul, 2016 @ 1:33am 
@EdZero Mod Launcher says that I have Torchlight II Version 1.25.5.4.
haerwu 11 Jul, 2016 @ 1:28am 
@EdZero: It is unselectable. Status "Compiled for outdated Game Ver."
EdZero  [author] 27 Mar, 2016 @ 6:03pm 
@Haerwu, Are you having a problem with it? I haven't updated it cause i haven't come across any problems myself. Where is it in your load order?
haerwu 25 Mar, 2016 @ 1:37am 
Can you update it to latest TL2 version?
RigorTortoise22 14 Jul, 2014 @ 11:11pm 
@EdZero Yeah, I just wanted to make sure it wouldn't cause any big issues, since I'm also playing multiplayer, but this mod is tied with Power Packed for my favorite mod I've used so far.
EdZero  [author] 14 Jul, 2014 @ 8:06pm 
@ RigorTortoise22 - I play it with staves at the moment as i'm doing a playthrough with a necromancer (synergies) and haven't really noticed it. It should still work even if the animation is a little wierd. Glad you're using it though :)
RigorTortoise22 12 Jul, 2014 @ 6:31pm 
Says "Compiled for outdated game version", but it seems to work besides the fact that it looks like my shotgonnes are pointed to the sky, but still shooting forward. I'm not a modder, so I don't know if it matters too much besides the cosmetic issue, but I've also only tried it with my shotgonnes, so there's that.
EdZero  [author] 22 Mar, 2014 @ 8:25am 
@Thisguyandbatman That is strange... I'm not actually sure what could be going on. It sounds more like a problem from Steams end because it definitely shows up in mine and other peoples. Sorry I could'nt be more of a help!
Calydon 13 Mar, 2014 @ 3:20pm 
so i've subscribed to all of the 2h to 1h weapon mods and none of them show up in my mod folder... what gives?
EdZero  [author] 26 May, 2013 @ 8:33pm 
@timothy3_16
Of course it's okay to add it to your personal mod. I'm happy that you like it so much :)
timothy3_16 26 May, 2013 @ 6:53pm 
this mod is fantastic ... I would hope it is ok to have added it to a personal mod to save on the limitations ... I absolutely do not upload my mod
TIGGRAIN 12 May, 2013 @ 2:55pm 
Thanks for the info. I just got off game and I think it might be correcting itself slowly. Some of the weapons that are two handers are going back into their correct classes. The Cannons which had some how was listed as pistols even after I got rid of the mod, today was listed as cannons and that they were two handed. Also the bows did the same. Some of the Shotgonnes are reverting back to their correct class also. One of the unique two handed hammers seems not to been affected by the mod.

I'll try your suggestion.
thyreth123 12 May, 2013 @ 10:16am 
I ignored that Value incase i imagined it.. but then when i just Took off the MoD I saw on my Engineer that The Two handed i was using stats went up alot more on the DPS, And also ive noticed the ARC on two handeds are also reduced too, so im seeing this just more of a 1H stats on items, so useless for class sticking but still a fun MOD
EdZero  [author] 12 May, 2013 @ 10:09am 
@TIGGRAIN
I'm not sure why the mod is set to being used even though you're not using it anymore. My suggestion would be to go to the mod folder and manually delete the folder. That should take care of your problem.

@thyreth123
That is really strange that your listed DPS would go down. No other values on the weapons were changed other than how it's wielded. Not sure what's going on there.

@TIGGRAIN
Ahh, the Tenebris class requires staffs or two-handers? There's a bunch of classes that I can't really do anything about like this with Synergies :/
TIGGRAIN 10 May, 2013 @ 8:54am 
Could you talk to the maker of Tenebris to see if you can augment his class skills that require two handers and or staffs in order to use the skills that require either. Cause anyone using you mod will be screwed because of how the mod sets staff to wand. Especially if people want to keep the mod going in case the switch to another class.
thyreth123 9 May, 2013 @ 3:51am 
Has anyone else had the problem that, When i started using this MOD it lowered the DPS stats on my 2h Weapons... I had a Greatsword with about 537 DPS, Then when i used this mod, It ended up with about 416DPS instead... I have noticed the low DPS stats on other 2H items now classed as 1H weapons... Is it normal and a bug?
TIGGRAIN 8 May, 2013 @ 2:15pm 
I used to use the mod and liked it but, I got rid of it because I couldn't take advantage of some of the skills that the two handers weapons could use. Because the two handers are listed by the one handed equivalent. When I deactivated it a while ago the weapons went back to their correct weapon class. Now for some reason they have reverted to the classes they were listed using your mod even though I don't have your mod anymore. Is there a way to fix this. I tried using Unbinder but it's not working for me, even though the author updated for the current synergies version.

Also reading the changes you've made. Are you saying that we should be able to use the two hander passive and active skills we couldn't use before because of the renaming of the two hander class. I would have written about this problem but as you know Steam Workshop has been acting crazy lately.
EdZero  [author] 29 Apr, 2013 @ 8:06pm 
@timothy3_16, Thanks man! I appreciate it. Makes me happy to know that my mods are appreciated :D
timothy3_16 29 Apr, 2013 @ 1:52am 
this mod rocks, been working on the 2h to 1h conversion myself--out the door it heads, I have it all right here thank you
EdZero  [author] 28 Apr, 2013 @ 1:39pm 
@Mysterious Stranger, the load order for Synergies doesn't matter.
NoHome 27 Apr, 2013 @ 8:25am 
Yeah, I'm using synergies. Synergies (built for this version of TL2) is at the bottom of my mod load queue, but I am not using anything else that could be changing the behavior of twohanders
EdZero  [author] 27 Apr, 2013 @ 12:19am 
@Illiterate, They're dual wielding them? When i create a general/champion, they are using a normal 2handed weapon. After that last comment with Rabbitz, it might be a change in Synergies that I can't alter that's causing them to not act properly.
NoHome 26 Apr, 2013 @ 10:17pm 
@Ed if it helps, The Skeleton Generals and Champions are Duel Wielding 2H swords.
EdZero  [author] 26 Apr, 2013 @ 10:35am 
@rabbitz
I'm really glad you've been enjoying the mod, I appreciate it. For the legendary greataxe and cannon, I have covered all of the legendaries in the base game. That means that while this mod is compatible with Synergies, it does not cover the legendary weapons from there (because all legendaries are their own weapons, they do not go off of any base weapon as all others do [normal/magic/unique]). I will look into seeing what I can do with this but I do not promise anything :P
Rabbit 25 Apr, 2013 @ 8:50am 
First of all I just want to say that I LOVE this mod... thank you. I've been playing it with synergies mod and it's been perfect for the most part but I recently had a legendary greataxe and legendary cannon (both 2h) drop. I'm not entirely sure how this mod changes the weapon type but is this a bug or is this intended (not supposed to be compatible with synergies stuff). I was just wondering if you were somehow remapping weapon types or if you had to go into each weapon and change its type...
EdZero  [author] 16 Apr, 2013 @ 9:54pm 
It looks like my change to the Skeleton Champions greatsword works. Running through the Synergies leveling up map has shown the champions to attack me now with their huge one handed weapons! Horray for fixed stuff!
Night Writer 14 Apr, 2013 @ 11:14pm 
I recommend this mod for use with my Dragon Knight Mod, so you can get the full Dragon Knight Experience. (Duel Wielding Two Handers and casting fire spells).. PS..mod is compatible with Synergies.
Night Writer 14 Apr, 2013 @ 11:12pm 
Great Mod..Yeah there are some glitches here and there, (Skeleton Generals do not attack) and you swing your Two handers faster than normal.... But the moment you execute with two Huge swords, or double shotguns, it makes it all worth while. PLUS> TWO HANDED SWORD WITH A SHIELD WORKS FLAWLESSLY....epic
EdZero  [author] 13 Apr, 2013 @ 5:43pm 
@Blargo, the attack speed isn't a bug, that's just how it works. Now that they're classified as 1 handed weapons, they will attack faster. As for the Skeleton Generals, I don't think I can do anything about that. I have only changed weapons, not any monsters. Are you sure it's not another mod?
NoHome 13 Apr, 2013 @ 5:26pm 
Another bug: two handed AI is broken (Skeleton Generals chase you but only give you a death glare; they don't attack)
NoHome 13 Apr, 2013 @ 4:57pm 
Almost game breaking bug: Two Handed weapons appear to have a rather large attack speed buff (because they are marked as swords). For instance: Engineer's starting warhammer has a listed attack interval of 1.44s, but the wrench attacks every half-second.
JohnSmith230686 13 Apr, 2013 @ 1:56pm 
I'll try removing the other 2to1 MOD tomorrow and see how the staff works, thanks for the update :)
IronMaiden 13 Apr, 2013 @ 1:27pm 
Ya thanks got it to work , i had to put it on top of the synergy mod in priority
EdZero  [author] 13 Apr, 2013 @ 12:46pm 
Updated Staff mastery.
@IronMaiden - It should work. I have not been having problems, but I would try again as I just updated the mod.
IronMaiden 13 Apr, 2013 @ 12:27pm 
Does this work atm? I get compiled for an outdated game version when i click on it.
EdZero  [author] 13 Apr, 2013 @ 12:11pm 
1) Unless you mod the Tenebrous mod, nothing can be done about that.
2) Yeah, the staff as a wand makes an extremely short range melee attack, I could change it to a different weapon slot (axe, sword, hammer) and that would make it so when the staff swings, it's only in melee range, not at all ranges.
3) You're right, I should change the staff mastery now that Staves are Wands. Look for an update on that today.
JohnSmith230686 12 Apr, 2013 @ 10:38am 
OK It's almost there... Graeystones 2to1 converts melee weapons (staff to mace) this fixes the staff acting as a ranged weapon when dual wielding with another ranged weapon. Combine the two MOD's and you get everything, Graeystones converts melee first then this MOD converts the rest.

Still neither MOD has the staff mastery skill compatible so if one of you could do that then the Embermage should be set :)

Cheers mate, running round with my staff and a shotgonne is awsome :)
JohnSmith230686 12 Apr, 2013 @ 8:44am 
Deffinatley a glitch with dual wielding any ranged weapon and the staff with this MOD, it's strange when holding just a staff it acts as a melee weapon, but hold a ranged weapon aswell (pistol, shotgonne, wand etc) and the staff starts to animate like a wand and attempts to fire at range, perhaps adjusting the staff to be a one handed sword (melee) instead of a wand (ranged) would result in a fix.
JohnSmith230686 12 Apr, 2013 @ 8:06am 
Also dont use a staff in one hand and a pistol in the other, character tries to fire with both weapons at distance (shoots with pistol then tries to shoot with staff), particularly a problem when you want to break an urn and all you do is point your staff at it, somewhat amusing to watch though :)
JohnSmith230686 12 Apr, 2013 @ 7:41am 
Tried the SynergiesMOD TENEBRIS, unfortunatley alot of the skills for this class (including the first available) require a staff and this MOD changes the staff to a wand in order to use it in one hand, embermage only has one passive skill requiring a staff (staff mastery) so i will just play as that for now. Please let me know if this is something i can fix, maybe i am doing something wrong, i had this MOD at the top of the list and Synergies at the bottom.
EdZero  [author] 9 Apr, 2013 @ 12:20am 
Thanks for the in-depth look at it Xeneonic. I am using Synergies as well, so that could be where things are changed, but I doubt that's it. I'm actually not sure why as I only changed the 2H sword to be 1H. I think that might be where you see the differences as the attack speed or anything else was not changed.

Hope this helps!
TSP 8 Apr, 2013 @ 7:32pm 
I concur with Big_Boss. Here's the steps to recreate it:

1. Equip a 2h sword in one hand, pay attention to it's attack speed in the tooltip (I used a 1.08 one for testing)
2. Just attack in the air
3. Notice how you are closer to attacking at twice the speed (Half the attack time)

I used a 0.88 1H claw weapon, and the claw weapon indeed does swing slower than the 1.08 2H weapon. Neither weapons have attackspeed modifiers, so that's out of the question.

In details, I used The Gray 2h sword in one hand at 1.08 speed, took it off, and used Xtro's Maw at 0.88 speed. The Gray clearly swings faster than Xtro's Maw. This may however have to do with using Synergies though, maybe there's a conflict or something?
El Cid 8 Apr, 2013 @ 12:33pm 
I just seem to be attacking VERY fast when I dual wield with a two handed weapon and a shield.