Torchlight II

Torchlight II

UI tweaks
38 Comments
P4p073M4l073 6 Dec, 2022 @ 5:44pm 
No funciona .-.
Spectre 3 Dec, 2019 @ 8:50pm 
Is this compatible with Unearthed Arcana?
daft73 27 Apr, 2017 @ 9:08pm 
Thank you fine sir!
the rocknroll 28 Nov, 2016 @ 4:41pm 
Grteat help, thanks
City Builder 29 Aug, 2016 @ 8:08pm 
Thank you.
zParticle  [author] 29 Aug, 2016 @ 5:13pm 
The menu buttons appear in town, or you can check the box in the upper right of the mini-map to toggle them manually.
City Builder 28 Aug, 2016 @ 10:17am 
How do I activate the menu buttons? I'm not in combat yet the menu buttons on the sides of the screen are missing and I can't activate them using their assigned hotkeys.
Kardfogu 8 May, 2016 @ 12:31am 
Thank you, I will! X)
zParticle  [author] 7 May, 2016 @ 11:28pm 
Sure, you're welcome to use them however you like. If you end up including any in your compilation be sure to drop me a link to your new mod!
Kardfogu 7 May, 2016 @ 3:23am 
Greetings!

I'd like to ask for your permission in order to merge your mods or at least permission to tinker with them so that I can replicate them on my own more easily into a tweakset of mine which I will use as the GUI base for a large mod in the future.

Of course, with proper credit given.
zelurker 24 Aug, 2014 @ 4:22pm 
Ok well I try to be as low on mods as possible since I didn't finish the game yet. So for now all I have is (from top) :
Enhanced Retex Part 1
Enhanced Retex Part 2
Fishing Details (to know the stats the pet wins when fed by each fish).

That's all. Adding a mod below that list is sure to reset the map, I don't know why...
So maybe the problem is in 1 of these 3 mods then...
zParticle  [author] 24 Aug, 2014 @ 3:44pm 
These are all my own mods, so if there's a problem I'd like to fix it. Safe Dialogs simply flips a couple of bits temporarily and should have no impact on your map or character. The only mod that's even aware of the map is "hide menu buttons in combat", but that's just read-only to determine whether you're in town. Yours is the first report like this I've received, so you can understand if I want to be sure—you've tried your savegame with zero mods loaded and then with only "safe dialogs" loaded and see different results for each?
zelurker 24 Aug, 2014 @ 3:04pm 
Actually it seems to come from "safe dialogs", I can reproduce it with this one alone, it's not your fault you just included it in your pack. Oh well, I can reserve this mod for another build...
zParticle  [author] 24 Aug, 2014 @ 2:18pm 
These are all interface mods and should have zero effect on your location or character unless you're seeing a bad interaction with some other mod. May I ask what other mods you were running when you observed this?
zelurker 24 Aug, 2014 @ 5:19am 
Strange effect when trying to add this mod to an already started savegame : it resets the map ! I mean, my character appears elsewhere in the enclave when I load the game and then when I teleport back to the outside world everything has been reseted, it's as if I arrive here for the 1st time ! So well, I'll stay away from this for now, maybe for a new start...
General Chaøs™ 17 Mar, 2014 @ 12:06pm 
this doesn't work with the Diablo UI Mod but I am trying to figure out how to get it + unusable items are red to work with it.All the other UI mods made by zParticle work with the Diablo TL2 UI mod except for the Unusable items are red/dark and Unitendified items are yellow mod.
Hypieran 12 Jan, 2014 @ 3:55pm 
Can you use this with the Diablo UI Mod?
Abstract-Player 4 Nov, 2013 @ 9:03pm 
I've tested this mod but I miss the side buttons in act 4 (mine entrance). If I open a panel by pressing the key and close the panel.. then the buttons are shown for maybe 1 second and blend off then.
zParticle  [author] 27 Oct, 2013 @ 2:04pm 
Steam cloud sync has known issues with Torchlight 2; the general recommendation is to leave it turned off. Glad you got it working!
Strats 27 Oct, 2013 @ 12:03pm 
Turns out it was beacause my steam cloud sync was turned on, every mod i tried crashed the game! All working fine now though, this mod is subtle but very useful, thanks!
zParticle  [author] 23 Oct, 2013 @ 6:32pm 
Sounds like a bad download. Delete it from your \mods folder and it will automatically re-download if you're subscribed.
Strats 20 Oct, 2013 @ 9:34pm 
I tried running this mod on its own and every time i try to the game crashes on startup, any suggestions?
wraith676 - 8 Sep, 2013 @ 3:19am 
Muhahaha all my looting desires have been met, thanks!
shaosam 2 Aug, 2013 @ 5:42am 
Oh and your Act IV bugfix (should be an official patch IMO!)
shaosam 2 Aug, 2013 @ 5:39am 
Thanks a ton for this! You are a god. This really improves the game without going overboard on crazy changes. Do you think you could release a combination of this with your other tweaks, namely Daylight Robbery, Consumable Gems, and Smooth Teleport? That would be awesome!
散漫SanMan 29 Jul, 2013 @ 11:12am 
I like it !
zParticle  [author] 20 Jun, 2013 @ 6:20pm 
UPDATE : updated 1600-slot shared stash

Now always opens to the first tab (arms) for consistency with the player inventory. Also cleaned up the logic so it always switches tabs properly, and the audio feedback to get rid of the extra sounds when opening and closing the shared stash (the sounds are for the inventory panes opening left and right, so you should still hear a sound for each pane).
zParticle  [author] 26 May, 2013 @ 12:03pm 
UPDATE : updated fast resume and quit

Moved the main menu buttons to the top edge for easier activation without having to aim the mouse. Just flick it into the corner and click to quit.
zParticle  [author] 3 May, 2013 @ 9:42pm 
UPDATE : added hide menu buttons in combat

Menu buttons will now be hidden when you're in a hostile area. You can toggle the menu buttons back on at any time with the small checkbox in the upper-right corner of the mini-map.
zParticle  [author] 28 Apr, 2013 @ 5:54pm 
Heh, you're just down to a couple mods at that point, so you could just load them individually or make your own modpack using GUTS [support.runicgames.com]. UI essentials, the only compilation I plan on releasing, was simply to offer a workaround for the 10-mod limit—otherwise modular is better! It's a reasonable request, though, and I'll keep it in mind for the future if that limit doesn't get relaxed.
Wolfy 28 Apr, 2013 @ 5:29pm 
I would love this mod if it wasnt for the huge stash and safe dialogs. They kinda break immersion. Any chance of making a version with just the actual UI essentials?
Gam3r0wn3d 21 Apr, 2013 @ 4:07am 
I like the safe dialogs. I was killed twice because I was talking with Zephyresh. Really annoying.
stylez 19 Apr, 2013 @ 11:05am 
Added this to my mod list for the huge stash, unusable items in red, and fast resume/quit. Thanks for combining them into 1.
zParticle  [author] 18 Apr, 2013 @ 4:21pm 
You can upgrade from a smaller shared stash to this one without losing anything. Downgrading will lose any items that no longer fit. To use with Synergies or other mods that include changes to the shared stash, place this one higher on the modlauncher list and it will override.
Roalith 18 Apr, 2013 @ 3:55pm 
How does this stash work out with the Synergies extra stash space? Just override with this one first in load order or if I decide to keep using the Synergies one could I do that? Or will they coincide/combine?
zParticle  [author] 18 Apr, 2013 @ 2:50pm 
Great idea, CeeBYL. I'll look into doing that if it doesn't impose a performance hit on item processing.
The Charlatan 18 Apr, 2013 @ 10:37am 
Oh sweet, you went through with it!
Yso |-/ 18 Apr, 2013 @ 8:12am 
Great, thanks a lot. Any way you can make unusable items dark or red, selectable within the game?