Torchlight II

Torchlight II

Attack Gorilla monster pack 001A (v.17)
32 Comments
Attack Gorilla  [author] 21 Jan, 2017 @ 1:53pm 
@Beast: no problem using my mods in compilations. Thanks for letting me know. Hope you find out why it ARMADAX skin bug occurs, I tried a bunch to fix it as well, but I figured it was a hardcoded bug that was occuring because of the way this model uniquely handles skins.
Beast 17 Jan, 2017 @ 7:14am 
@AG: NVM, resource directory is for effects, etc. Maybe there is a conflict within the .DAT file re how the file points to texture replace... will continue to look into it.
Beast 17 Jan, 2017 @ 6:11am 
@AG: I added your monster pack to my mod merge BEAST MODE 2k17, hope that's cool with you. BTW, great work on your models... definitely adds flair to the vanilla game. ALSO... I did some digging into the ARMADAX skin bug. I noticed in the ARMADAX UNIT .DAT file that the resource directory points to media/models/monsters/armadax but in the media/models/monsters dir you have an arma_bot and arma_frost dir, possible that the game is having issues pointing to the correct resource file after the plate breaks? I'm going to see what editing the dir or dat file does when I have the time.
Bandit 29 May, 2013 @ 9:37am 
Want to thank you for all the helpful information in that video! Not only did I learn that I was doing my DDS files wrong and need to look at my alpha channels to edit the model instead of trying to delete vertices. But also learning how to merge spawnclasses is AMAZING. I added you, I HAVE TO TALK ABOUT MESH FILES! :D
Attack Gorilla  [author] 28 May, 2013 @ 9:10pm 
I give a video tutorial on adding monsters into TL2 here:
http://www.youtube.com/watch?v=mcH7k43G_QI

It does not cover creating custom models though, it uses exisitng TL2 models.
Night Writer 28 May, 2013 @ 5:54am 
@Attack Gorilla

Hey Man Thanks for the compliment on my Power Pack Mod. Yeah, I was using the synergies mod when I took that screen shot and Salan uses your models. I am actually working on a mod myself that maybe using your models as well. They are really good. Unfortunately thats one thing I havent started working with yet is 3d modeling or importing models into the game. I'd really like to know how you do it,and start practicing.
Attack Gorilla  [author] 11 May, 2013 @ 1:24pm 
Thanks I did and agreed to the new terms, hopefully this doesn't happen often...
Salan 10 May, 2013 @ 11:05am 
Hey AG your other two mods need you to go in and edit and save their pages so that they can be viewed again. When I look at your dungeon challenge or fish in a barrel it says unavailable. Go in and edit the mod info page and re-save it, should fix it.
Attack Gorilla  [author] 30 Apr, 2013 @ 8:54am 
Anyone can use my mods in compilations. I have no problem with that. I just ask for a little credit if my stuff is used is all.
011380 29 Apr, 2013 @ 4:40pm 
Just curious if you're considering allowing this to be part of a mod compilation, such as Combine Them All, TL2 Enhanced, or Enigma.

Thank you.
Salan 28 Apr, 2013 @ 10:02pm 
I haven't tried the armadax skin changes, but I will give it a go and see if I can make it work, if I can i'll send you the files.
Attack Gorilla  [author] 28 Apr, 2013 @ 1:52pm 
hmmm... not sure waht to do about that ARMADAX skin bug, that is unfortunate. The texture replacements are working because otherwise it would be invisible at the start. Anyone know of a fix for this? I am guessing this is aTL2/Runic bug...
Babyshifter 27 Apr, 2013 @ 6:26am 
Great mod! Just wanted to mention here I noticed a bug with the amarax textures, when their armor is destroyed the entire monster becomes invisible. They can still be attacked, it seems to be just a visual glitch.
tsuelue 25 Apr, 2013 @ 12:57pm 
Hey, I´m not complaining, I was just wondering... and yes, I Do enjoy the look, and eventually I will play some of my others chars again, w/o Synergies ... so ...no worries.
Salan 25 Apr, 2013 @ 12:08pm 
AG gave me permission a long time ago to use his skins, and I am so grateful for that, about half of these monsters already exist in Synergies in completely different ways, I can look at how AG made his monsters and adjust mine accordingly if he lets me, but the whole content stuff is TOS based on Steamweorkshop stops me from just using his actual monster files otherwise, even if i change em for balance.
Salan 25 Apr, 2013 @ 12:06pm 
Synergies is a complete rework tsuel, i changed the balance points on everything. AG made this for vanilla.
Attack Gorilla  [author] 25 Apr, 2013 @ 11:58am 
True, this mod is based on vanilla TL2 and does not adjust its difficulty based on other mods. Sorry, I have no way to ensure the difficulty of the monsters match the difficulty set by ever person's mods they are using. You could always ask the Synergies folks to merge in this mod and adjust it accordingly.
Glad you are enjoying the look at least.
tsuelue 25 Apr, 2013 @ 11:42am 
Hm ... the new monsters DO look quite awesome! Thank you.

Got one minor problem though ... playing NG+4 Synergies+Synergies Low Pop, and your monsters are simply not tough enough, they got really low hitpoints (well compared to Synergies monsters anyways). Bug or feature? ^^
DeathAng3l 24 Apr, 2013 @ 8:22am 
Hammer nice
Salan 21 Apr, 2013 @ 7:49pm 
attack gorilla makes awesome retextures!
Attack Gorilla  [author] 21 Apr, 2013 @ 1:39pm 
General note: this mod is intended to mix with the game in a natural a fluid way, so don't expect to jump in game and be overrun with my new monsters, some monsters will only be seen on rare occassions and all the monsters are assigned to areas that make sense in the game, so you will not see a dragon in the starter zone.... hope that clears up all questions thus far.
Attack Gorilla  [author] 21 Apr, 2013 @ 1:39pm 
@SimonaK
The spawnclass files use unique file names that merge with the existing spawnclasses (not replace them). This mod merges in new monsters without impacting anything already in the game. So, in short, new monsters are just added, not replacing original monsters.

@maxcan7
This mod should be compatible with most other mods, I designed it with that in minds. However I have no control over how other people do their mods, so I can not guarantee full compatibility. To ensure it does not conflict simply set my mod to the bottom of the list for load priority order and it should not impact synergies if there is indeed any overlap.
Erzherzoghans 21 Apr, 2013 @ 12:59pm 
Thanks for the mod will be trying it out.
maxcan7 21 Apr, 2013 @ 9:39am 
Is this compatible with synergies? I don't want to break my game...
SimonaK 21 Apr, 2013 @ 9:23am 
cool mod! I have question...All files are new, but spawnclass ones use existing names...I would know what is ingame effect...in the levels/dungeons, old monsters are replaced or new monsters are added with old monsters?
yökyöpeli 20 Apr, 2013 @ 11:04pm 
Works fine now thanks!
Attack Gorilla  [author] 20 Apr, 2013 @ 11:00pm 
File should work correctly now. Let me know if it still shows up as blank.
Attack Gorilla  [author] 20 Apr, 2013 @ 10:51pm 
Thanks. I will try to figure it out when I get a chance. The files display correctly locally on my PC, but Steam seems to be losing all the file details/info for some reason... Should still be functional though.
yökyöpeli 20 Apr, 2013 @ 10:21pm 
@AttackGorilla Mod Launcher dos not show modname. My systemproblem or modders accident? Cheers for this mod B-)
Attack Gorilla  [author] 20 Apr, 2013 @ 9:50pm 
If you think some of monsters look like synergy monsters you would be correct. Synergies uses some and perhaps all of my monsters in the future. Hopefully I will add more monsters in the future. Note that while synergies may use monsters that have used my textures, as of this post the monster behavior and where they spawn for this monster pack is unique to this pack.
Hope everyone enjoys the pack.
Slauter 20 Apr, 2013 @ 5:33pm 
Hmm that looks exactly like the synergies monsters
lyravega 20 Apr, 2013 @ 4:32pm 
Been waiting for this AG :)