Torchlight II

Torchlight II

THE ADVENTURE MART (v.41)
93 Comments
9HitCode 22 Jan, 2017 @ 8:07pm 
Hi, I have a made a mod pack called "Void Pack"
I would like to inform you that I am using your mod in the mod pack and simply want to show you that I do not take any credits of your incredible work
I have also linked your mod in my mod pack to prevent any misunderstanding

Void Pack - Part A

If you would like me to remove your mod please contact me and I'll remove it as soon as possible!

Thank you for making Torchlight II a better gaming experience!
Night Writer  [author] 30 Sep, 2015 @ 10:52pm 
WARNING: Development of this MOD has ceased and it is not up to date with the current version of the game. If you are a MODDER and would like to continue making this mod better/fixing issues, please do so, as you have my permission.


WARNING PART2: Hello to all MOD users, if you are using this mod then you hopefully looked at the last time I updated it... almost 3 years ago... i.e IT IS NOT UP TO DATE....and I have no plans to update it currently. I have not played nor modded Torchlight 2 in all this time, and none of my mods are up to date as the game as been patched many times since I last modded it.. so yes its very possible this mod, and my other mods dont work anymore.

Sorry but please use common sense, and look at when a mod was last updated before attempting its use. The mod is still here and posted so that if someone wanted to update it/make it better or merge it into a compiliation after fixing said issues, they can and have my permission to do so. Good Luck.
devondill 29 Sep, 2015 @ 6:33pm 
i don't know is the author is still active or if anyone else is having this problem but this mod breaks my game a bit in an annoying way. With this mod active i can no long quick equip items by right clicking them, i now have to drag and drop every time i want a new gear piece in place.
Sir Spoony 23 Sep, 2015 @ 12:46pm 
Does this bind and it's outdated, so even worth trying out?
Grom 7 Feb, 2015 @ 11:24am 
Bringing magic from Baldurs Gate, good job man...
WiredNet 2 Feb, 2015 @ 5:52pm 
This mod causes the first page of purchasable maps in the Mapworks to be blank, but the 2nd and 3rd pages have maps still.
Rikakakakaka 30 Nov, 2014 @ 7:08pm 
The items doesnt chage. Its always the shinobi stuff anyway to fix this?
Atomicbean 12 Nov, 2014 @ 3:12pm 
Any idea on how this works with LAO? (mainly LAO 2.0.) i'm assuming it should work fine and the merchants should sell the items that LAO adds, since far as i know they're added to the same spawnclass as normal legendaries.
sumdumgoy 25 Sep, 2014 @ 3:53pm 
Like the mod so far but after my first few hours of playing with it on my Shot/Duel pistol outlnder the weapon sellers only sell melee weapons.. is that suposed to be or am I just very unlucky? I exited and re-entered the town many times to reset their stock but always melee only.
Benny 16 Sep, 2014 @ 1:42am 
nice mod i can get the setpieces i´m searching for much easyier... but would it be possible to add them to minehead, mapworks or table mountian aswell with higher lvl gear?
they sell mostly lvl 1-50 stuff and im 100 thats somewhat annoying...
PhantumJak 12 Sep, 2014 @ 10:10pm 
I've incorporated this mod within my merged mod pack! NO MERCY It's actually a little more than just a merged pack, take a look! ;D
HAKU 27 Jun, 2014 @ 2:26pm 
Please add your enchanting mod to this and also add something to make gem transmuting like in Diablo 2 or something like that!
ArceoRenix 15 Jun, 2014 @ 10:51pm 
I would like to point out first that I love this Mod, but in the same regard, I use another Mod known as the Elemental Blade Dancers and it spams about 30-40 Helm of the Valhallas thats in Ribald Barterman's Shop Inventory. I don't know if you could communicate with the Maker of that Mod, thats not my business, but I think it takes up a lot of needed space for Ribald.
skyfire 22 Feb, 2014 @ 7:10am 
I love this mod but for some reason it only give me the same legendaries over and over no matter how many times I leave town and come back. Anyone else experience this?

Thanks
Triviumswords 29 Oct, 2013 @ 10:12pm 
Lol... sorry not Draconius....Ribald Barterman
Triviumswords 29 Oct, 2013 @ 10:08pm 
Nice mod dude... but i'm thinking about some part of the sets are missing, like Mondon's Vestment ( Jewerly and chest) .... Draconius sells everything... but i can't find those items.... i i've been trying a 1000 times for random XD
ZoLatKam 22 Sep, 2013 @ 3:07pm 
@ DraconiusKnight:

First off, let me say, "This. Mod. Rox!!! :-) Keep up the phenomenal work!"

Just noticed this:

I'm unsure if this is intended or not, but the barter spell doesn't seem to affect prices for "Draconius" in game. I just purchased Barter II, learned it, & then opened his shop. Prices are the same.

I'm currently playing a LAN game with my roommate (I'm hosting, game difficulty is Normal).

Is this a bug, intended, or just a "to soon to take affect" instance?

Thanks for your time,

Zo
davxames 28 Aug, 2013 @ 6:15pm 
Had this on top when I first started using it but added others that wanted to be on top so I put them there. Until I put this one back over all there were no maps for sale in the Mapworks.
Arctic 18 Jul, 2013 @ 12:38pm 
small exploit is available, if you go into one of the dungeons using the maps, and portal out, you go to the Mapworks, not whatever town you left from, even if you havent gotten to the map works yet, might want to fix it if you can (idk if you can or not for sure)
Draco 21 Jun, 2013 @ 2:33am 
I use the torchlight II essentials compilation mod as well as this one and this mod overwrites, ie removes, any changes that compilation makes to inventory, including the respec potion. This continues after act 1.

On the other hand, if your mod is not on top then other mod changes remain but then your mod does not add extra merchant inventory pages so what you're left with in Act 1 is a selection of whatever is on page 1 of merchant inventory, 1H swords and a couple of axes, helmets and a couple of shirts plus only high level slottables. In Act 2+ a vanilla selection of relevant merchant items are on offer, ie your mod does nothing.

Probably nothing you can do about it so just an FYI, though logically it has something to do with the extra merchant inventory pages conflicting. Still enjoying your mod, thank you, but I have to reorder the mod list if I want to use it fully and swap back to get full use of essentials.
Drumstix42 10 Jun, 2013 @ 5:30am 
Draconius has no icon over his head. Is this a bug?
Ryzael75 1 Jun, 2013 @ 1:41am 
@Rossmallo

The Adventure Mart only replaces the vendors in the Enclave. So, yes, through Act I you don't have access to the items added to the General Merchant by Synergies or Lyravega's Gem Box, or any other mod that adds to the General Merchant or the Blacksmith. But, as soon as you go to Act II, the General Merchant and Blacksmith there should have those items. I love this mod, but what I do is I just don't load this till I'm out of Act I on any new playthroughs.
Night Writer  [author] 26 May, 2013 @ 5:38pm 
@Azriel

You are not supposed to be able to sell anything to Ribald Barterman. It is designed that way. Nor can you sell to Draconius.

@Rossmallo

The only thing changed to any other Vendors are the size of their Inventory and nothing further. I use this mod myself with Synergies (Daily) and Have no issues with any other Vendors Including Salan's own Vendors in Synergies.

I think you are using another Merchant/Inventory Mod which is causing your issues unfortunately. With so many mods out now with so many things combined in them there is no way for me to track all the altered files, so I can only Mod my files and hope for the best.

Also, just as a side note your also the only person to claim negative changes to your game due to The Adventure Mart Mod...*Shrugs*
Boon: White Toblerone 26 May, 2013 @ 5:46am 
As much as I like this, I need to bring something to your attention. When this is installed it changes all of the vendors, which actually overrides any changes made to them by other mods. Gem Box and Synergies are particularly badly affected.

So, even though I like this mod, I cannot bring myself to use it currently, due to it locking off the abilities of different mods. Please tell me if you can fix this, though.
Digi 21 May, 2013 @ 6:17pm 
Ahaaaa...
I love the idea. Will test it out when I have free time.
Nice work.
Fenrisulfr22 21 May, 2013 @ 4:14pm 
oh, awesome mod by the way. Thank you for your work.
Fenrisulfr22 21 May, 2013 @ 4:14pm 
Just on the off chance that someone else is as dumb as me, I only now realized that there are multiple pages, accessible through arrows at the top of the page. I couldn't figure out why it was all swords!
EpicKris 20 May, 2013 @ 2:57pm 
I like it!

I would make Ribald prices higher though since it feels a little too easy when buying this extra sweet pieces.
♡キユートホース♡ 20 May, 2013 @ 7:13am 
Good
Rorschach 19 May, 2013 @ 8:14am 
Thanks for the explanations :)

My Steam is somewhat bugging out and i cant open the discussion about price increases you started so im gona reply here.

If its just a multiplier for the merchant you could maybe offer 2 versions of the mod, one with the regular 3x setting and one with a higher (5x ? 10x?). I know the mod is not to be intended to be a cheat but currently the items are so cheap it feels like one. 10 hours in mapwork dungeons with increased gold drops and you can buy an entire level 105 class set.
Night Writer  [author] 19 May, 2013 @ 5:33am 
@CrumblyBiscuit

Cromwell sells all types of weapons, limited only by level range to your character. He sells greens, and blues. But does not sell "Uniques and Legendaries". I will however double check and make sure claws are being included.
neukettika 19 May, 2013 @ 4:43am 
Why doesn't Cromwell sell Claws for berserkers? Is it just me?
Night Writer  [author] 18 May, 2013 @ 7:38pm 
@Rorschach continued

3. I'm sorry you find legendaries way to cheap,(300K-400K). What's involved to change the pricing of each and every item sold, is extremely time consuming and very boring.Torchlight uses Merchant Price Mulitplier's for pricing changes which are much smoother and more efficient.

If I wanted to make Ribald sell legendaries at lets say ten times the normal price, the engine couldn't differentiate the sales price of a legendary versus a Magic item, and thus all items at that merchant would be 10x the cost, which is not acceptable.

I honestly am not planning on going in and making every single Legendary and Unique item in the game way more expensive by hand manipulating each items price on an item by item basis. Sorry, the prices will stay as is until I have more grounds to change them.

Thanks for the input :)
Night Writer  [author] 18 May, 2013 @ 7:29pm 
@ Rorschach

1. Good, glad you decided to read the comments. Unfortunately what I have discovered is that most players don't bother reading the mods entire description and go to the comments anyways, so it is what it is.

2. They "were" quite Rare.. then I had people complaining that they never saw them, so I made them guaranteed and made the option for a Legendary to Spawn for each weapon type.
I also changed Ribald to only sell Magic, Uniques, and Legendarys. (no whites or greens)
The amount that spawn is random, as all items have the exact same weight ratio to make sure all items have the same chance to spawn. The moment you change that weighting, the heavier items, flood the entire inventory and you end up with 50 shields etc etc. I actually like the way the mod is working now to be honest, as this is actually the first time you are guaranteed something of everything.

Continued>>
Rorschach 18 May, 2013 @ 5:08pm 
Ah finaly something to do with those mountains of gold... but i'd like to offer some constructive criticisms too.

1. I got the mod to work properly after some trying around and reading trough the comments but you might want to include the information that your mod should come first in the load order somewhere in the description
2. What I gather from the comments is that legendarys are supposed to be quite rare but my experience (v0.40) differs greatly : I'm being drowned in legendarys, there are 10 (!!!) of each (!!!) weapon category and since there are not nearly that many models in the game there are 5 of each type for sale at any time.
3. I also find legendarys waaaaay too cheap with their 300k-400k pricetag. Most chars have that much money before hiting level 70. There is a 10 million gold achievment so why not make the price for legendarys 3-5 million.
Finity0 18 May, 2013 @ 2:24pm 
i wish you add an NPC that only sell Skull socket
lightzz 18 May, 2013 @ 1:20pm 
I think I will wait till i finish the game before I use thiz miod ... I feel as thoug I would be cheating withi it ... lol
Nekoborg 18 May, 2013 @ 7:41am 
@zazuzazu Thanks for the tip on file moving, the mod now works as intended with older existing characters which were created before i used mods.
Papicodone 17 May, 2013 @ 10:29pm 
Somebody help, i cant scroll through the pages of weapons
Night Writer  [author] 17 May, 2013 @ 10:30am 
@Mcspiff , Every piece of gear you have can be enchanted many times over with stat points, including All rings, necklaces, and weapons, and all armors. You can easily hit the numbers required for Legendary usage if you gear correctly, enchant your items, and use Gems as well. So no I didnt bug out your Legendaries as this mod does not touch items, or their spawnclasses in anyway.
Roman 17 May, 2013 @ 2:55am 
or any bonus stats from equips
Roman 17 May, 2013 @ 2:54am 
to answer you mcspiff stat enchanters
McSpiff 16 May, 2013 @ 3:06pm 
The screenshot that shows Quietus the legendary mace says it requires 364 Strength and 182 Focus. How does one even equip this legendary? You can't hit level 101, and the stats needed require 546 stat points allocated. 495 points is the ammount you earn when you've hit level 100... Did you bug out our legendaries?
Manashi 16 May, 2013 @ 10:31am 
I missed Ribald so much. Thanks for bringing back a bit of the magic of Baldur's Gate 2.
zazuzazu 16 May, 2013 @ 10:21am 
@canner1 that is due the way Torchlight2 handles mods. You have to copy your saves from the save to the modsave folders. (Eg. for me its: c:\Users\zazu\Documents\My Games\Runic Games\Torchlight 2\save and c:\Users\zazu\Documents\My Games\Runic Games\Torchlight 2\modsave). Hth. ^^
Jkoe 16 May, 2013 @ 8:58am 
Awsome
Nekoborg 16 May, 2013 @ 4:24am 
All the vendors finally spawned the weapons, armor, scrolls and potions, but now i found a new technial problem which I need advice on solving. When I finally got it to work it wanted me to make a new game character which I did so I could check out the shop, but my old characters were not listed in the roster, infact only the new character i made was listed. My lv 73(NG+) and my lv 86(NG++) beserkers who still seem avaliable without mods have over 2½ million gold each. How can I get my old characters listed so they can get some ledengaries ?
Night Writer  [author] 15 May, 2013 @ 5:26am 
@Gillette that is due to a global setting involving Merchant respawn times, which is not part of this mod. if you leave the enclave for a period of 5-10 minutes and go back you will see a respawn of goods.
› Gillette ♪♫ 15 May, 2013 @ 12:28am 
it's improved a bit. at least it generates items now. however, instead of nothing, it won't reroll the shop items so you'll often find the same store inventory 3-5 times in a row.
Night Writer  [author] 14 May, 2013 @ 11:47pm 
@addictedgamer, you wont need Spell vendor soon, Draconius will sell spells in th enclave. So it wont matter as you'll be able to disable Spell vendor.