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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!
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.
they sell mostly lvl 1-50 stuff and im 100 thats somewhat annoying...
Thanks
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
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.
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.
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*
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.
I love the idea. Will test it out when I have free time.
Nice work.
I would make Ribald prices higher though since it feels a little too easy when buying this extra sweet pieces.
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.
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.
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 :)
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>>
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.