Torchlight II

Torchlight II

Master Angler (v.35)
65 Comments
VulcanTourist 3 Jan, 2019 @ 5:14am 
Not that the original author is likely to do anything or is even playing the game any more five long years later, but I heartily second @TheRealPomax's suggestion below from 2014. I might get around to doing it for myself once I'm up to speed on modding this game. It seems like it would be very easy to alter.
steffire3 4 Feb, 2016 @ 11:47pm 
Vanilla as it Should Have Been

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=598144481

We would like to know if it's okay for us to consider using this or recommending this in our mod pack?

also if you could recommend this to others if we decide to use it?

and I will gladly delete this comment if you wish me to do so.

Credits and links will be provided in description if used.
TheRealPomax 25 Dec, 2014 @ 1:49pm 
Instead of the elemental protections you should make the full fishing set bonus be +9999 physical and element protection, with -999% movement speed, so that you're an immortal fishing god, but you can only fish until you take your gear off again because you can't *go* anywhere (even if you have speed boosting improvements socketed into them after adding sockets through one of the enchanter racoons)
Onikage-056, God of Animatronics 28 Oct, 2013 @ 2:56pm 
Pagoda, Sundial (on occasion), Scroll Case, and sometimes Bosses will drop scrolls.
Generally, the dropped scroll is of better quality if from a boss, while breakable/lootable items usually carry the more common stuff (like Fireball).

I've gotten stacks of the Fireball scrolls before (ranks 1 through 6, no problem).
fl9d 25 Oct, 2013 @ 2:18pm 
run this with "Unearthed Arcana". untill now no issues. ever checked yourself for compatibility? also never found any of your fisherman regalia set items. what lvl do they appear?
Oats  [author] 11 Aug, 2013 @ 12:44pm 
Yes, the drop rate is very low, I will more than likely be raising it in the near future
Bombombini Gusini 11 Aug, 2013 @ 8:35am 
You could add it to the spell vendor inventory or craftable with some recipes because it seems really rare to me (maybe just badluck)
Oats  [author] 11 Aug, 2013 @ 7:57am 
Anything that has the capability to drop a random scroll (ie anything that calls the unittype Scroll) can drop the fish vendor scroll. It is however rather rare compared to most other scrolls. I am thinking about making it slightly more common, I just want to make sure that it doesn't drastically change the natural amount of the other types of scrolls dropped in the game by dropping to frequently. This would cause people to lose out on chances to obtain things like the Set Vendor Scroll, which would be a shame indeed.
Bombombini Gusini 9 Aug, 2013 @ 7:30am 
how do i found the summon scroll for the merchant?
Oats  [author] 25 Jun, 2013 @ 9:09am 
It's all good. Goldfish Exchange is included in this mod now too :)
Bandit 25 Jun, 2013 @ 9:02am 
I do believe that the goldfish is still able to be caught. But when you changed the unit type it deletes all the items in your inventory I believe. He just reduced the weight by a magnitude of the increase of value.
Oats  [author] 25 Jun, 2013 @ 2:35am 
OK. It would seem to me than that the best way for me to remedy this problem would be for me to just add support for the goldfish exchange to my mod as well. I was trying to find a way for me to leave the goldfish out so that my golden fish (same as the original goldfish) could coexist should another mod choose to use them. I didn't take in to account that people may be trying to retain their goldfish even when a mod that used them was not currently equipped. Do you happen to know if zParticle made it such that the gold fish could still be caught, or is it just sold by the vendors? Chances are my implementation of this item will be made to only support the item but not actually make it appear unless another mod calls it. This way I can avoid conflict with changes another mod might make to the vendors and such.
Bandit 24 Jun, 2013 @ 10:06pm 
The real beneifit of using the goldfish item was that even when you removed the mod your goldfish would not disappear, and you would just take a hit on the exchange rate.
Bandit 24 Jun, 2013 @ 10:03pm 
using goldfish exchange by zParticle inside of CTA, its a way of storing currency on your person instead of having it always on you. Since I have made death random in my dungeon master mod the goldfish was a good way of stopping for a minute to save up your currency in an item in case of a chain of deaths.
Oats  [author] 24 Jun, 2013 @ 6:33pm 
Did it cause compatibility issues? If so, what priority order are you using? I'm trying to find a way to completely remove the normal goldfish from dropping in my mod at all, but leave it so that other mods can overwrite mine...
Bandit 24 Jun, 2013 @ 4:47pm 
ouch. latest update nuked my goldfish. :(
Oats  [author] 23 Jun, 2013 @ 2:10pm 
UPDATE! New recipes added to recycle Tokens! New Icon Graphics for Treasure Fish!

(See update notes for info)
Oats  [author] 23 Jun, 2013 @ 8:11am 
Yeah, thats a bit odd. I didn't make any changes to the set items... I only added the icon on to the overseer's eye. However, nothing should be overriding the items from my mod as they are brand new items, I have no idea what could have made them disappear.
fl9d 23 Jun, 2013 @ 8:04am 
somehow, the allready found fisherman regalia set items got lost since my last save...
I assume its because of the mod load order and has nothing to do with your upgrade.
thx for the work
Oats  [author] 23 Jun, 2013 @ 7:50am 
Yeah, pretty sure one of the other mods was making that show up in the general vendor but you should no longer be having an issue with the icon.
fl9d 23 Jun, 2013 @ 7:44am 
Mods in load order:
Theolentist Class
Bandits Dungeon Master (Version 8 according to the Mod Loading Tool)
Master Angler (Version 14 according to the Mod Loading Tool)
Enhanced Fish Mod (ver 37)
SEAFOOD (ver 16)
Big Stash
Extra Chunky
Blanks Landmarks
Ember Gem upgrade
qpetequip

Oats  [author] 21 Jun, 2013 @ 7:00pm 
Hmm... Wierd, are you using any other mods that might affect what the general vendor might carry? Otherwise not a big deal, 25 max hp is not exactly broken, lol.
fl9d 21 Jun, 2013 @ 3:48pm 
potions and stuff.. general goods?
Oats  [author] 21 Jun, 2013 @ 12:49pm 
Was able to fix the missing icon. The item file was referencing the icon file used in TL2 instead of the new one. Not sure why this is showing up in vendors however. What vendor was carrying this item?
Oats  [author] 21 Jun, 2013 @ 12:41pm 
That's strange. Lemme look in to why that is and get back to you.
fl9d 21 Jun, 2013 @ 12:00pm 
Overseer's Eye has an icon conflict of sorts. It spawns in the vendors inventory and shows no icon. Maybe I use an old version of you mod...
Oats  [author] 12 Jun, 2013 @ 6:24pm 
YES! As a matter of fact, you can use both at once. And why not? You can always put bait on a lure I suppose. lol. Be warned though, the lure will not stop you from using it while you already have it active, so be careful to only use it once at a time!
Oats  [author] 12 Jun, 2013 @ 6:13pm 
thats a fine question, lol, hadn't really checked. lemme find out.
Bandit 12 Jun, 2013 @ 5:06pm 
can you use both bait and lures concurrently?
Oats  [author] 12 Jun, 2013 @ 2:49am 
Glad you like it. Enjoy!
Caius.Bingerus® 12 Jun, 2013 @ 12:27am 
really nice addition, thank ya
Oats  [author] 11 Jun, 2013 @ 4:04pm 
Added a new bait items, "Lures". They will drop in 5 ranks at the same level increments as the original bait. The difference is, they are worth more, can be used 3 times each, but only fit in stacks of 1. The drop much less frequently at a rate of 10 Bait to 3 Lures.
Oats  [author] 11 Jun, 2013 @ 3:41pm 
Not a problem. Glad I could get that fixed up :)
Dreaghon 11 Jun, 2013 @ 3:37pm 
Thanks for looking into it and the fast response.
Bolivarshagnasty 11 Jun, 2013 @ 1:11pm 
Will do gonna restart a a fresh toon and do a fresh install of the game to make sure all remnants of other mods are gone
Oats  [author] 11 Jun, 2013 @ 1:05pm 
No problem. Thanks for downloading my mod. Lemme know if you have any other problems.
Bolivarshagnasty 11 Jun, 2013 @ 12:54pm 
Gotcha thanks Xalderon
Oats  [author] 11 Jun, 2013 @ 12:48pm 
Bait should be working fine now too. If these items are still not dropping, of course, try using a higher priority for this mod and try re-rolling your world. Other than this, I have had these items drop succesfully in my test and I am not sure exactly what is broken. if you are still not having any luck, let me know and I will look into it.
Oats  [author] 11 Jun, 2013 @ 12:44pm 
Certain parts of my spawnclasses were broken and this may have been keeping the fish vendor scroll from appearing. I believe this is fixed now, but, they are still somewhat rare. I will check on bait items next.
Oats  [author] 11 Jun, 2013 @ 12:20pm 
Any mod that makes changes to the "Potions" spawnclass will conflict with this mod. Bait should drop at all levels at a rate of 10 potions to 1 bait. The fishersman's regalia items are all level 19 requirement items so before and after that it is unlikely that they will be found. Tokens are VERY rare as they are used to craft high level legendaries. This mod makes no changes or promises towards changes to fishing holes so they should spwn as they would in vanilla. I will take a look into this mod today as I have had similar problems reported and see what I can find out. Not sure why everything is going heywire all of the sudden.

I will post results ASAP. Sorry for any problems.
Bolivarshagnasty 11 Jun, 2013 @ 12:04pm 
What load priority should I have this mod at because it seems that the only things that are dropping are the scaler swords and money fish....no scrolls, no bait, no tokens and no fishermans regalia.....also Im on the second part of act 2 and I have yet to to come a across a secret fishing hole they have all been promising......btw I'm using the golden chest and Indocillis the reveng mod.....you think perhaps its a conflict?
Oats  [author] 11 Jun, 2013 @ 10:54am 
I'm pretty sure I have fixed this problem. You may have to re-roll your world to make sure the change took place, however, check first as it may not be needed.
Oats  [author] 11 Jun, 2013 @ 10:46am 
I'm taking a look into this now. I will let you know what I find out.
Dreaghon 11 Jun, 2013 @ 9:59am 
Not sure if the drop rate changed, but I'm no longer getting any bait.
Oats  [author] 8 Jun, 2013 @ 10:08am 
Modified Set pieces to give 15% Fishing Luck on each piece. Sorry this change took so long to make. Kinda kept forgetting to work on it.
Oats  [author] 3 Jun, 2013 @ 9:49pm 
Small revision build to night. Removed sub-type "Potions" from the Bait items and added them to the Potion Spawncless. The should drop at a rate of about 1 Bait per 10 Potions.
Oats  [author] 2 Jun, 2013 @ 7:09am 
Right on, i'm glad you like it :)
Spu00Key 1 Jun, 2013 @ 11:40pm 
Awesome, I'm looking forward to it ; ). Already enjoying the Bait.
Oats  [author] 1 Jun, 2013 @ 10:22pm 
Yeah... I used an affix that is already in the game to give the items themselves a fishing bonus, and unfortunately, it's mighty low. When I return home I am more than likely just going to adjust that and give them an affix of my own. I will post that here when I am able to make the change.
Spu00Key 1 Jun, 2013 @ 1:31pm 
I've encountered some of the Fisherman's Regula set, and it seems the base items have a very low fish luck on them compared to non set items (they have like, 15-30% bonus).