Torchlight II

Torchlight II

Added Skills for Engineers
134 Comments
steffire3 12 Jun, 2020 @ 10:31pm 
@ Poetic Cinema : May have to place this mod above Synergies. If that doesn't work then they aren't compatible due to how they mod the Skill Trees.
Mark-nessationatorism 8000 12 Jun, 2020 @ 9:05am 
Is this mod compatible with Synergies? I am running both synergies and this mod and the skills from this mod does not appear in the skill tree.
steffire3 17 Apr, 2020 @ 5:27pm 
@ crake : it may require a new engineer and no other mods that add skills to the engineer class.
crake 17 Apr, 2020 @ 2:43pm 
where are the skills i am at skills and i cant se them
steffire3 13 Sep, 2019 @ 11:34pm 
@ Miastra : Glad to help with advice where I can! I have some experience at least with mod load order compatibility as a Player and some of the limits which have been shared by Mod Authors.
Miastra 13 Sep, 2019 @ 11:31pm 
/doh thanks for the update @steffire3 :)
steffire3 13 Sep, 2019 @ 10:23pm 
@ Miastra : I don't have Modding experience however Doudley did inform us at the time that any mod that alters the original skill tree lay outs (which this mod does) will override other skill lay out mods unless edited in Guts which requires some knowledge.
Miastra 13 Sep, 2019 @ 5:53pm 
Not to be a pest but any idea why this doesn't work with General Passives Mod? I've checked the load order and it doesn't seem to matter. As long as this mod is in the list General Passives goes away. If you got any clues please pass them on. :)
doudley  [author] 13 Nov, 2018 @ 6:41pm 
You won't find it inside my mod because the most of the data I used were already in the game data left by the devs. What you are looking for is the AFFIX named RAILMAN_MORTORBOT_SUMMON_DURATION

Look for the SUMMON DURATION effect

and change the MIN and MAX values.
boooomstick01 12 Nov, 2018 @ 11:48pm 
Hey man, wanted to thank you for the mod. Engineer is my favorite class and I like all this extra stuff for them. I do have one question though. I, like an individual who has posted before me, was looking to make the mortar bot not have a duration and make it behave like the other bots do with a mod like "Improved Engineer Summons". I tried using the pack that was recommended to them, but it fixed everything but the mortar bot's duration. I then tried to use GUTS to try and manually do it (and maybe tweak the damage to compensate for the cooldown time not mattering, like maybe it does 100% weapon damage instead of the 180% and each rank increases the percentage till it gets to 180%, though I’m still toying around with the idea), but I haven’t even started researching that because for the life of me I cannot find how to change a minions duration. Even looked around on torchmodders and didn’t find anything (or I missed it like a dunce). What am I missing?
doudley  [author] 6 Jan, 2018 @ 7:16am 
Yes, that's how it should be. Any skill mod that changes the default number of skills available to your character will not be compatible o other mods that also do so.

That's why other modders, merges this mod into theirs.

And us too in regards to Skills Expansion mod.

Added Skills for Engineers and other classes were supposed to be the third phase in the progression of Skills Expansion mod.
ShyDragon 5 Jan, 2018 @ 9:43am 
i am using tha skills expansion mod, that add a couple of passives to all classes. But whem this mod is active, the mentioned mod wont work. You can help me?
Hillac99 28 Dec, 2017 @ 6:55pm 
@Michael

Thanks!
doudley  [author] 28 Dec, 2017 @ 4:26pm 
Thank you for the assist Michael
Michael 27 Dec, 2017 @ 11:35pm 
@Hillac99,

I have doudley's mod as part of that engineer pack I mentioned in a few posts below this one.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=929008871
One of the mods included in the combo does exactly what you request. :-)

If you're looking for the stand-alone mod all by itself, it's called "Improved Engineer Summons" by Charlie Cyprus.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=136400164

My combo has both, plus one other, so you don't have to use up a mod slot. Totally your choice of course. The other mod that's part of my combo is "Engineer Versatility" by Khenal.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=165683713

But if you don't like Engineer Versatility for whatever reason, you will have to use doudley's and Charlie's seperately.
Hillac99 27 Dec, 2017 @ 10:56pm 
@doudley
Would you be interested in creating a version of this mod that made the engulfing flame bot and artillery bot permanent summons? Thanks!
Michael 21 May, 2017 @ 3:18pm 
Thanks! I'll definitely keep that in mind as I try to delve further into it. :-)
doudley  [author] 21 May, 2017 @ 6:34am 
@Michael
That seems a very challenging feat to take the controller UI from scratch, but I hope you do take a crack at it someday...or maybe post somewhere your progression and hope for someone else would take over.

I also want you to know that if you ever have troubles with GUTS and/or modding, please feel free to ask or post about it in our workshop discussions, me and Aherin would be thrilled to help a fellow modder. Or, if you want more intensive help, please join http://torchmodders.com .
steffire3 21 May, 2017 @ 3:34am 
@Michael: Thanks for using it!

Doudley built it and the rest of us advised him on certain features.

If you check Doudley's Profile then you will find other mods that may be of help for you!
Michael 20 May, 2017 @ 9:52pm 
Thanks @steffire3!

I just found @doudley's and yours "Potion of Insight" mod after clicking on your profile. I had no idea such a thing was made! Being able to see enemy health is a huge boon for people with said controllers. :D

Thank you both for making it! About to give it a try right now. :steamhappy:
steffire3 20 May, 2017 @ 7:18pm 
@Michael: Good to have you around! ^_^

I appreciate your Discussions on the important topics of Native Controllers and Auto Target Keys.
Michael 20 May, 2017 @ 2:09pm 
I'm finding it a lot harder to leave than I thought, honestly. lol. I don't know a thing about modding, but lately I've been trying to learn it in order get my interest and passions back.

Probably impossible without source code from the devs, but one day I would love to crack TL1 and TL2 open and create a controller UI from scratch on my own. For now, my tweaked Steam controller profile will just have to suffice.
doudley  [author] 20 May, 2017 @ 1:19am 
Wow, Michael, thanks a lot! I've seen your mod and I love it too. :)

I am also glad you still have interest in TL2, here I thought you left us already due to the native controller support concern. Its really shameful that us fans of the game would not be entertained by the devs anymore...maybe on its 10th anniv?? :P
Michael 19 May, 2017 @ 8:04pm 
Hello @doudley,

I just wanted you to know that I really love your mod, and I've included it in an engineering tweak pack: Engineered Engineer

Thanks for all your hard work and for everything you do!
doudley  [author] 19 May, 2017 @ 5:12am 
Hehe yeah, I'll incorporate all of these changes when we move to phase 3. :)
steffire3 19 May, 2017 @ 5:11am 
@doudley (author): Blast Hammer.

Requires any Axe, Sword, Hammer, Staff or Polearm.
Change to: Requires Any Melee Weapon.

There are more changes for this mod that I have stated in a discussion over at "Skills Expansion"!
Thank you for your time! ^_^
doudley  [author] 10 May, 2017 @ 3:03am 
That would be very much appreciated! :)
76561198140772122 10 May, 2017 @ 3:02am 
Ok Lets hope everything will happen as intended ! I will test and give feedback when it come out :steamhappy:
doudley  [author] 10 May, 2017 @ 2:02am 
I'll publish Skills Expansion as soon as I worked on it, let's polish that one first, I expect it to be at the end of this week or probably the next, I'm still currently occupied with another mod project, so we'll see.
76561198140772122 10 May, 2017 @ 1:50am 
Haha I understand your reason ! Cant wait to see the day it is published , U make me feel so excited about it :steamhappy:
doudley  [author] 10 May, 2017 @ 1:02am 
I would definitely be on top of that integration for Skills Expansion but I'm not sure for this mod, added skills for engineer. Until we have a solid set of added skills for the other classes, I don't like the engineers being favored (Although it is my fave class :P)
76561198140772122 10 May, 2017 @ 12:47am 
Hi doudley ! Is it possible to make human companion from both mods BiA and Warbound can use these new awesome added skills also? If yes I really wish you can implement this feature on the upcoming "Skills Expansion" or an update version of BiA and Warbound ! It would be freaking amazing :steamhappy:
doudley  [author] 9 May, 2017 @ 8:07am 
That means a lot. Thank you and I know steffire3 will appreciate that too. :)
76561198140772122 9 May, 2017 @ 7:12am 
Thank you doudley and sterffire3 for all your hard working and being kind to Torchlight II mod community ! Hope the dream will come true in time when i still have interested in this old game :steamhappy:
Honestly, all of your mod really are top quality !!! I replay this game because of your workshop collection :D Keep up the good work dude ^^
doudley  [author] 9 May, 2017 @ 1:37am 
Thank you for commenting! The skills on this mod are actually unused data in the game, so technically they are balanced for the vanilla tl2 game, not on other mods.

Our plan for 4 vanilla classes is to extend the choices of skills using General Passives mod and Tiered Passives mod, on top of that steffire3 has a new concept for a "4th tab" skill tree sharing other class skill tree to be used on another.

I will soon pre-publish this project and we are gonna call it "Skills Expansion", for the mean time.
76561198140772122 9 May, 2017 @ 12:46am 
this mod sounds amazing but is it balance with synergies mod? if yes then i really hope u can complete your project "add more unique skills to all 4 vanilla classes " :D
doudley  [author] 28 Feb, 2017 @ 8:22pm 
Let's hope so :D
steffire3 28 Feb, 2017 @ 8:21pm 
@ doudley [author]: I have posted it on the general mod discussions as requested ^_^

I have helped a few modders over the months however this would be the most involved I have gotten with a mod.
doudley  [author] 28 Feb, 2017 @ 8:05pm 
Of course, steffire3! Please do.

My experience with GUTS is entirely exploration and it would be my pleasure to assist anyone in GUTS. I have no programming background or whatsoever but modding bacame the game to me, that's why it's special that perspective like yours can guide me too.

And I know of your efforts in this community (maybe not all) but I'm sure that you are what gives tl2 modding more fun to participate in.
steffire3 28 Feb, 2017 @ 7:46pm 
@ doudley [author]: If I have your permission then I would like to post the Discussion on the Main Mod Forums.
steffire3 28 Feb, 2017 @ 7:41pm 
@ doudley [author]: If I can finally get my hands wet in Guts with you then that would be most helpful to me personally.

From the little things to the bigger ones involving the making of mods.
steffire3 28 Feb, 2017 @ 7:39pm 
@ doudley [author]: Fortunately I can help other modders as an advisor from my past usage of TL2 mods, answering questions for newer players, and just generally helping the TL2 workshop stay alive and move forward while being helpful to all who come here.

And it's worth my time... I find it leads to new mod solutions that everyone wants.
doudley  [author] 28 Feb, 2017 @ 7:39pm 
Since I started modding again, there are few individuals who approached me and started modding themselves. So, its not late for you to start too :)

Also, you might be going to start using GUTS anyway, so that you can check the codes as we progress.
steffire3 28 Feb, 2017 @ 7:36pm 
@ doudley [author]: a side effect from playing too many mods and breaking my saves in TL2 lol.

I also have an idea of TL2's native idea of character skill progression and a decent idea of DPS with Flat damage options if that's ever needed for balance.

Thanks for making this a reality! I also have ideas for mods but am no where near ready to make them.
doudley  [author] 28 Feb, 2017 @ 7:23pm 
@steffire3 Ok, we'll see what we can come up with. I'm glad that you have a vast knowledge of mods functionality and their details. It's awesome! :D

Thanks too for the link.
steffire3 28 Feb, 2017 @ 7:20pm 
@ doudley [author]: Agreed. Better to keep it simple and reduce bugs.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=153998268&searchtext=general+passives

This links to the version of "GP" with default skill points.
doudley  [author] 28 Feb, 2017 @ 7:18pm 
Maybe its good to make our own skill point per level gain, to avoid conflict on those mods that modifies the skill gain graph.
steffire3 28 Feb, 2017 @ 7:17pm 
@ doudley [author]: I have read reports of certain powerful combos from those who have used the "Tiered Passives Mod" but it would be nothing more than some simple number re-adjustments.

General Passives has several versions on skill point gain. I can list link them if you wish.

There are mods that alter the skill and stat point gain system that can also be merged... I know quite a few.

Or we could make our own. :D
doudley  [author] 28 Feb, 2017 @ 7:11pm 
Is there rebalancing needed for tiered and/or general passives? Also, by making this "super mod" , do we have to apply general passives 2 skill point per level gain too? Or maybe we can setup a new system of gaining skill points instead.
doudley  [author] 28 Feb, 2017 @ 6:59pm 
Yup! Looks good to me :)

Better to list up my current added engr skills there like you're planning to, so that others will have a quick idea of what we're after.