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Look for the SUMMON DURATION effect
and change the MIN and MAX values.
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.
Thanks!
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.
Would you be interested in creating a version of this mod that made the engulfing flame bot and artillery bot permanent summons? Thanks!
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 .
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!
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.
I appreciate your Discussions on the important topics of Native Controllers and Auto Target Keys.
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.
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
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!
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! ^_^
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 ^^
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.
I have helped a few modders over the months however this would be the most involved I have gotten with a mod.
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.
From the little things to the bigger ones involving the making of mods.
And it's worth my time... I find it leads to new mod solutions that everyone wants.
Also, you might be going to start using GUTS anyway, so that you can check the codes as we progress.
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.
Thanks too for the link.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=153998268&searchtext=general+passives
This links to the version of "GP" with default skill points.
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
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.