Torchlight II

Torchlight II

MCMM Synergies Compatibility Pack (v.28)
42 Comments
Y4go | S1nful 16 Aug, 2015 @ 2:01am 
Is this mod co-op for?
RED-POWER 10 May, 2014 @ 6:08am 
then put them on steroids
RED-POWER 10 May, 2014 @ 6:08am 
merge all your mods
mamba  [author] 19 Nov, 2013 @ 6:30pm 
Well, as an intermediate step, I can merge the base mod and its Synergies comp pack into a combined package, that frees up two slots for you...
Final Pantasy 19 Oct, 2013 @ 12:53am 
Is there anyway to get the main mod files for Synergies merged together?
MEMM2
MCMM
EMM2
CMM
PetCollection

Are the mods collections of yours that I'm using. Of course I've hit 10 mods already and need to squeeze in one more >.<
mamba  [author] 16 Oct, 2013 @ 5:55pm 
I guess there is, never really tried that though. I assume it could be done by having the vanilla MEDIA\UI\MENUS\INGAMEMENUS\MENUS_BUTTONS.LAYOUT instead of the one from BagMod.

Or load the mod that disables the buttons in combat after it ;)
Bosheck 16 Oct, 2013 @ 5:32pm 
Hey mamba, is there a way to disable the stash buttons on the left side of the screen for access anywhere? I feel like that is too big of a help, and defeats the purpose of having those things placed in town for a reason.

(I know this sounds weird coming from making the inventory much bigger as it is, but its just something that irked me a bit after I started playing again.)
mamba  [author] 7 Oct, 2013 @ 5:20pm 
In MP, all players need to load the same mods in the same order (TL2 restriction). This is true even for cosmetic mods like different fonts etc (because there is no easy way to detect if something is purely cosmetic I assume).

This way your scenario of crashing due to some players not having the item etc. is prevented.
chi 6 Oct, 2013 @ 11:54pm 
I assume that all of these mods use an asset or object reference tied to vanilla irem meshes and models but i was wondering if it would cause game crashes if one of the mods added a completely standalone item or class that doesn't have a base in the vanilla game unless all of the players had the mod installed, For instance if a mod adds a weapon that isn't in the vanilla game and does not default to the graphics or stats of a vanilla item when it spawns or is equipped by someone in an online game, will any player who does not use the mod crash to desktop or freeze or anything? I know there are likely mods that add new tables to the game and i want to make sure i'm not going to cause issues for someone else if i enter a team with them and happen to have one of them active in my mod load.
chi 6 Oct, 2013 @ 11:33pm 
Oh and this might seem like a dumb question but I have never played TL2 online and I wanted to try it out, if i use your collection online will i be able to join players if they don't use the collection as well or would i be limited to only playing with people who use this collection? The only game i have played with a mod over the internet was diablo 2 so i'm not sure if tl2 works the same way for mod support online.
chi 6 Oct, 2013 @ 11:21pm 
Alright I didn't think it would have an affect since the items fe affects are mostly custom and i think it affects maybe a couple ember drops and vanilla armor types that are also affected in your mod so i don't think even if it did cause an increased drop rate on those when both are used together that it would be a huge difference but I wanted to ask you since you know more about mod compatibillity than me for sure. Anyway though, thanks for taking time to answer.
mamba  [author] 6 Oct, 2013 @ 3:36pm 
Just looked at FE a bit, they have their own spawn classes only, so there is no overlap.

MCMM should not have any issues. MEMM on the other hand modifies some base spawn class that FE is adding to, so my change will not be reflected for the FE items for that one, but that is a very minor issue.
mamba  [author] 6 Oct, 2013 @ 3:32pm 
Haven't looked into Far East, so not sure what they did to drop their items. Drop Enhancement Undo just overwrites some of my modified loot spawn classes with their vanilla versions again, so it does certainly not mess with the FE drops any more than MCMM by tiself would - whatever that actually means ;)
chi 6 Oct, 2013 @ 8:37am 
Also, if you could on your mod packs add a suggestion for people who use it to also sub and vote on the mods in them they like individually it would be nice. I know it's a bit out of the way but when people only sign up for collections it leaves the mods in them unvoted and unsubbed. I don't work on any mod my self but that vote each person gives for a mod is about the only thing remotely similar to payment the authors will get so I encourage people to take a moment to vote up the ones they like weather they get it in a collection or not since that is what keeps the authors interested in updating them.
chi 6 Oct, 2013 @ 8:29am 
Hey, I like the mod collections you have going. I was wondering if the drops from Far East will have any issues with the drop rates from your collection if i use drop enhancement undo and if so will you add it in to your compatibility patches? Those are by far my favorite classes and they are being designed with synergies in mind for balance now as well, your mod packages are the most compatible with synergies of the collections on steam and I am hoping you will include compatilities for far east as well if it becomes necissary since there are many custom item drops with it as well. Sorry if this adds a lot of work for you but it would be nice to have all of these work well together.
mamba  [author] 20 Sep, 2013 @ 10:22am 
Resolved the conflict by adding the items Salan was selling in Mapworks to Chewtoy (and also adding a scroll portal to Selrock to his inventory).
mamba  [author] 18 Sep, 2013 @ 9:50pm 
Updated to Synergies 240. Unfortunately Synergies now also has a Mapworks layout, so that would conflict with the Toy Collector mod.

For now I kept the Toy Collector mod intact, thereby not having the Synergie changes to Mapworks. Not sure how this affects Synergies, let me know if I should remove the Toy Collector in favor of the Synergies changes.
mamba  [author] 14 Jul, 2013 @ 8:41am 
"Thought to be clear, I had reproduced the error with a new character on a new world gen with just the MCMM and Synergies with the Synergies Compatibility"

Wasn't sure if "3 out of 3 rerolls worked just fine with Synergies then MCMM as my load order. It looks like the problem is the Synergies compatibility mod." meant you already tried it with the comp pack or concluded it from MCMM + Synergies working.

"After downloading your recent new version I can't replicate the error even with all my mods enabled."

The issue was definitely not solved with the new version, all it did was change the fish descriptions ;)

Maybe it was a corrupted file after all. Let me know if the issue comes up again. Thanks
kupan 13 Jul, 2013 @ 9:42pm 
Throwing weapons [forums.synergiesmod.com]
Messed up typing in the link last post.
kupan 13 Jul, 2013 @ 9:40pm 
I had gotten both the community class pack and the throwing weapon mods from the Synergies forum. Throwing weapons [forums.synergiesmod.com] and Class Compilation [forums.synergiesmod.com]. Thought to be clear, I had reproduced the error with a new character on a new world gen with just the MCMM and Synergies with the Synergies Compatibility. After downloading your recent new version I can't replicate the error even with all my mods enabled. Either I have gotten luck for the 5 tests since then, or it was an error that was unintentionally solved with the new version, or most likely I just had a corrupted Compatibility file. I will let you know if it crops up again in the future, but for right now I am fairly content that it is solved and the error was on my side.
mamba  [author] 13 Jul, 2013 @ 7:15pm 
There definitely is some overlap between the mods.
MCMM / Synergies change some treasure spawnclasses that are also changed by Skills Spells.
MCMM / Synergies change some quest rewards that are also changed by Theolentist.
Didn't manage to download the Communit Classes (times out, I guess the Steam Summer Sale does not help there...), will try that again later.
Did not find a throwing weapon mod.

The overlap is minor and to me does not explain the issue. Will see what the Community Classes show. I suspect more of an issue there.
kupan 13 Jul, 2013 @ 7:10pm 
Alright, So after I updated to the new MCMM and compatibility packs I can't reproduce the error even while having the same load order. I am going to chalk this one up to a corrupted file. Sorry for taking so much of your time on this. Thank you for all the help trying to fix it.
mamba  [author] 13 Jul, 2013 @ 6:47pm 
That should not make a difference, the comp pack should take care of anything the two have in common. The order of MMCP versus Synergies should not matter.
kupan 13 Jul, 2013 @ 6:32pm 
Alright, The colors aren't a real issue, I just wanted to make sure it was intentional. As for load order, yes I have consistently had the compatibility pack at the top then Synergies then mcmm. Now that I am back I will attempt running a game with MCMM on top of Synergies and see if that does anything.
mamba  [author] 13 Jul, 2013 @ 3:45pm 
"Alright, so I have made a new character with just the MCMM Synergies compatibility pack, the synergies mod, then the MCMM only."

Do not use the comp pack by itself, it is not a stand-alone pack. When you use it, you need to also load MCMM and Synergies.

"Also the text color change MCMM has isn't included when using the Compatibility/Synergies/MCMM combination."

I know, that is because Synergies has its own color changes and I retained those.
mamba  [author] 13 Jul, 2013 @ 3:32pm 
No, that is because I updated MCMM and needed to update the compatibility pack because of that.

So it worked with Synergies and MCMM and when you added the comp pack, it broke ?

The comp pack merges some MCMM changes with Synergy files. So Synergy + MCMM would make MCMM overwrite Synergy changes or vice versa (depending on load order), the comp pack resolves that.

The comp pack should be the highest of the three in your load order (the load order of MCMM versus Synergies does not matter). I assume you did put the comp pack on priority 1 ?
kupan 12 Jul, 2013 @ 11:38pm 
3 out of 3 rerolls worked just fine with Synergies then MCMM as my load order. It looks like the problem is the Synergies compatibility mod. I noticed you have an update posted for today, is this a fix?
kupan 12 Jul, 2013 @ 11:32pm 
5 out of 5 rerolls with just MCMM shows no crashes. Next I will test with MCMM then synergies without the compatibility mod. It seems at this point that it is either the compatibility mod or some interaction between the two that isn't included in the compatibility mod.

Also the text color change MCMM has isn't included when using the Compatibility/Synergies/MCMM combination.
kupan 12 Jul, 2013 @ 11:13pm 
So I tested it with just Synergies and it isn't causing the crash. That leads me to believe it is either MCMM or the Synergies compatibility. I will now test MCMM by itself to see if that causes a crash on my system. I am testing new characters at each step with them being cheat console leveled up to 60 and given enough cash for gear from the first town shops before rushing through to the slavers.
kupan 12 Jul, 2013 @ 11:03pm 
Alright, so I have made a new character with just the MCMM Synergies compatibility pack, the synergies mod, then the MCMM only. I am still having the problem with this setup. Is it possible that the synergies pack isn't up to date with the synergies mod or something? My next test will be with just synergies and then just mcmm to see if it is just one of them individually.
kupan 12 Jul, 2013 @ 9:09pm 
Looks like it isn't his mod. I will be asking on the synergies forum to see if Salan has a clue on what is happening. I will post if I find any solution or if I find what mod and/or combination is causing the problem.
kupan 12 Jul, 2013 @ 3:41pm 
I just posted on the comments section on extra chunky, and also included a link back here so he can see these posts in case my description there is lacking.
mamba  [author] 12 Jul, 2013 @ 3:30pm 
Just going by the names of the other mods, none of them should affect level chunks (safe bet, most mods don't).
So if it is a level chunk causing it, it should be from Extra Chunky. Can you check with its author (and provide enough detail for him to figure out if it could be caused by his mod) ?
kupan 12 Jul, 2013 @ 3:22pm 
My load order and mods loaded when this happened are as such
MCMM Synergies compatibility pack (version .5, states mod version 6 in loader)
Synergies Mod (2.189, states 189 in mod loader)
Mamba's core mod merge (version .9, states mod version 10 in loader)
Item Affix Expansion (states mod version 38 in loader)
RNF skill spells 1.3 medium (states mod version 2 in loader)
Theolentist class (states mod version 913 in loader)
Huntington's Shadowmancer (states mod version 35 in loader)
Community Class Mod Pack (states mod version 34 in loader)
Throwing Weapons (states mod version 2 in loader)
mamba  [author] 12 Jul, 2013 @ 12:48pm 
When looking at the two mods, Blanks Landmark appears to have chunks for acts 1 and 2 only. Extra Chunky has some generic chunks which I assume can show up in any act (even though nothing about act 4 is specifically mentioned).
Based on this, I would rule out Blanks Landmark as the source, not sure it is Extra Chunky though either. You could check with its mod maker, maybe he can figure it out if you are specific about what area it happens in (at least from a 'can be Extra Chunky' / 'impossible to be caused by Extra Chunky' perspective).

Sorry that I cannot be of more help here. What other mods are you loading in what order ?
kupan 12 Jul, 2013 @ 12:04pm 
I am not sure if I should post this here or not, but I am having crashes on entering certain areas (primarily act 4 areas before the alchemist and the ember latchkey area with the slavers) they will consistently crash on enter until I reroll the world a couple of times to fix it. I think it might be either the extra chunks or the landmarks, but I really don't know which if either of them is the cause. Great modpack other than that, thanks for sharing it. (Mods/load order available upon request)
Tobbe 7 Jul, 2013 @ 1:44pm 
dffsfs
Frostcoin 28 Jun, 2013 @ 3:47am 
Okay thanks alot for your time :)
mamba  [author] 27 Jun, 2013 @ 2:52pm 
It needs to be loaded after both MCMM and Synergies, i.e. higher in the mod list / on a priority with a smaller number.
Frostcoin 27 Jun, 2013 @ 11:19am 
So the comp pack needs to be lower priority then MCMM?
mamba  [author] 27 Jun, 2013 @ 11:16am 
Higher. The order is either MCMM, Synergies, Comp Pack or Synergies, MCMM, Comp Pack.
Frostcoin 27 Jun, 2013 @ 11:08am 
do i have to put this lower or higher then the synergies mod?