Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In all honesty I don't have much free time to devote to modding at the moment and what your asking for is kind of outside the scope of the mod, which is meant to be cosmetic only. If you put out a request on the steam discussions or even torchmodders.com someone may take it on, as it pretty easy to do.
Type: item summon frost wolf (or summon netherling, summon fire elemental, summon scarab,)
Human Followers
Specialized Blacksmith
Dracos Meged Pack
Torchlight II Essentials
Synergies mod
classpack03
plaugelord
In mod order from top
Does it conflict with any of the spell vendor mods?
Great mod bdw!
I loaded the three of them above mine and the pet cooldowns and spell durations were obviously altered.
I'm stil working on something else atm so I can't promise it's gunnabe straight away.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=239775818&searchtext=spell+redux
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=209361683
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=506819644&searchtext=summon+durations
However, it won't be affected by any changes they make though (like increased damage or summon time etc), because as far as I know, those mods work by changing the stats of each spell file individually. Theres no file that I can see that can affect the stats of all summon spells at once.
I would actually have to make all those stat changes to each of the new summon spell files that I made for this mod. Stats-wise they're the same as the original files, but as far as GUTS is concerned they are different spells because I cloned and then renamed them.
Does that make sense?
There may be more technical ways to make icons, but they turned out pretty well for a first real try I reckon :) (I know Phanjam is another one who makes really good ones)
That is possibly the best "Mod It Yourself" info I have ever been told.
You [and Doudley] have just given me the keys to making my own "custom" mod art and combined with .obj file imports from Blender I now realize how to go beyond with this in the future!
I'm in no position to make my own mods yet but stuff like this makes it a ton easier!
doudley very kindly supplied the summon scroll backgrounds and reminded me about the torchlight mesh viewer. I took screenshots in the meshviewer of all the models of each monster in cool poses. I then used paint.net to resize, recolour, sharpen them up and trim them down so they fit nicely onto the scroll. To be honest it wasn't very technical work, but it took a while to make them.
Thanks for the support @steffire3 :D
Incredible work and congrats to everyone involved! ^_^
And don't mention it, always a pleasure to be of help. :)
Would a mod like "Summon Durations" affect these spell warriors durations? Would other mods that affect spell summons work with % boosts to damage and health?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=506819644&searchtext=summonmerge
Here are the PNG files: https://drive.google.com/open?id=0B8nZo53ucHqjcWxpRmlKeU5QMlE
No worries, makes perfect sense.
Yeah he's already on it :) The TL2 modding bunch is cool ey. Always willing to help out an amatuer like myself.
Hmm I'll have a think about the damage buffs. I had always intended these spells to be strictly cosmetic..
Any chance you'll make unique icons for these spells, so they stand out better? Maybe doudley can help you out :D
Also, this might just be me, but I wouldn't mind seeing a slight buff in these spells (maybe +10% damage), because the vanilla versions are pretty weak.
What I meant was, the spell (item) would be generic, instead of 1 for each class, we're going to have just one spell. For example the themed zombie spell, when cast by an embermage, fire elemental will appear and if cast by a berserker, frost wolf will appear. Using only one spell item. But it should have a generic spell name and description of course.
What do you mean about your last point exactly? As in make it so the new serker spells will only drop if your're playing a serker for example? Could be cool :)
You are right about the marksmen, they look cool in syncronized shooting :D
If it's okay, could you bumb just a little itsy bit, the size of the dwarven mechanoids? Just so that the marksmen doesn't look bigger than them.
Also, if you like. I can make your summons automatically be generated according to the player's class but if we do this, other class (mods) will have a single theme summon or randomized if you prefer.
The mod is finished for all classes now. Wow it took a while to do all spell levels :) 72 separate spells phew!