Torchlight II

Torchlight II

Themed Summon Spells (v.109)
71 Comments
Aherin  [author] 6 Jun, 2018 @ 12:09am 
Hi Prova, thanks for using my mod :)

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.
Prova 5 Jun, 2018 @ 10:54pm 
Hey there @Aherin (author) - I was wandering if it was at all possible to have the summons stay permanent until destroyed and is it possible to make the immobile ranged units move around with me?
Aherin  [author] 31 May, 2018 @ 11:48pm 
Are the spells balanced you mean? I only made cosmetic changes to the orginal vanilla spells (models and icons). So they function pretty much the same as vanilla, just with 4 different themes.
Gulp DragonDawn 31 May, 2018 @ 6:36pm 
balanced?
烟花绽放之刻 21 Aug, 2017 @ 1:41am 
每个角色加3个召唤法术
Aherin  [author] 21 May, 2017 @ 4:28am 
No worries, let me know how you go :)
leBiver 21 May, 2017 @ 4:25am 
ok, thanks for the help
Aherin  [author] 21 May, 2017 @ 4:24am 
Ah ok well they wouldn't show in any spell vendor mod I don't hink. If you want a specific spell you can use the console to spawn it. The spell item scroll will be flagged as a cheated item, but you can use the scroll to add to your spells list. Rapid Respec can remove cheater flags from your character if you're woried about being called out in multi-player.

Type: item summon frost wolf (or summon netherling, summon fire elemental, summon scarab,)
leBiver 21 May, 2017 @ 4:11am 
They dont show in the vendors shop, only normal Blood Zombie
Aherin  [author] 21 May, 2017 @ 4:10am 
So do you mean the other spells don't appear as drops or in vendors, or they don't spawn or display their respective monsters properly?
leBiver 21 May, 2017 @ 4:07am 
Themed Summon Spells
Human Followers
Specialized Blacksmith
Dracos Meged Pack
Torchlight II Essentials
Synergies mod
classpack03
plaugelord

In mod order from top
Aherin  [author] 21 May, 2017 @ 3:49am 
There could be a conflicy there. What mods are you using exactly?
leBiver 21 May, 2017 @ 3:09am 
All Blood Zombie variants dont show when i play etc. netherlings only the "normal" blood zombie.
Does it conflict with any of the spell vendor mods?
Great mod bdw!:steamhappy:
Gulp DragonDawn 3 Apr, 2017 @ 7:58am 
will your spells work up until vanilla level and then regular models apear for the higher levels or will/can you make it compatable with all 10 levels or will it not show themed models at all (unless I put your mod at which priority level)
Aherin  [author] 31 Mar, 2017 @ 2:35pm 
Hmm it doesn't seem to affect summon spells but I was wrong before so I can take a look
Gulp DragonDawn 31 Mar, 2017 @ 8:22am 
steffire3 27 Mar, 2017 @ 6:20am 
@ Aherin (author): Thanks for testing and confirming these questions!
Aherin  [author] 25 Mar, 2017 @ 5:21pm 
Actually guys I've got some good news for you! I had a look a bit closer into how the cooldowns and everything work on spells and it turns out that they all use their own affixes. I looked at my cloned spells and they use the original ones as well. This actually means you were actually correct danielmratliff21 :) It seems those mod will affect my mod after all. I'm jsut not sure about the damage increase yet though.

I loaded the three of them above mine and the pet cooldowns and spell durations were obviously altered.
Aherin  [author] 25 Mar, 2017 @ 2:58am 
hmm ok well the durations one is pretty easy to do. I can make them all last until they die pretty easily. I might leave it so the archers still just disappear, cause they're stationary only. As for the damage values, I'd have to look more closely at the other mod and see how they did it. If you give me some time I can try to alter as much as I can.

I'm stil working on something else atm so I can't promise it's gunnabe straight away.
Aherin  [author] 24 Mar, 2017 @ 4:30pm 
If you were to tell me what specific alterations you wanted, like cooldowns etc I could have a go at making a separate alternate version of this mod
Aherin  [author] 24 Mar, 2017 @ 4:28pm 
Well it's going to be compatible in that it will load at the same time as other summon spell mods and be able to be merged with them.

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?
Gulp DragonDawn 24 Mar, 2017 @ 7:48am 
To make sure I got this, this just changes the model texture of summoned beings and spell icon; it does not touch stats and is therefore compatable with mods that modify spell spell values like drop chance, cooldown, power, etc?
Aherin  [author] 24 Mar, 2017 @ 3:19am 
Awesome :) I'm really happy to pass on what I've learnt. It's really what makes this little modding community so cool actually. Everyone seems in it to help each other.

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)
steffire3 24 Mar, 2017 @ 3:15am 
@ Aherin [author]: I can't thank you enough Aherin! ^_^

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!
Aherin  [author] 24 Mar, 2017 @ 3:07am 
I guess they're custom made, but I didn't really draw them as such or anything.

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
steffire3 24 Mar, 2017 @ 2:58am 
@ Aherin [author]: Are the icons custom or TL2 recolored assets?

Incredible work and congrats to everyone involved! ^_^
Aherin  [author] 23 Mar, 2017 @ 10:46pm 
*Ok just balanced out the contrast/brightness of a few spells. They should all be similar now.
Aherin  [author] 23 Mar, 2017 @ 9:58pm 
Thanks guys :) I'm really glad you like them. I still might tweak a few colours etc now I know how to do it properly.
Lone Wolf McQuade 23 Mar, 2017 @ 3:42pm 
Dude nice work on the icons, I think they really complete this awesome mod of yours.
doudley 23 Mar, 2017 @ 8:49am 
Oh man! Those icons are a beaut! Thank you for updating this and I'm afraid to say that I can confirm the struggles you just been through in making them show in-game. xD

And don't mention it, always a pleasure to be of help. :)
Aherin  [author] 23 Mar, 2017 @ 5:00am 
Ok finally updated this. doudley will know that it was hard work to me to get these icons working :P Thanks again man!
Gulp DragonDawn 11 Mar, 2017 @ 9:07am 
compatable w/ spells redux?
Aherin  [author] 23 Feb, 2017 @ 1:55am 
Hey steffire3, I'm not sure to be honest. It depends on how the mod was made. If they went in and altered the duration of each spell individually then I'd say no. Heh I'd say try it and see?
steffire3 22 Feb, 2017 @ 4:20pm 
@ Aherhin [author]:

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
doudley 22 Feb, 2017 @ 1:30am 
You're welcome! I'm sure you can make it work, let me know if you need anything.
Aherin  [author] 22 Feb, 2017 @ 1:28am 
Thanks so much man :) I'll have a play around and see how I go. I'd really like to avoid changing them if I can't make them look respectable so not promising anything! :P
doudley 22 Feb, 2017 @ 1:26am 
Oh, sorry it took a while. Got excited posting my first guide! :D :D

Here are the PNG files: https://drive.google.com/open?id=0B8nZo53ucHqjcWxpRmlKeU5QMlE
Lone Wolf McQuade 22 Feb, 2017 @ 1:01am 
"I had always intended these spells to be strictly cosmetic.."

No worries, makes perfect sense.
Aherin  [author] 22 Feb, 2017 @ 12:39am 
Cheers man :) Good to see you're still around here. Your mods were pretty much one of the first right?

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..
Lone Wolf McQuade 22 Feb, 2017 @ 12:25am 
Awesome work man.

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.
doudley 21 Feb, 2017 @ 4:30pm 
You think so? Let me show you a sample based on your file, if you permit me?
Aherin  [author] 21 Feb, 2017 @ 3:04pm 
Ah cool that'd be a nice touch
doudley 21 Feb, 2017 @ 12:43am 
Thanks for updating!

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.
Aherin  [author] 21 Feb, 2017 @ 12:30am 
Ok should be better now. Added rimlights to all the bloodzombie skills and resized mechanoids.
Aherin  [author] 21 Feb, 2017 @ 12:08am 
No worries thanks for having a look at it doudley. I'll see if I can add rimlit effect for everything. I'll check what the original mechanoids are and adjust these new ones.

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 :)
doudley 20 Feb, 2017 @ 5:04am 
I've tried the engineer themed spells, VERY NICE! I'm glad that you added a rimlit effect on the summons, although the blood zombie replacements doesn't have any. Sorry that I suggested the texture replacements before, now I realized that I also just added a rimlit effect on my summons in my "Unlock All Spells" mod.

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.
Aherin  [author] 20 Feb, 2017 @ 3:45am 
If you notice any descriptions etc that I've missed as you go along, please let me know and I'll fix it.
Aherin  [author] 20 Feb, 2017 @ 3:26am 
Hi all,
The mod is finished for all classes now. Wow it took a while to do all spell levels :) 72 separate spells phew!