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https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/1457328927836734239/?appid=200710
Here is another player modder who has a basic question and problem unpacking mods:
https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/1456202484145139113/
Is a Reroll Augments Mod possible?
Players are wondering if it's possible to keep the attack button active and continue to move the character after destroying a foe?
- Added a portal scroll in General Merchants that will allow you to access the QA Test Room made by TL2 Dev Staff/Team.
I saw this before logging:
Can the Mouse Pointer be changed with Mods?
Pet and minions will gain increased armor and total health when using Command 1
Pet and minions will also gain run speed increase when using Command 5
@steffire3
Is that really an occurrence in-game? Because when that happens to me, it only means that I gave my pet a list of items to be bought, not recognizing that I don't have enough gold for it. Sending the pet to town, doesn't mean the pet accepted your shop list as valid. It could return empty and that's normal, I don't think its a bug.
I have never encountered this problem yet I feel it may be worth checking.
The reason is because I've never sent my pet to town to buy potions (during) a Boss fight.
Is there an easy way to edit a graph to make the Reiner Gear drop weaker copies at lower levels?
It's a very good mod solution for mod classes that have no exclusive gear however the mod only drops around the end game of level 100.
My idea is to drop them every 10 levels or every 20 levels.
I was actually thinking of a way for my Ergo UI mod, to use this function of the pet for our character....or perhaps allow the player to send to town even inside a town....sure enough, the pet's ability to buy stacks of items and selling all at once is very intriguing.
Translation:
"Have a key to sell their own items mod?
The result of selling fifty thousand items is too slow to press."
He wants a mod that can sell many items at once.
I actually see where this question may originate from; games like "Titan Quest" and "Grim Dawn" (same devs) provide a skill screen as a table with a bar that indicates what levels those skills will be available unlike Torchlight where the skills are windows with no info on future skill unlock levels provided in-game before the player reaches a "locked" level.
Maybe I'll make that mod someday in the future. ;)
All your work is quite inspiring to us "future" modders!
Thanks for your reply! ^_^
I seem to not understand the request. Level Requirement on skills on every rank is already available and working as intended.
The class skill calculator webpage is working perfectly, I don't feel the need to embed it inside the game. Thanks anyway and thank you too for informing me, I do appreciate it. :)
[quote=Lisakvdrubezarne;133262738418708564]Im missing a mod that would show you EXACT level you can unlock another skill upgrade. :(
I mean another tiers of the skill as well. We can only see when you can UNLOCK that skill, not when you can unlock other tiers or upgrades of that skill. [/quote]
Probably make a mod that has a display with a chart of the vanilla skill unlock graphs: Here is a website that gives that info by clicking on the + and - signs:
https://tidbi.ru/eng/engineer.php
If the second set of armor slots was turned "off" then some players would use it in balanced packs.
Otherwise it's better suited for "Torchfun Part 1", "2x Points" "LAO 2.0 Chaos", and "Running Wild"... fun combo. XD.
I'm reading about the cosmetic slots, it is normal to lose currently equipped items with that type of modification. Noddy's on the other hand is definitely gonna make the characters OP without making the added slots into visuals only but I think Noddy intended that to be just like that...other wise it won't be titled a "Engineering", it makes the character bypass limitation and traditions. Using 2 full armor set in one character...that is his/her engineering! xD
This mod is truly becoming more of a useful tool than anything I've seen on Workshop!
I'm also working on my own better vanilla UI experience mod, it will come with component packages for specific interested individuals. I'm gonna keep them hidden from now although steam friends can see and try them if they want.
Also, I have updated this mod. Mod Unbinder is now included with optional customizable Console and Debugging hotkeys! :)
merged with:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=735477128&searchtext=diablo+iii+ui
This D3 UI mod is popular however it adds too many things like a non functional pet armory extension, extra inventory pages, misplaced textures on the upper panels.
If it could be stripped down to just being a retex UI mod then many would be grateful.
It also allows the player to have a health / mana bar toggle on / off above the characters head and show the number over the health / mana orbs which is useful but requires a more obvious explanation than the little red squares in the corners provide for new users.
I added new tags to TL2 Workshop: Utilities and Keybinds
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=211354658
Both of these modders attempted to address many players desire to wear the armor appearance of their choice on top of armor pieces hidden below however they both have their ups and downs.
Cosmetic Mod has issues with lost items when loading a new character or game (Aherin ran into this issue when using it with LAO III).
Noddy UI Mod uses stats from both slots so it can be too powerful with double set pieces active.
I'm not sure if you are interested in this yet I decided that it's best to inform you about this need.
About placement - thats good question. Dunno if placement on right will be easy to reach (as there are already tonns of elements). Placement on left may be questionable either, as there are lot of mods, takes place here (your warbounds, custom pets, etc). Placement on top or botton is trully terrible idea, so - it should be on left or right side, but not sure, where its better to put it (it wont work in multiplayer, so - you shouldnt care about space, normally used to display last party members in full room)
P.S. Active Pause would be a great name for this mod, hope you don't mind. :D
- Added a new command that will enable to kill all enemies around 10 meter radius
This is also the last commandment that I could offer
- Fixed an issue regarding speed command being enabled still while other command is on
Thank you steffire3 for informing me about AG01, I'll take a look at it.
Someone asked if a "House Merchant Mod" could be made to anable the player to "buy" a house.
It would also be nice to have a spawner that only spawns Bosses from all Acts with no extra Champs or Commons.
AG01 already relies on buttons to determine the number of foes spawned however it is a somewhat bugged system since it spawns unfinished foes that can not be destroyed... it can even spawn the Heal Bot and Astral Ally summons!
So it's not exactly the most optimal mod to test classes in it's current state yet it has serviced me well, despite these flaws.
I would also be happy to see Level Ups in this mod which would team well with AG01.
= = =
AG01 Crash Summary: The mod is designed to spawn [any] entity in the game files... often unfinished entities appear and even ones that can crash the game.
Sometimes certain skills will crash the dungeon although I have no clue how the crash happens other than 2 events occuring when they are not supposed to.
The dungeon spawn system itself could use an improvement such as a dedicated Champ and Boss spawner rather than a completely random draw pool.
It seems a good mod to test skills and such, I could add it to my easy modding collection.
I do use console command still specially in spawning specific items to test it and to level up instantly, other than that I'm not that adept in typing, I sometimes get my character die before I even finish typing the command. Every modder have its own personal mod to make them at ease in modding.
I'll update this mod soon and maybe add me a keybind to level up easy too. :D
And yeah, I'm handling multiple mod project already but its okay :) I prioritize my subscriber's concerns, even if I get hold off from time to time with my mods' progress. Right now, I'm focusing on updating BiA mod, so that my subscriber can start enjoying exclusive content with BiA on top of BiA:W. :D
I test characters and mod classes on a monthly basis and I have relied on the Console Commands to get these things done quickly which have enabled me to answer questions for mod class users in the past 2 years.
Besides I use the Console Commands for other things when testing mods so I find this useful.
Actually I do have a request that will help me test future mod classes.
A working "no crash" version of this dungeon or something similar to this mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=141154291&searchtext=dungeon+challenge
Don't burn out fixing too many mods lol. Once the other projects stabilize then we tackle other needs.
Sharing the things that helped me so other won't have to suffer much is not supposed to be a bad thing, isn't? It's just a bonus that I presented this mod in my own creative and fun way.
To those who didn't appreciate this mod, it saddened me greatly and hoping you can provide a time to let me know of your reasons.
Btw - doesnt spawning money mark you as cheater?
- Improved "Thou Shall Not Get Hurt" command
- Added 3 new commands for us to play with :)