Torchlight II

Torchlight II

Commandments
50 Comments
doudley  [author] 8 Aug, 2017 @ 6:22pm 
Yes it did. It was included as a prank because my attempts to make duplication really possible just lead me to that. I hope you understood the mod description and have seen the in-game warning before this unfortunate event happened to you. I'm sorry for your lost.
Feather 8 Aug, 2017 @ 9:04am 
the duplicator just removed my best weapon from the game wth
steffire3 14 Jul, 2017 @ 11:39pm 
@ doudley (author): Is it possible to change the function of Shift to a different key?

https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/1457328927836734239/?appid=200710
steffire3 5 Jul, 2017 @ 7:43pm 
@ doudley (author): Thank you for helping the community of players! We appreciate the help!

Here is another player modder who has a basic question and problem unpacking mods:

https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/1456202484145139113/
doudley  [author] 3 Jul, 2017 @ 5:33am 
Thanks steffire3 for the notices. I answered the augment mod request but the one-press-auto-attack mod would be impossible but I think its possible for a 3rd party app to simulate move/attack hotkey function endlessly.
steffire3 30 Jun, 2017 @ 2:32pm 
https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/1368380934274679938/

Players are wondering if it's possible to keep the attack button active and continue to move the character after destroying a foe?
doudley  [author] 17 May, 2017 @ 1:50am 
Version 7

- Added a portal scroll in General Merchants that will allow you to access the QA Test Room made by TL2 Dev Staff/Team.
doudley  [author] 2 May, 2017 @ 8:31am 
Not with mods
doudley  [author] 2 May, 2017 @ 8:22am 
C:\Program Files\Steam\steamapps\common\Torchlight II\icons
steffire3 2 May, 2017 @ 8:14am 
https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/1318836262671651725/

I saw this before logging:

Can the Mouse Pointer be changed with Mods?
doudley  [author] 1 May, 2017 @ 11:11pm 
Updated this mod.

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.
steffire3 1 May, 2017 @ 10:20pm 
https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/1318836262669863660/

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.
doudley  [author] 1 May, 2017 @ 3:56am 
Its not going to be a graph modification, item drop preferences are inside each item. Modifying the item spawn graph will affect all items.
steffire3 1 May, 2017 @ 2:03am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=138732006

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.
doudley  [author] 22 Apr, 2017 @ 5:43am 
The fastest way to sell is by your pet and using a no wait send to town mod. But I'm not sure if selling via pet acknowledges by the 50,000 sold items award...

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.
steffire3 22 Apr, 2017 @ 4:14am 
https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/133263024015638882/
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.
steffire3 22 Apr, 2017 @ 3:37am 
@doudley: Ha ha ha...

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! ^_^
doudley  [author] 17 Apr, 2017 @ 8:42am 
:P

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. :)
steffire3 16 Apr, 2017 @ 6:23am 
https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/133262738418471459/
[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
steffire3 11 Apr, 2017 @ 2:37am 
Ha ha... well the complete Noddy mod was very powerful with a fully equipable human companion (no where near as refined as BiA) and a class that could summon many other human helpers.

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.
doudley  [author] 11 Apr, 2017 @ 2:26am 
Using the warp command while inside a map dungeon will allow me to access mapworks. I find mapworks best place to check merchants and enchanters functionality.

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
steffire3 11 Apr, 2017 @ 2:09am 
Thanks! @ "doudley" (author):

This mod is truly becoming more of a useful tool than anything I've seen on Workshop!
doudley  [author] 11 Apr, 2017 @ 1:26am 
Yup, I think it is the best retex UI for TL2. I didn't know the author has added various elements into it. That makes it a high output on my modding scale but as you say it has problems, I do agree that the author should separate the additions from the rest.

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! :)
steffire3 11 Apr, 2017 @ 1:13am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=138186611&searchtext=raffo
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.
doudley  [author] 9 Apr, 2017 @ 12:07am 
xD

I added new tags to TL2 Workshop: Utilities and Keybinds :steamhappy:
Aherin 7 Apr, 2017 @ 4:38pm 
Yeah steffire3, I did have a few issues with using Lao iii but I'm not totally certain it was because of the cosmetic slots mod. I'll have to swap around the load order etc and see if I can work it out.
doudley  [author] 7 Apr, 2017 @ 2:58am 
Maybe I could take a look at it. Their inventory issues are somewhat similar with what I've done on BiA: Warbounds. For the mean time, I uploaded the request of *Yuki* for an active pause mod.
steffire3 6 Apr, 2017 @ 9:46pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=216767048&searchtext=cosmetic

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.
doudley  [author] 5 Apr, 2017 @ 4:27am 
Thanks so much! I think I have everything I need to make this possible.
*Yuki* 5 Apr, 2017 @ 3:45am 
and yeah - obviosly Im fine with name. "Active Pause" is how it calls everywere and I dont own copyright of this name, haha :D
*Yuki* 5 Apr, 2017 @ 3:44am 
about icon - just how pause icons in sound players look ( II ). Not sure, if its possible to make it dynamic (e.g change its look from II to I> (sort of, I have no idea, how to show this better with just text), when its already paused), so - thats it.

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)
doudley  [author] 4 Apr, 2017 @ 8:21pm 
Of course *Yuki*, sound simple enough but do you have an idea what button should I use? Also, mention where should I place the button would be great! :D

P.S. Active Pause would be a great name for this mod, hope you don't mind. :D
*Yuki* 4 Apr, 2017 @ 11:30am 
btw - can you make "stop fighting" as standalone mod and give it ui button? I've recently played Divine Divinity and found "active pause" extremely usefull, but, sadly, always forgotten thing. It shouldnt be OP (coz you cant cast attacks, just manage your inventory)
doudley  [author] 19 Mar, 2017 @ 12:40am 
This mod is now on Version 3:

- 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
doudley  [author] 10 Mar, 2017 @ 4:36am 
Updated it to version 2:

- Fixed an issue regarding speed command being enabled still while other command is on
doudley  [author] 9 Mar, 2017 @ 7:12pm 
Oh that request is a gem!

Thank you steffire3 for informing me about AG01, I'll take a look at it.
steffire3 9 Mar, 2017 @ 5:09pm 
https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/133259227517382802/

Someone asked if a "House Merchant Mod" could be made to anable the player to "buy" a house.
steffire3 9 Mar, 2017 @ 3:26pm 
It would actually be wonderful to have small dungeons that spawn only the foes exclusive to certain Acts so one dungeon would only spawn foes from the Ezrohir, Tu'Tara, Mana Vaults, and Brood Hive dungeons.

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.
steffire3 9 Mar, 2017 @ 3:04pm 
@ doudley [author]: I'm glad to see "BiA / Wb" receiving much needed support and updates! We are grateful to have you help us [the players] fix certain needs that help us enjoy this game further than what Runic originally created!

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.
doudley  [author] 8 Mar, 2017 @ 6:10pm 
Why does AG01 is crashing?

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
steffire3 8 Mar, 2017 @ 3:49pm 
The only reason I haven't downloaded this mod is because I could use Commandments that spawn dozens of specific items [like "Skull of Limony" among many others] and the Socketer and Specific Stat Enchanters as well as get characters to level 100.

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.
steffire3 8 Mar, 2017 @ 3:29pm 
@ doudley [author]: Nevermind original game balance feedback since this is clearly intended for extreme and necessary mod tests.

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.
doudley  [author] 28 Feb, 2017 @ 8:36am 
Some people think of this mod as an abuse but what they didn't know is that modders need someway to make their mods easier to test it with. Like how modders create their own map just to test skills for their custom class. This mod is intended to show the possibility of how a modder copes up with the difficulty of modding. Maybe some of you have no idea how to operate the TL2 console command, fyi it is in command. Typing all those commands everytime we start a game is a chore. I did put up a highlit "Disclaimer" in my description, its not that hard to figure out that this mod is not intended to be an addition to your normal and preferred playstyle.

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.
*Yuki* 28 Feb, 2017 @ 12:19am 
ah. lol :D
doudley  [author] 28 Feb, 2017 @ 12:17am 
Hahaha the idea is like cheating (like having console without being marked) but in-game they are not going to be. No money will be spawed in any way. This is like the reverse of paying up to merchant. :)
*Yuki* 27 Feb, 2017 @ 11:57pm 
now they are clearly cheats :D

Btw - doesnt spawning money mark you as cheater?
doudley  [author] 27 Feb, 2017 @ 10:10pm 
I updated the mod.

- Improved "Thou Shall Not Get Hurt" command

- Added 3 new commands for us to play with :)
doudley  [author] 18 Feb, 2017 @ 3:18am 
Hotkeys only, *Yuki*. And yes they are configurable :)
*Yuki* 17 Feb, 2017 @ 5:02pm 
does it add additional UI buttons, or only hotkeys? Are hotkeys configurable?