Torchlight II

Torchlight II

Arcane and Bestiary
67 Comments
goyangistudios32 29 Jul @ 4:23pm 
I really hope that gets fixed
Yarmoth 27 Sep, 2024 @ 8:10pm 
Other than that, it's a solid mod. It's a great "lore friendly" immersion mod. I really dig it.
Yarmoth 27 Sep, 2024 @ 8:09pm 
Only issue I've had is when you use this mod with the Unearthed Arcana mod by DeeZire, even if it's at the top of the load order, the trigger for the The Scroll of Anom-Irek boss fight side quest doesn't happen. I'm looking into why that is though...
doudley  [author] 24 Oct, 2018 @ 7:20pm 
Yes, thank you for the remind. I'll update my mod description.
MechaTails 24 Oct, 2018 @ 12:33am 
Don't remember if I pointed it out-

In order for the Bestiary tab to appear next to Arcane, this mod has to go above:
•Torchlight II Essentials
•Essentials UI - Vanilla

If you put it under, the UI mod will overwirte it and you won't be able to access the Bestiary tab.
doudley  [author] 23 Aug, 2018 @ 2:09am 
No problem. Just tell your friend to reach me.

Also, if your friend wants a modding experience, join in at http://torchmodders.com/
LOLgi 22 Aug, 2018 @ 5:20am 
Thank you, and also one man who creating mod for TL2 wants you to be friends, the cause is, to help him with some mod things, he wants to know some trikks, but if you want ofcos, if you dont, so its your own, (sorry fpr my bad English)
doudley  [author] 20 Aug, 2018 @ 6:45pm 
OK. Let me know if you need assistance. I put a link for the original mod files still.
LOLgi 20 Aug, 2018 @ 1:38am 
okey so the boss spell mod create every boss spawnclass to show it up when they are die. and the spawnclass connected with the boss unit in treasure tab. i can make it compatible because he just edit the treasure tab on the boss unit. and if i replace it with your boss unit it will prevent the boss spawn the spell when die. so i will make it compatiable by myself x) thanks doudley for your permission :steamhappy:
doudley  [author] 19 Aug, 2018 @ 10:10pm 
Yes of course. I'll post the link here soon...possibly tomorrow. But I just want to verify, why does an item/spell mod had modification on boss units? That mod should only play around with item units, skills, and spawnclasses.

So after you receive my original mod files, I think it is safe to overwrite the files of Boss Spells mod with my Arcane & Bestiary mod files.
LOLgi 18 Aug, 2018 @ 11:41pm 
hello doudley
thanks you so much for the mod, its made the gameplay have more story when read your bestiary. make the story be so deep. this mod is really amazing.

i want to put your mod on my pack, this is for my personal use. i dont have any plan to share it on community. when i try unpack your mod with GUTS. the log in show i got so many error on killcount triggerables. and i cant fix it because i dont know what you do in there. so this the problem and make the arcane and bestiary be bugged. why i try to unpack your mod is because your arcane and bestiary mod isnt compatiable with boss spell mod by Zen-Hege. because his mod editing the boss unit too. so can i get your arcane and bestiary unpack version to put it on my mod pack so it work well without bug doudley :steamhappy:
steffire3 3 Aug, 2018 @ 3:57pm 
@ danratliff: With the Arcane Panel open look upper left then click to the right where Bestiary is named.
Gulp DragonDawn 3 Aug, 2018 @ 10:11am 
how do you view the information in game?
doudley  [author] 5 Jan, 2018 @ 4:54pm 
Thanks Jeoxus for the heads up and for the mean time, I cannot comment regarding about the consistency of the bug. When I get to test them myself, I'll post about it.
Jeoxus 3 Jan, 2018 @ 9:24pm 
I've done some testing, and this mod + Unearthed Arcana (having just such mods, and this one in the top) triggers the bug where Fallen Guardian never gets drawn and remains invulnerable.

I don't know how much you do prioritize copatibility with other mods, I'm just reporting.
I would suggest anyone using this, or your UI's compilations, to put arcana in the top and deal with whatever glitch may apear by dropping the UI down.
steffire3 13 Dec, 2017 @ 10:37pm 
@ MechaTails: I invite you to write more if you ever find the time and you can always decline if you wish, I admittedly approach Torchlight with a very different writing style and thematic explanations compared to your work yet I am more than happy to have you submit stuff and then we all just figure out a way to decide what actually gets into this mod.
I don't mind sacrificing some of my writings if it means more of yours can be in the mod since I see this as having a better opportunity by having more choices to pull from than just one author.
doudley  [author] 11 Dec, 2017 @ 4:57pm 
Thanks Scotty.
fulcrum 10 Dec, 2017 @ 9:53am 
Like Equipment Slots Overhaul, this mod adds surprising depth and flavor to the game, a sort of internal achievement process. Great stuff!
MechaTails 9 Dec, 2017 @ 11:01am 
Thanks for the update, it's better to know for sure it's an unfortunate effect than wonder forever if I could have fixed it lol
doudley  [author] 9 Dec, 2017 @ 7:49am 
I'm sorry for missing out. I'm experiencing the same dilemma as MechaTails had, I have no idea you were THE DarkTails, and I sure did not know you approached my mod.

To answer your query, I'm afraid you are correct to point out that Bestiary Update pop-up in every game start is not caused by mod conflict, it is a downside of this mod and I don't think there would be a fix to it. In my opinion, the issue is easily ignorable.
steffire3 22 Sep, 2017 @ 7:43pm 
@ MechaTails: It's wonderful and I look forward to writing more stuff when I have the time!

I hope to stay close to the story despite having to expand on a lack of detailed explanations.
MechaTails 22 Sep, 2017 @ 4:29pm 
Not sure if this is because of a mod conflict but:

Every time I enter a game the pop up for "Beastiary Update" appears. How do I make it stop poppping up every single time I start a game?
MechaTails 21 Sep, 2017 @ 9:13pm 
Quick update, this works with "Torchlight II Essentials (Vanilla UI)" and your "ESO EC" mod.

My load order is:
Arcane and Beastiary
ESO EC
Essentials - Vanilla UI
Torchlight II Essentials

Just read the stuff in the discussions for this mod, looking forward to unlocking some of the info soon :)
MechaTails 21 Sep, 2017 @ 7:31pm 
Aw man, wish i had seen this earlier, had no idea you used the stuff I wrote on the forums. Would have inspired me to write more.
doudley  [author] 8 Aug, 2017 @ 7:58am 
You're welcome. It was fun adding new creature types. Let me know if you have added new creatures so that I can include them in the bestiary.
Darkthan9800 7 Aug, 2017 @ 8:56pm 
@doudley, thanks for adding that special support for my mods man! I really appreciate it!
doudley  [author] 3 Aug, 2017 @ 8:24pm 
steffire3 3 Aug, 2017 @ 11:50am 
@ doudley (author): Gladly!
I am familiar with Torchlight lore and could easily explain how some of these unknown creatures operate in this world of ember.

I think all I need is a list of which creatures require lores.
doudley  [author] 2 Aug, 2017 @ 5:35pm 
You are welcome. I wish we can add more lores though....maybe you have a talent for this type of thing?
steffire3 2 Aug, 2017 @ 11:32am 
@ doudley (author): This is wonderful! Thanks for the update and expanded mod support!
doudley  [author] 31 Jul, 2017 @ 10:26pm 
Mod Update:

Special support to Darkthan's Path of Torchlight and its Part 2 , including both mod's unique creatures.

New bestiary artworks added!

Updated some of the bestiary artworks.
doudley  [author] 24 Jul, 2017 @ 12:10am 
Awesome, thanks!
Bluejay Blackburn 23 Jul, 2017 @ 10:43am 
No problems so far. Keep up the great work!
doudley  [author] 11 Jul, 2017 @ 5:04am 
Lol If only I have the resources and skills to do so, I would not hesitate to try. Or if there is a group that would make a complete overhaul and fresh new contents for tl2, I would love to join in with them. And thanks! :)
l1zzkv 11 Jul, 2017 @ 4:04am 
I've really like this mod. Good job m8.
l1zzkv 11 Jul, 2017 @ 4:04am 
Now you must make torchlight 3.
doudley  [author] 9 Jul, 2017 @ 11:20pm 
It is very possible to make journal entries for these units, even for NPCs.

I'm not sure I understand your question, are you asking me, if its possible to make artwork entries to all targetable units in the game? Then yes, it is very possible.
steffire3 9 Jul, 2017 @ 11:40am 
@ doudley (author): Wonderful update!

Do you think it's possible to give unlockable photos to all the "mesh" entities in game even without lore just to give future modders a foundation to build from?

Is it possible to give Quest Characters an unlockable picture like Commander Vale and the Destroyer?

Is it possible to give unlockable pictures for common breakables like lamps and vases?
doudley  [author] 9 Jul, 2017 @ 8:26am 
Update

- Added artwork for Elementals, Grand Regent, Mimics, and Spiders
doudley  [author] 8 Jul, 2017 @ 8:04pm 
Thanks Ewok! :)
Salacious B. Crumb 8 Jul, 2017 @ 9:52am 
I like the idea! I think it's a great improvement for a game without too much lore...
doudley  [author] 8 Jul, 2017 @ 5:01am 
The important thing, is that Bestiary was finally realized and it is still open for improvement or anyone who is interested to make their own version or continue on what I will left out, they are welcomed to do so.

So again, if there are issues found with this mod, please let me know so that I can improve this mod better.
Aherin 7 Jul, 2017 @ 6:47pm 
Referring to Batemen btw :)
Aherin 7 Jul, 2017 @ 6:46pm 
Of course you are welcome to your opinion, I just feel that comments like that are not productive to the community. Surely the more choices players have in what mods are available the better. Your attitude only serves to stifle creativity. If you don't think this mod is worthwhile, all you have to do is not sub and move on.
doudley  [author] 7 Jul, 2017 @ 5:23pm 
No worries Aherin. Batemen says in a way its true, this mod does not add gameplay but only enhances part of it. This type of comment, I wouldn't say mean-spirited but I would presume it lacks foresight, although important too. Now I can justify that when I decided to create this mod, it is for the wiki at the same time in-game. When I created this mod, not only I introduce artworks and info to people who have not got the time to explore more about the world of tl2 outside the game but I also introduce a new system that will let us exploit specific monsters kill stats. Just imagine that your character will gain something for killing a thousand skeleton or custom class that improves based on creature type they killed...

I have a saying, "It's easy to criticize, anyone can in a heartbeat but to appreciate it takes time and effort; even a lifetime is not enough to truly understand one thing." Be mindful next time guys and thanks for the comments.
huchuc 7 Jul, 2017 @ 4:35pm 
Text/lore stuff like this have a short "lifespan".Once you read up everything this mod becomes kinda useless.Take it with a grain of salt,I have nothing more to say.
huchuc 7 Jul, 2017 @ 4:33pm 
You got it wrong then.The mod is awesome,however it doesn't really offer anything in terms of gameplay like synergy does for an example,or the custom class mods.Also mod merging has its issues so I won't be doing that again.This stuff belongs on the wiki imo.
Aherin 7 Jul, 2017 @ 3:34pm 
Well, for not very much effort at all you can merge this mod and any others you want to bypass the limit. To be honest I find your comment mean-spirited and misinformed.
huchuc 7 Jul, 2017 @ 12:27pm 
The game is already limited to 10 mods,I don't see a reason why anyone would waste 1 mod slot for this.
doudley  [author] 6 Jul, 2017 @ 10:55am 
@Everyone Any issues so far?