Torchlight II

Torchlight II

Your Torchlight II Transmutation Station
Here you can find mods that allow nearly unlimited customization of Torchlight II. Use the GUTS Editor to change almost any aspect of the game and share your creations with the community. Click here to learn more.
steffire3 9 25 Jun, 2017 @ 12:35pm
@ Doudley: Advice on building Classes.
Since you worked with Viz on the "Variant Class Mod" which methods would you recommend avoiding for any future modders who wish to make a unique class pack of their own?

For example the "Respec Potion Mod" does not work well with certain modded skill methods however the "Respec Vendor Mod" works better for this.

Is it problematic to have a skill activate another skill or can this be made compatible with mods?

Should a custom class be given a unique name for it's files to avoid problems (since every mod pack seems to contain a Monk which do not tolerate other Monk mods without crashing)?

What do I need to do or avoid to make my Classes Pack compatible with other modder's class packs?

What does a modder have to do to make a truly unique and new skill? (new hit boxes? recolored and relocated effects? rearranged animations?)

I don't mind recycling a skill but I want it to look and feel different with changed number effects.

When adding more recolored reaffixed recopied armor sets, does the set crash the game if it can be equiped to more than one specifically named class?

What would it take to write a Guide on Steam to provide others with general advice for all this using Guts or Notepad?

Thanks for your consideration!

^_^
Last edited by steffire3; 25 Jun, 2017 @ 12:40pm
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Showing 1-2 of 2 comments
doudley 50 25 Jun, 2017 @ 2:42pm 
The crucial parts in class compilation is their categorization and individualism. Unittype of each of this class should be uniformed and properly composed. Conflicting data name and GUID should be watched for and to know these, one must view each and every data. So generally, avoid conflicts and avoid classes that messes with static stats but be sure that all custom class has proper unittyping.

I don't think respec potion mod has incompatibilities with custom class skills, the issue here is the author's thorough building of his/her class. If you simulate skill point distribution (or skill ranking bonus) then it is expected that you will simulate also respec-ing it (or demoting ranks) too.

I have not tried skill activating another skill, I think you have more experience with this than me, iirc otaku class that you have tried.

There are two types of name in the game, one is name of data and two is display name. 4 classes with the same display name are okay as long as their data name and GUID are different from each other.

Its almost impossible to simply have a class pack that won't conflict with another class pack, there's no easy way to compile these packs. You must have to look on each separate unpacked folders and files, to know which data could conflict and which data can be converted to proper unittyping.

To me, a truly unique skill only need to have a custom-made particle. Visual effects is the signature of a skill unless the skill is passive, then I guess its all about how creative you can make those added values (battle points) get applied in-game.

Recolored armor sets won't crash the game since these new items have its own unique name and GUID, and even if it borrows GUID from another, the worst thing can happen is that both items will cancel out, meaning both item will not appear in-game.

The only requirement for anyone to make a proper modding guide for TL2, is practicality. The guide creator must have experience and already made its own mod that pertains to his/her guide. If it is practical, it means its effective and concise.
steffire3 9 25 Jun, 2017 @ 2:55pm 
@doudley: Thank you for this helpful explanation!

^_^
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