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.
F430 4 7 Jun, 2018 @ 2:36am
Mod ventures
First time trying out the guts editor and I wanted to at least get a grasp on file system the mods might be using so I tried unpacking a random mod.
The issue is, instead of 57 files within the packfile, I end up with 2.
Unpacker reports 20 lines of "unable to open file at location" interwoven with "unable to copy file from pak".
Rest of the errors are "unable to save text version of dat file" which is a destination file failure and "unable to convert binary dat to text" for .mod file source.

Now, I reckon it might be down to target/source paths not being to guts' liking but I have no idea how to rectify this.
Last edited by F430; 12 Jun, 2018 @ 3:22am
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steffire3 9 8 Jun, 2018 @ 3:18pm 
Originally posted by F430:
First time trying out the guts editor and I wanted to at least get a grasp on file system the mods might be using so I tried unpacking a random mod.

Maybe this video will help?

https://www.youtube.com/watch?v=65bQfH8kYHY
F430 4 8 Jun, 2018 @ 10:44pm 
Thanks but I figured it out. Had to tick "auto-fill directory" box and it worked, though it makes me wonder why even allow custom target path if it straight up doesn't work.

Anywho, is spawnclasses folder entry a requirement for making an item a random drop, even if it has a rarity/spawn weight set?
Lightfuzion 6 9 Jun, 2018 @ 2:33am 
Not really. In simple terms spawnclasses would be adjusted if let's say I wanted to add something to the vendors inventory, if I wanted an item to drop from something that it normally wouldn't drop from, or possibly increase how many drop (i.e. chests and mobs dropping more items). As long as your item has a rarity and spawn weight then it has a chance to spawn from anything that would normally spawn that unittype (axe, sword, potion, scroll, etc.). You can dive into spawnclasses more and get much more technical with them and further adjust various aspects of spawn rates if you wanted.
F430 4 9 Jun, 2018 @ 4:40am 
I suppose that makes sense, as well as making things easier, though I reckon it's worthwhile to add the stuff you're making into a single spawnclass, if only for testing purposes.

By the way, since I'm trying to make something simple yet useful, has there even been a shortage of class-neutral endgame armour sets?
Asking because I want to try making a full set that reuses existing assets/bases but is largely improved without being overpowered.
steffire3 9 9 Jun, 2018 @ 8:30am 
Originally posted by F430:
By the way, since I'm trying to make something simple yet useful, has there even been a shortage of class-neutral endgame armour sets?
Asking because I want to try making a full set that reuses existing assets/bases but is largely improved without being overpowered.

Yes and we could use more mod Sets that don't have any class requirements or don't come in a large package and are far more accessible than these three mods.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=334821082&searchtext=armor+set

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=138732006&searchtext=reiners

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=225190850&searchtext=lao+2+chaos

So something more simple is desirable yes.
Last edited by steffire3; 9 Jun, 2018 @ 8:31am
F430 4 12 Jun, 2018 @ 3:28am 
Been experimenting with some armour pieces lately.
Made a chest armour that would cast chaotic rift on the player getting hit, but it seems to make combat more annoying than anything.
With that said, I was wondering if there are any interesting ability/proc affixes that armour pieces and/or sets could benefit from.
steffire3 9 12 Jun, 2018 @ 9:01pm 
Originally posted by F430:
With that said, I was wondering if there are any interesting ability/proc affixes that armour pieces and/or sets could benefit from.

The best ones or at least the most useful for combat are:

Meteor
Thunder
Lightning
Acid Rain
Eviscerate
Glacial Strike
Blinding Cloud

https://forums.runicgames.com/discussion/60261/fire-storm-thunder-glacial-spike-scalding-geyser

Originally posted by Chthon:
Firestorm does 30-30 fire damage (per sec) with a 5 sec duration (scales with Focus and player level) and has a 2/3 chance to cause flee for 5sec.

Thunder does 50-200 lightning damage (instant, scales with Focus and player level) and has a 100% chance to apply shock for 5 sec.

Glacial Spike does 225-225 ice damage (instant, scales with Focus and player level) and has a 100% chance to immobilize for 5 sec.

Scalding Geyser does 75-75 physical damage (per sec) with a 5 sec duration (scales with Focus and player level) and has a 100% chance to silence and reduce move speed by 1/3 for 4 sec.
(((Note that this may be bugged to increase move speed on foes)))

Shed Poison Spore sheds a poison spore. It has a suicide attack that does 22%-88% of the monster damage graph for the spore's level as poison. (Summon level scales with player level.)

Meteor strike does 150-300 fire damage (instant, scales with Focus and player level) and 150 knockback.

Acid rain does 25-25 poison damage (per sec) with a 8 sec duration (scales with Focus and player level) and has a 100% chance to poison for 8 sec.

Blind Cloud has 100% of full blind and 50% of silence for 6 sec.

Chaotic rift has 100% chance to random teleport and stun for 2 sec, and 15% to apply each of burn/freeze/poison/shock for 7 sec.

Lightning does 40% weapon damage (not WDPS) as lightning (scales with Strength and Focus).

Tiamat's Wrath drops up to two giant swords from the sky, each of which does 100% weapon damage (not WDPS) (scales with Strength; only scales with Focus to the extent your weapon is elemental) and 50 knockback.
Last edited by steffire3; 12 Jun, 2018 @ 9:03pm
F430 4 16 Jun, 2018 @ 6:30am 
Only took several days of staring at excel, but I finally managed to knock together armour pieces that will serve as a basis for some [hopefully] neat endgame armour sets.

https://i.imgur.com/Xi1BdTC.png

Reuses existing assets for ease of work. Might rebalance armour values later on, but as it stands, it mostly beats Celestial set in terms of basic damage mitigation, with 728 physical armour and 727 for each of the elemental armours, which is ~691 if you disregard the starting vitality stat points.
Also, I'm not sure I can stop the game from randomly adding enchantments, even though unit type for all pieces is set to normal armour.
steffire3 9 22 Jul, 2018 @ 2:53am 
Originally posted by F430:
Reuses existing assets for ease of work. Might rebalance armour values later on, but as it stands, it mostly beats Celestial set in terms of basic damage mitigation, with 728 physical armour and 727 for each of the elemental armours, which is ~691 if you disregard the starting vitality stat points.
Also, I'm not sure I can stop the game from randomly adding enchantments, even though unit type for all pieces is set to normal armour.

This is a great job! Thanks for fulfilling these needs! ^_^

I have some ideas for Elemental Themed Armor Sets if you are interested. I also apologize for my 30 day absence from the Forums.
F430 4 22 Jul, 2018 @ 5:31am 
If life calls, you have to answer.
I've released this mod already, but intend to update it in the coming weeks.
Patch will be adding some new weapons that should hopefully set them apart from other weapon packs.
At the same time, I would be interested in hearing what your suggestions are, if only to see if I can pull it off with my limited modding experience.
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