Torchlight II

Torchlight II

Torchfun - The Overhaul 1.73
 This topic has been pinned, so it's probably important
Lepo  [developer] 26 May, 2013 @ 3:51am
Mods that you DON'T need anymore
Torchfun Ultimate is a mod totally done by myself. Except for official included mods list, i have done every single change in guts only by myself, nothing was taken from other mods without authorization.
But besideds that i have made some changes very similar or exactly the same featured in other mods. For this reason i want to compile a list of mods that you don't need anymore with my overhaul installed.
Beside this list, the golden rule is that Torchfun is an overhaul, and like any overhaul is intended to be played alone without any other changes, but this doesn't mean that every other mods are incompatible. So if you have any question just ask.

You can also check suggested mods for Torchfun.


INCLUDED MODS IN TORCHFUN THAT YOU DON'T NEED ANYMORE:

-Minimalistic loot borders, by Xure.
-Enhanced character creation, by Red Schism.


MODS OR FEATURES THAT YOU DON'T NEED ANYMORE WITH TORCHFUN INSTALLED:

-Any mods that add enchanters (in town or similar), since now enchanters always spawn in dungeons,
-Draw distance extender, by Praxonius, (feature already implemented),
-Any mods that change mapworks maps (since they are overhauled in Torchfun),
-Any stack size mod,
-Any gold drop increase mod,
-Any mod that change resurrect costs,
-Any mod that change sell prices,
-Golden chest, by Hene, since Golden chest in Torchfun has been already buffed,
-Any mods that change drops, from chest, from monsters, from everything (also merchant) since drop system has been seriously overhauled in Torchfun,
-Any mods that add or change items, since a lot of new items and recipes are already implemented and balanced for Torchfun,
-Any change to legendaries, since in Torchfun they are already more powerfull,
-Any change to spells or items in general,
-Any recipes mods like Ember gem upgrade or Rejuvenation potion recipe, because all of thess recipes already exist in Torchfun,
-Any tweaks or changes to monsters or fishes.
-Respec potions mods,
-Any mods like Better Loot Colors,
-Synergies,
-Uncompromised,
-Every compilation mods,
Last edited by Lepo; 4 Jun, 2013 @ 1:02am
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Showing 1-15 of 58 comments
Ryzael75 26 May, 2013 @ 8:51am 
Actually, if you place Torchfun above Synergies, you still have access to his amazing endgame content, classes, and pets. So, they are semi-compatible.
Lepo  [developer] 26 May, 2013 @ 9:28am 
The fact that you can have classes or pets or even end-game from synergies doesn't mean that it's compatible with Torchfun.
There are a lot of shared changed files that may cause a lot of imbalanced things or even bugs. I really suggest to avoid synergies if you want Torchfun and vice-versa avoid Torchfun if you want synergies. Merge this two mods it's something like playing torchlight 2 with some of diablo 3 files...non-sense.
Ryzael75 26 May, 2013 @ 10:08am 
Its not as bad as all that. Most of the files that conflict are merely graphs and .dat files. If Torchfun is placed above Synergies, your mod would just overwrite his. I actually playtested both together just last week with 2 new toons, and got both to endgame with no noticeable conflicts other than i had to also download his Low Pop mod to have less mobs spawning because of you increasing mobs difficulty and aggro range. Now, with that being said, combining them wont be to everyones taste...some will like his mod exclusively and some will like only yours. But, me personally, I happen to like aspects of both and HIGHLY endorse both mods as being very well made. Edit: There may be some small conflicts that I may not have noticed as I dont really use recipe system till endgame...and possibly vendor sell lists, as I dont really buy anything from vendors till i get to Mapworks or Synergies Table Mountain. Again, Torchfun is a great mod, so please dont take this as any kind of criticism. For what I want, Torchfun & Synergies work well enough together. ;)
Lepo  [developer] 26 May, 2013 @ 2:14pm 
Happy that you enjoy both mods. I still can't imagine how they could really works well together, but as you said, for what you want, they work.
Izidol 3 Jun, 2013 @ 7:54pm 
Hello!
Look a very nice mod that call my attention!
IL_Giudice i have some question please.
Do your mod torchfun mod worth trying even if i never finish the game? I want to know if he break my game experience.. My fartest play is on act 3 with an outlander lv 45 on elite mode vanilla version and i have the feeling to have enought of expérience in the vanilla game..I sense begin to get boring cause of the big number of useless item the game give.

Do the Mod Item Affix Expansion of Wayback is compatible with your Torchfun? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=148400540&searchtext=




Lepo  [developer] 4 Jun, 2013 @ 1:00am 
Hi, playing Torchfun with a vanilla characters is a bit hard, close to impossible. For example your level 45 outlander will face level 80/90 monsters in act 3. So i suggest to start a fresh new character.
Item affix mod by wayback it's fully compatible, not only, it will be merged in Torchfun, i have already authorization, i'm just waiting few balance tweaks he still does.

Finishing the game once in vanilla means that you will be around level 50. Torchfun just alter the levelling pace, so instead of level 50 you will be around level 100.
I'm sure it doesn't break anything, rather if you are bored with vanilla, this mod plus item affix expansion will be for you.

Cheers.
Izidol 4 Jun, 2013 @ 9:27am 
OK thx for response.

IL_Giudice say: [Item affix mod by wayback it's fully compatible, not only, it will be merged in Torchfun]
Very nice idea if this kind of thing doesn't exist in your mod yet !

I'm a bit in the fog.. about to know what it's the Best between Synergie Mod and your Torcfun..Because i hesitate a bit.
Can you please give a fast compare ex: who give better game expérience without break it ect...
And it seem the two of them may be fully compatible like Ryzael75 say!

Maybe you can make him fully compatible ?

Izidol 4 Jun, 2013 @ 9:30am 
For the moment i think i'll restart a new char to play on your MOD i'll see later if i'll use synergie depend of what you will respond me about synergie^^
Lepo  [developer] 4 Jun, 2013 @ 10:53am 
Torchfun offers a complete and exhaustive changelog. Everything is far better documented then synergies. And indeed this is the reason because you are confused.
You can't compare it with Synergies because it hasn't an exhaustive changelog. You can find some informations on their site or forums. But everything is confusing so are you and many people like you and me.
I guess you are more confused because you don't know what it does and because you and many people out there has subscribed it without informations. "If a lot of people like it, it must be good". It's a common marketing phenomenon.

Don't misunderstand me, i admire Salan for his work, also because a lot of that was done before GUTS. But that mod was released months ago, it has a site, many videos uploaded on youtube and it was the only one mod available before guts. For months. Or at least the only one overhaul.

By the way, i have played it, it has some great features, but i dislike it since it change to much vanilla. So, yes it definitely breaks the game.

About compatibility, Ryzael75 said that they are semi-compatible. He talks about end-game content he wants from synergies. But Torchfun already have a lot of end-game content, and a lot more will be added in the future.
So i really suggest to try Torchfun or synergies, not togheter.

Cheers.
Last edited by Lepo; 4 Jun, 2013 @ 10:54am
Izidol 4 Jun, 2013 @ 11:38am 
OK i see and sorry for my misunderstanding English is not my primaly language i'm French. You make my feeling much more love for torchfun ^^ I'll attempt to finish the game for the first time with your Mod and i'll let you know my feeling.

I discovered the mod Tiered Passive from Aaydin and i think he is right for this passive that not have Tier bonus, i love this Idea. I tested it with and without your Mod fully functionnel and in my sense he didn't break the game so i may suggest you to merge it in your Mod :)
Izidol 4 Jun, 2013 @ 11:59am 
Sorry mistake for the author of Tiered Passive, it's from shortswordsmanfromthewest
Ryzael75 4 Jun, 2013 @ 2:52pm 
They are semi-compatible as I stated. But, I'm not as worried about Synergies endgame now since its still in development (and several other mod authors have come out with new endgame level maps and quests). Mostly still keep Synergies in my lineup now for Salan's Necromancer class. I also run several other mods that I just stack on top of Synergies, and if they overwrite parts of Synergies so be it. Right now, with Synergies endgame not being finished, If Salan were to release his Necromancer as a standalone class I probably wouldn't keep Synergies in my lineup. My suggestion is, if you are not wanting to play his Necromancer at this time, then just use Torchfun (or any other overhaul compilation of your choice).
Izidol 4 Jun, 2013 @ 10:56pm 
Thx too for give your mind Ryzael75 it help me a lot for my choice ==>Torchfun for the moment ^^
Yeah it's a bit sad that torchfun don't come with a new class but at the moment i like it and he look very professionnal .

@Il_Giudice I noticed a bug with UHK Rune, this lvl requierment is not respected (Lvl 8 requierment)
My Embermage lv 4 was able to socket it ^^! by the way it's a very nice relook of Torchlight vanilla i love a lot new recipe système and it goes well with my mod i use at the moment:
Alternate Outfits,D2-like Font,TL2Rama,Affix Expansion,Transmod 2,Tiered Passives,BAGMOD ,Blank Landmarks and Extra Chunky .These last one are very nice giving new map version.
Another thing, i found my DPS is underpowered compare to monster thougness sometime i pass around between 2 -3 min to kill champion monster with my Lvl 17 Embermage using this lv1 ice blast!^^

Torchfun have a big potential ! thank you for doing all of this! hope you will fix this rune problem!
Ryzael75 4 Jun, 2013 @ 11:24pm 
It can be a bit of a pain in the butt to integrate a class mod into an overhaul like this, so I can kind of see why he hasn't included any classes so far.
As far as your Embermage goes, they are a bit squishy at first untill more skills are unlocked. Personally, if it were me, I'd get rid of Alternate Outfits (It only changes your starter clothes) and get one of the great mage classes available. Noxmer, Theolentist, and Tenebris are all great caster classes. Or you could get Community Class Mod Pack, it has a lot of classes in it...just doesn't have Theolentist. Or, if you want to go combo of heavy melee and fire magic, I personally recommend Dragon Knight by DraconiusKnight...it's my favorite class along with Synergies Necromancer.
Izidol 5 Jun, 2013 @ 1:32am 
Oh ok i see for new class purpose but i keep hope :)

So yeah i lacked of DPS because i played with old lv12 staff , thing goes a bit more good now since i found a better staff:) It's all because of my newie power :p
Hum ok so i can add some other class with torchFun, nice ,thx for advice Ryzael75.


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