Torchlight II

Torchlight II

Combine Them All
 This topic has been pinned, so it's probably important
Bandit  [developer] 8 May, 2013 @ 8:23pm
Recommended Additions
This discussion section can be useful for recomendations to add into the mod, drop any suggestions here and I will look into adding it. The only limitations for this mod are that they cannot be anything editing the UI or any HUD mod, it will not adjust balance of the game in any way, and the mod itself cannot bind to your save.
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Showing 1-15 of 32 comments
zParticle 11 May, 2013 @ 8:37pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=144074635
This font lends a real overall improvement to the game's look and feel. I recommend swapping Pretty Damage out for this one, which is a more comprehensive font update without such an ultramodern look. The author has already granted permission for use in compilations.
Last edited by zParticle; 11 May, 2013 @ 8:39pm
Bandit  [developer] 11 May, 2013 @ 11:44pm 
Ok, I will take a peek at the font and see how I like it. :)

After checking it out, I think the best combination is pretty damage with this as the UI. Very clean and crisp fonts for the UI, but I like the cartoony damage text. :3
Last edited by Bandit; 12 May, 2013 @ 1:09am
Sneako 13 May, 2013 @ 11:52am 
Any plans to impliment some of the weapon collections, like Thrasher's and Arkham's armories?
Bandit  [developer] 13 May, 2013 @ 11:57am 
At some point we may see more Weapon and Armor additions to the pack but at this point I cannot playtest those mods enough to include them.
King Crow 14 May, 2013 @ 4:37am 
That would be sick as they're two of the better content mods right now. Consider Indocilis | The Revenge? and this is a personal request but "General Vendor Luck Potions" to be considered?
RedRover72 15 May, 2013 @ 9:04am 
Would love to see Adventure Mart added... but I don't think it's a compatible vendor mod.
Ungodlyone 19 May, 2013 @ 1:12pm 
Seconding the sugestion of Adventure Mart.
Would also like to sugest Aura of Enhanced Targeting (TEA project) mod called TEA.
Last edited by Ungodlyone; 19 May, 2013 @ 1:15pm
Spu00Key 25 May, 2013 @ 2:51pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=145203856&searchtext=
VooduRaj from the Pet and Fishing Overhaul has already indicated interest in this as well.

It adds information to the fish so that you know what they do.
Last edited by Spu00Key; 25 May, 2013 @ 2:52pm
Bandit  [developer] 25 May, 2013 @ 3:03pm 
inside secret, I don't think there are effects on VooduRaj's fish :3 As of right now they just convert your pet into something else. Once there are effects on EVERY fish we will work on adding discriptions. :)

As of right now I'm fairly sure the differences come from some pets having skills while others do not.
Last edited by Bandit; 25 May, 2013 @ 3:05pm
Ryzael75 28 May, 2013 @ 12:01pm 
Just some mods for you to consider adding: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=136509823
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=138272948
I know your initial post in this thread says no HUD mods, but this 1 really doesn't change the look much. Most of its features are toggleable. Also adds a 2nd toggleable quickslot bar, that doesn't stack on top of the original bar...so, no interference with charge bar.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=140348488
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=138492980
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=141154291
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=147637043
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=148459798
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=140113879

Also, would be grateful if you could possibly contact DraconiusKnight about him including the new pet basefile into his new inventory mod. His new mod has several new and exciting features, but doesn't play well with CTA. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=147924576


And like I said, these are just some mods for you to consider. I really enjoy what you have already included, just think these will be nice additions.
Last edited by Ryzael75; 28 May, 2013 @ 1:12pm
Bandit  [developer] 28 May, 2013 @ 3:37pm 
Originally posted by Ryzael75:
Just some mods for you to consider adding: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=136509823
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=138272948
I know your initial post in this thread says no HUD mods, but this 1 really doesn't change the look much. Most of its features are toggleable. Also adds a 2nd toggleable quickslot bar, that doesn't stack on top of the original bar...so, no interference with charge bar.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=140348488
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=138492980
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=141154291
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=147637043
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=148459798
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=140113879

Also, would be grateful if you could possibly contact DraconiusKnight about him including the new pet basefile into his new inventory mod. His new mod has several new and exciting features, but doesn't play well with CTA. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=147924576


And like I said, these are just some mods for you to consider. I really enjoy what you have already included, just think these will be nice additions.

Thanks for making the suggestions and providing the links to consider them as well. I have always liked the idea of more available hotkeys and I will talk to the author of JHudUI about integrating a modified version of their mod that just adds a second toggleable hotkeybar without the other modifications.

I also like the spellpack by attack gorilla, he always comes out with really awesome mods so its worth checking out. Ill look them over before I join it into the pack just to make sure they are not over balanced, I already made the mistake before.

Attack gorilla's monsters are included within synergies if I am correct, and he has stated that though this pack introduces them as their own entity the monsters are the same as the ones used in synergies.

As for the rest of those modifications (engineer summons, tiered passives, buffed passive spells, massive buff potions at the general merchant) I do not see the necessity of adding it to THIS pack. Balance changes are something this mod does not mess with very much, and most of those modify the balance too much, or just for one class.

I would love to be an advocate for compatibility, but that would take too much of my time especially for mods that I am not using. As well as the issue of any mod that changes player or pet inventory menu's will NOT BE COMPATIBILE unless they create multiple versions. Basically its a huge pain in the ass to modify any merchant menu's because everyone using Inventory mod has one string for pet containers, and the non users have different ones and every single menu interface calls the pet inventory menu in its display. What I am getting to is that even using the basefile will not necessarily make his mod compatible.
Last edited by Bandit; 28 May, 2013 @ 3:48pm
Ryzael75 29 May, 2013 @ 1:23am 
I can understand about Potion and Spell Vendors being a bit unbalancing (not too unbalancing if you just stick to the lowest level potions, but for most that would probably be too hard to resist the temptation...).

The upgrades to the scroll passive spells in Tome_Like_TL simply raises them from a max of level 6 to a max of level 10 like in TL1, but you've already included this upgrade without realizing it probably as its included in Reiners (just noticed it myself few minutes ago)

The Tiered Passives just equals out all the passives for all 4 base classes. All active skills have 3 tier level upgrades, Tiered Passives just does the same for all the passive skills.

Improved Summons Lite doesnt give any 1 class the upperhand, it simply makes using scroll summon spells less aggrivating, by not having to resummon as often...I even use the Lite version for balance reasons as they despawn when zoning or exiting game.

Actually, if you read through the comments, Synergies only uses about half of the monsters in AG's Monster Pack. And how his monsters behave and where they spawn are exclusive to his pack. Actually a nice addition to Synergies.

JHudUI...eh, really only use it for the 2nd bar as I actually like Salan's UI. There are couple other bar mods available, but they add their bars on top of 1st bar, which causes overlap with charge bars...so, glad you are already trying to get ahold of JonJon to make a modified version of just 2nd bar.

Also keeping an eye on AG's Spell Pack...have only found 1 spell thus far (Electric Storm i think its called), seems well balanced...have only used it couple times to test it as it doesnt fit in well with my Dragon Knight's playstyle (Melee and Fire Magic). Noticed he just added couple new spells to pack tonight.

As far as DraconiusKnight's Power Packed, really like his class mods (Dragon Knight, Templar Paladin, and Barbarian) but he has a knack for making his other great mods incompatible with other popular mods. Love his Adventure Mart, but as it replaces General Merchant and Blacksmith in Enclave, have to wait till out of ActI with all new characters to activate it. I do some lite editing of various mods, but I'm a novice at best. So, until a fix is implemented or a patch is made, I guess I'll have to let Power Packed go reagardless of how much I like its new functions.

Thanks for taking the time to look through my suggestions. I already use these and more( Extra Chunky, Blanks Landmarks, the Retex mods, Apocalypse Mod, your Dungeon Master, and your ComboBreaker) in my own personal compilation. As well as FXAA Injector with my personal settings file that I've been using for couple years now in several games. Just thought some of these would make nice additions to your compilation.

Edit: Wow, that was quick. Just noticed you already added modified JHudUI, nice.


Last edited by Ryzael75; 29 May, 2013 @ 1:37am
Ungodlyone 31 May, 2013 @ 8:48pm 
Actually, Combine them all can be made to work with Power Packed. I have a modified Xen's pets infront of Combine them all, and with a normal pet inventory ahead of CTA, and Power Packed ahead of both, everything works fine.
Would also like to sugest Affix Expansion, @ https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=148400540&searchtext=
Bandit  [developer] 31 May, 2013 @ 9:31pm 
That item affix mod could be a cool addition to my dungeon-master mod that is more about balance tuning.
Ryzael75 31 May, 2013 @ 10:34pm 
@Ungodlyone...As I stated in my last post, I'm a novice at best when it comes to TL2 modding (actually picking few more things up last couple days). I did see your post on Power Packed page couple days ago, and I even tried to replicate your fix. I went into monster folder and deleted the petbasefile, and then went through each and every pet file and deleted the call to the petbasefile, no dice. Only thing I can think of is I didnt go into the dat.bindat file for each pet. Or maybe I'm going bout it all wrong.../shrug...like I said, total noob to TL2 modding. This damn editor coulda been a little nicer...not very intuitive...too easy to create an incompatibity. Makes modding for Skyrim, DA:O, or even WoW look like childsplay ;)
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