Torchlight II

Torchlight II

[Quest] Recnam Rising
Modularization of ACT1 Town
Hello, you could modularize the ACT1_TOWN Layout file, by creating a Merge Folder. \LAYOUTS\ACT1_TOWN\1X1SINGLE_ROOM_A\MERGE\ . There you place the ACT1_TOWN.layout file and just add your ZMOD part. Or better yet, do not name it ACT1_Town, but ZZZHub1 or something else to avoid confusion.

That would up compatibility big time.

Something like this:
https://gist.github.com/anonymous/6483358

I am not sure, if this has to be done by hand, or if GUTS can do it that way, maybe Mamba or Chewtoy can help out there.

But to me it looks like "by hand".
http://docs.runicgames.com/wiki/Merging_Layouts

So the layout file is created in GUTS (which would create the Integer Values and GUIDs) and then the file is manually reduced to the changes. Coordinates would still have to be unique though.
Last edited by Der Bestimmer; 8 Sep, 2013 @ 3:08am
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Showing 1-13 of 13 comments
Der Bestimmer 8 Sep, 2013 @ 4:22am 
I just tried it, GUTS loads the mod with the merged file without a problem, but it does only create a .binlayout file and no .mpp file.
mamba 8 Sep, 2013 @ 6:04pm 
Works for me, did take for ever to build the mod though (not sure why). Here is the merge-file[stashbox.org]
Der Bestimmer 9 Sep, 2013 @ 1:02am 
Hy, thank you. So how exactly did you proceed to get that mpp file? did you reduce the original in a text editor (like me) or directly in guts? As I said, I had only the reduced .layout file in the merge folder, started GUTS up, but it created only the binlayout file for me...
Or did it create the mpp file in the final building process and you extracted it from the finished mod?
Last edited by Der Bestimmer; 9 Sep, 2013 @ 1:02am
mamba 12 Sep, 2013 @ 10:19am 
I used a text editor to create the merge .layout file. GUTS only to compile the mod. So just like you did.

Took me a few tries for this particular mod though, GUTS was acting up and freezing, not sure if because of this mod or not, but it hasn't happened before or since.
Maybe my initial merge file was wrong, I tried a second one after I had freezes with the frst one a few times. The second got compiled the first time, took forever to compile the mod though.
Der Bestimmer 15 Sep, 2013 @ 2:13am 
Hello, about that long building time, same here. I noticed that there are a lot of empty Group Folders in the layout file for Lamhet, maybe in others too. I don't think they are needed, are they?
mamba 16 Sep, 2013 @ 2:57pm 
If they are empty they should not be needed, not sure if they cause the long time though.
traidor (ze/zion)  [developer] 27 Sep, 2013 @ 8:11pm 
I added a couple things to the Act 1 town, but I don't think it'll affect your work. I just wanted to give you a heads up so you can double-check.
The long compile time comes from using randomized dungeons. I tried creating them without copying all of the random layouts over (by recreating the folders), however that resulted in a CTD at runtime. Could I modularize these rulesets as well in a merge folder, perhaps? e.g Catacombs/merge/royaltomb1 Or is there another technique?
Der Bestimmer 28 Sep, 2013 @ 1:26am 
Hello, as far as I know you can modularize spawnclasses, questrewards and layouts. I don't know about rulesets. You could try that out. Leave the internal name of the ruleset intact, change the windows file name and just add your changes to it. I did not work with modularized dungeons so far, but I guess the layouts should be modularizeable as well.
Last edited by Der Bestimmer; 28 Sep, 2013 @ 1:30am
Der Bestimmer 28 Sep, 2013 @ 1:29am 
By the way, I really like the overall feel of your mod and the level design you did, adds a new touch, reminds me a bit of the Diablo setting. I did some work on your mod while integrating it into my compilation, since some things seemed broken. If you would be interested, maybe we could team up to work out some rough patches.
traidor (ze/zion)  [developer] 28 Sep, 2013 @ 2:22am 
I'll definitely be looking into modularizing the dungeons, or any way to avoid having to compile so many layouts. As for collaberating, what do you have in mind exactly?
Der Bestimmer 28 Sep, 2013 @ 5:13am 
Please take this as constructive criticism. As I said, I like your work, and I would like to help, making it even better, but if you don't want to, that is ok with me. It should not be much of a problem to make a standalone and an integrated version for my mod compilation.
By the way, I like the Ghost Trades, gives the quest something valuable to work for, but how can you reach him later? (see below, town portal)
I found some bugs and changed the Quest Dialogues to make the whole story more comprehendable. I set the Recnam NPC to appear only after the Regent is slain, for dramaturgical reasons, I thought it was nice to have the quest forking off after just before you could practically leave the enclave. There are still some things left, e.g. in Olport, monsters spawn in the water and your char can fall into at some points. Also a townportal back to the enclave is dearly missing. Did you change the respawn in town option to Lamhet? Because if someone would respawn in the Enclave, how would he get back to your quest? The Goblin Quest did not work for me and I found the Popup in the Goblin Cave a bit disturbing. The Goblin Casters in the woods don't do anything, just walking around. In the bandit cave, the number of enemies is a bit high, with too little variety. I thought, that maybe less bandits, but an additional bandit healer could spice things up a bit. I would also place an additional chest or two. I changed the Lamhet Layout for better pathing and more space during the soldier fight, there were too many little corners NPC's could get stuck in / wander off to.

So, let me know, what you think.
traidor (ze/zion)  [developer] 28 Sep, 2013 @ 2:28pm 
Oh man, I didn't know about those bugs! Those are some good ideas, as well, and if you'd like to work together on implementing them I'm all for it. I'm also working on a another TL2 project called TLz at the moment, so not having to fix everything myself would be a major relief.

I don't suppose you've thought about the workflow at all? Perhaps we split a week and tackle some of the major bugs first, then get to integrating the new ideas. e.g. Monday-Thursday I work on fixing up Oldport, hand over the mod file, then Friday-Sunday you tackle fixing the Woblin quest.
Der Bestimmer 29 Sep, 2013 @ 2:47pm 
I would take oldport, I am not so familiar with quest triggers etc, We could take my files, since I already fixed a lot of stuff in them. I will add you to my friends list, then we can talk it through.
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