Torchlight II

Torchlight II

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Feral_Breed Mar 9, 2017 @ 10:35am
Torchlight II
is it possible for someone to make a mod where, you can talk to a house merchant in every city to buy yourself a house or get one after completing some quests? that would be awesome, i'm really into torchlight and i was thinking, we've got pet mods and every other badass mods but there's missing one.. a housing mod :)
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Showing 1-15 of 33 comments
potterman28wxcv Mar 9, 2017 @ 11:05am 
Maybe. There's a mod included in Synergies where you have scrolls allowing you to "summon" chests. We could imagine a mod where you have a house, and you can "summon" items there. But it wouldn't be permanent sadly - everytime the area would be rerolled the items would be lost
steffire3 Mar 9, 2017 @ 4:36pm 
Originally posted by potterman28wxcv:
Maybe. There's a mod included in Synergies where you have scrolls allowing you to "summon" chests. We could imagine a mod where you have a house, and you can "summon" items there. But it wouldn't be permanent sadly - everytime the area would be rerolled the items would be lost

Unless the "House Merchant" acts like a buyable portal and the "House" acts like a "Town Dungeon" which contains "Tables" to craft your weapons and stuff.

The "House" will have a "Racoon Butler" who blocks entry [unless Level requirements are met] into the higher floors of the "House" which will have different Act themes and better "Tables" which can be used to craft and enchant your weapons and stuff.

The top floor will have the "Dragon Tower Roof" theme over the dark forest.

^_^

= = =

Level: Floor Theme

01-33 = Water Temple

33-66 = Ezrohir Laboratory

66-99 = Dragon Dungeon

99+ = Dragon Roof
Last edited by steffire3; Mar 9, 2017 @ 6:30pm
doudley Mar 9, 2017 @ 7:23pm 
A teleporter (with the swirling pattern that when you set foot you'll be transported into another area of the map) can be placed on each town (i.e. Act 1, 2, 3, and 4). The hidden area would be loaded along with the town maps. The teleporter can only spawn if a certain quest have been finished or a specific character level have been reached. We can even set a merchant that sell's scrolls (property contract ;)), when used it can switch which teleporter we can get access to.

The idea is easy enough to do, even including the teleporters and its spawning conditions would be easy but I have no experience with map design work and I don't feel comfortable doing it.
steffire3 Mar 9, 2017 @ 7:46pm 
Originally posted by doudley:
A teleporter (with the swirling pattern that when you set foot you'll be transported into another area of the map) can be placed on each town (i.e. Act 1, 2, 3, and 4). The hidden area would be loaded along with the town maps. The teleporter can only spawn if a certain quest have been finished or a specific character level have been reached. We can even set a merchant that sell's scrolls (property contract ;)), when used it can switch which teleporter we can get access to.

The idea is easy enough to do, even including the teleporters and its spawning conditions would be easy but I have no experience with map design work and I don't feel comfortable doing it.

Probably keep it simple:

The "Foyer room" would contain the "Teleporter Portal".

Which would lead to a long "Hall room" of decoration for "Epic" effect.

Which leads to a "Living room" that has the prop table chairs from the Slaver's Camp.

The "Bath room" would be an outdoor shack from the Slaver's Camp.

The "Office room" contains a throne from the Skeleton Dungeon and tables from the Dragon Dungeon.

The stair leads to a "Bed room" that has a camping tent with a campfire from the Act 3 Town.

The "Kitchen" would be the "Crafting room" with interactable "Tables" from the "Mapworks" and a cauldron from the Act 3 Enemy Camps along with some lab machine and scroll table props from the Ezrohir dungeons.
Last edited by steffire3; Mar 10, 2017 @ 2:38am
doudley Mar 10, 2017 @ 3:00am 
Feels like a sanctum of wonders :D

My impression was just a small bungalow interior. That can litter with trophies (custom figurine prop) with every boss/quest that you have defeated/accomplished. My mere thought is just something like this http://monsterhunter.wikia.com/wiki/File:MH3-house.jpg
steffire3 Mar 10, 2017 @ 3:39am 
Originally posted by doudley:
Feels like a sanctum of wonders :D

My impression was just a small bungalow interior. That can litter with trophies (custom figurine prop) with every boss/quest that you have defeated/accomplished. My mere thought is just something like this http://monsterhunter.wikia.com/wiki/File:MH3-house.jpg

Well that could be the "Trophy room"... XD

Anyway if that's the easier path then let's take it... although having crafting and enchanting tables would be nice... ^_^ it would make me feel like I'm in my personal garage fine tuning some dear machine of mine... ;)
Last edited by steffire3; Mar 10, 2017 @ 3:40am
doudley Mar 10, 2017 @ 5:06am 
We still need someone to build the house/dungeon for us before we can dream of decorating it. :P

Crafting furniture and stuff would be easy for those who has experience with importing 3D models into TL2.
potterman28wxcv Mar 10, 2017 @ 5:33am 
Originally posted by doudley:
We still need someone to build the house/dungeon for us before we can dream of decorating it. :P

Crafting furniture and stuff would be easy for those who has experience with importing 3D models into TL2.
Yes but how do you make them persist in the save file ?
*Yuki* Mar 10, 2017 @ 5:47am 
Originally posted by potterman28wxcv:
Yes but how do you make them persist in the save file ?
1. Make it as quest and let portal appear on completion, but, iirc, its one way trip, coz, from what I know, quests in tl2 dont refresh on mod disable.
2. Make it item (maybe map for mapworks).
3. Just put portal inside house. So - it will be activated on 1st teleport, and you will be able to get back any time soon, by simply choosing it inside portal menu (like you do with mapworks, which persists in list ever after switching between NGs)

Actually, you can merge 2 and 3. Make a room or something like that, where will be house trader npc and map selector from mapworks (without its npc. just selector). House trader will sell map scrolls, which will teleport you to different tiered houses. After buying and using one, you will teleport to house with portal inside, which will constantly activate and add your new house inside warp list. Ta-dam!

-----------
Actually, I see no reasons in housing mods, right now, except for roleplay. There are lot of mods, which make best socketers and other enhanters avalaible in mapworks (so - making quit place for all usefull npcs is pointless). Game saves automatically, without requirment to interact with special items (like beds or INN npc in old jrpgs). There is only one local and one shared stash per character, which is hardcoded (so - making storage room is impossible).
Basically, if you beat game once - you already unlock everything.
And, iirc, its not possible to add in-house pets or something like that (like family in skyrim), without binding it to character's save permanently (e.g tru quests)
Last edited by *Yuki*; Mar 10, 2017 @ 5:56am
potterman28wxcv Mar 10, 2017 @ 6:11am 
Originally posted by *Yuki*:
Originally posted by potterman28wxcv:
Yes but how do you make them persist in the save file ?
1. Make it as quest and let portal appear on completion, but, iirc, its one way trip, coz, from what I know, quests in tl2 dont refresh on mod disable.
2. Make it item (maybe map for mapworks).
3. Just put portal inside house. So - it will be activated on 1st teleport, and you will be able to get back any time soon, by simply choosing it inside portal menu (like you do with mapworks, which persists in list ever after switching between NGs)

Actually, you can merge 2 and 3. Make a room or something like that, where will be house trader npc and map selector from mapworks (without its npc. just selector). House trader will sell map scrolls, which will teleport you to different tiered houses. After buying and using one, you will teleport to house with portal inside, which will constantly activate and add your new house inside warp list. Ta-dam!
I meant more how to customize the house. Right now it looks like it would be a house that the modder would have done by himself, but the player would not be able to change the decoration of his house, or other stuff like that.

Maybe you could have different sets of houses but that would be it. To me it would limit greatly the usefulness of such a mod, because you wouldn't feel like the house is "your own", more like it's yet-another-secret-area-with-stashes
*Yuki* Mar 10, 2017 @ 8:41am 
well... there are no ways to put custom things while being in-game - thats tl's limitation
doudley Mar 10, 2017 @ 8:51am 
This is getting some attraction, now I'm officially subscribed to this.

Originally posted by potterman28wxcv:
Yes but how do you make them persist in the save file ?

If you think like a dev, it is possible. Decorations can be bought or unlocked depends on the condition it requires. Imagine a menu with a list of decorations, some are greyed out if not yet unlocked but to those are chosen or checked. A variable (stat) will be set to true. Then imagine another menu with selection of places this decoration can be put. Each location is another variable that can be saved with the player's character. So every time the player gets in his house, the decoration will automatically placed to the chosen site.

Inside the code, each location have an existing prop (deco item) but are hidden unless it was chosen to be visible. This will apply for each furniture. In-game, you will only see your unlocked furniture at your desired location.
*Yuki* Mar 10, 2017 @ 9:00am 
Originally posted by doudley:
If you think like a dev, it is possible. Decorations can be bought or unlocked depends on the condition it requires. Imagine a menu with a list of decorations, some are greyed out if not yet unlocked but to those are chosen or checked. A variable (stat) will be set to true. Then imagine another menu with selection of places this decoration can be put. Each location is another variable that can be saved with the player's character. So every time the player gets in his house, the decoration will automatically placed to the chosen site.

Inside the code, each location have an existing prop (deco item) but are hidden unless it was chosen to be visible. This will apply for each furniture. In-game, you will only see your unlocked furniture at your desired location.
Talking simplier - you will have one piece of each invisible furniture in each corner? Or its possible to move things in-game?
About interface - will it be something square-based? (e.g simplified scheme of house, crossed by small squares on zones. Each zone may have one piece of furniture. If zone is already used, it becomes unavalaible to put stuff here (shows small stuff's icon on such square and/or changes it's color to red). Also there may be additional button to move already exist stuff)
*Yuki* Mar 10, 2017 @ 9:08am 
recently got one idea, which is portially related to housing system, so - will post it here.
Abandoned Mansion.

Basically - separate map, you needs to teleport to. Map itself is big mansion, with garden and such, split to zones (actually, garden and each level of mansion may be different maps with teleports between). Each zone is closed from another, until you will do certain things (kill boss, hidden somewere, or do puzzle (dont like them, but they already exists in game anyway. Always though, that adding such feature just for one map is a waste), or something like that). More zones you unlock = more parts of house belong to you.
TLDR: just get your castlevania's map and transit it to arpg.

But still: same problem, as with housing - I cant imagine anything, house may be usefull for, in torchlight, except for, again, unique traders or mapworks reskin :/ Said mansion may give you loot, in addition for NPCs, for each zone unlocked, but thats all
Last edited by *Yuki*; Mar 10, 2017 @ 9:10am
potterman28wxcv Mar 10, 2017 @ 9:12am 
Originally posted by doudley:
Originally posted by potterman28wxcv:
Yes but how do you make them persist in the save file ?

If you think like a dev, it is possible. Decorations can be bought or unlocked depends on the condition it requires. Imagine a menu with a list of decorations, some are greyed out if not yet unlocked but to those are chosen or checked. A variable (stat) will be set to true. Then imagine another menu with selection of places this decoration can be put. Each location is another variable that can be saved with the player's character. So every time the player gets in his house, the decoration will automatically placed to the chosen site.

Inside the code, each location have an existing prop (deco item) but are hidden unless it was chosen to be visible. This will apply for each furniture. In-game, you will only see your unlocked furniture at your desired location.
Yes. I also thought you could have summonable items, you could even change their properties (visibility for ex). But then whenever your house gets rerolled (which happens every once in a while - that's how you can farm Boris if you remember where you met him, and go back a couple of map loading after), you would lose all kind of modifications you have done.

The TL2 save file only saves the state of your character, your stashes, the state of the last dungeons you have explored (so that you don't find that all the monsters have respawned while you were in town), and the layouts chosen by the game (aka the map).

Unless you come often in your house. Then I believe it wouldn't get rerolled. For example if your starting location is always your house, then you have a good chance that it will never get rerolled (unless you play 4 hours straight without visiting it or something).

@Yuki's new idea: same problem here. Every once in a while the state of your current dungeon would be reset, and you would have to claim back your rooms.
Last edited by potterman28wxcv; Mar 10, 2017 @ 9:13am
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Date Posted: Mar 9, 2017 @ 10:35am
Posts: 33