Torchlight II

Torchlight II

38 ratings
Noddyngineering!! (v.830)
File Size
19.840 MB
Apr 11, 2013 @ 7:12am
Aug 31, 2014 @ 1:08pm
39 Change Notes ( view )

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Noddyngineering!! (v.830)

What it does (afaik):
Adds two new pistols, Desert Eagle and Lawgiver.
Adds two rifles, Assault and Bolter.
Adds Armor inspired by Judge Dread, Ghost in the Shell and a draft 40k Sisters of Battle armor.
Adds a player ui which has slots that allow for costuming, visible and invisible armor (note the stats still count OP probably but use at your own discretion.
Adds a pet ui which allows you to costume the humanoid pets supplied.
Adds humanoid pets which have a random appearance each time, can be equipped with armor and weapons, pet limitations apply. Eg. base stat items are pointless on pets and weapon damage is wonky.
Adds a new class: Steam Punk Lawman/Tech Priestess, inspired by Judge Dread/Ghost in the Shell.
Adds a new hair style, pc model and texture to support my idea of G.I.T.S assets.
Adds ranged weapon projectile, the blaster bolt, to the new items. Fire and forget projectiles much like Diablo 3. Which allows the projectile deflection skill to have a bit more meaning.
Adds a cool tool tip bug via pets having items they shouldn't have, afaik its a limitation of the engine. Pets were never supposed to wield assault cannons!

With all mods a new game is suggested, mainly to use the new class!
Adjusting mod load order will allow the use or disuse of various ui changes.
This is a work in progress, but I find it fun so I shared.
Balanced.. probably not
Conflict.. Most changes should stand alone. The UI elements which WILL conflict with mods changing pet &player UI.

I play this with Endless Dungeon mod, for giggles and because its awesome!
There are probably other changes, but its been an odyssey to get here so enjoy.
Comments/Suggestions welcome ofc. :)


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Sam18 Jul 3, 2016 @ 2:51am 
Great mod, have some problems with the LS. Mostly random weapons getting LS blades.
Also, I would recomend splitting out the 40k content? I really like the guns and SOB armor but cant get into the JD or SW stuff. (Though i still do like all the guns)
Gazlon Apr 30, 2016 @ 7:50am 
This mod is really good. but apply mod after that i can't equiped armor almost class
PS.[Sorry I do not speak English well]
Drpox Apr 19, 2016 @ 7:17pm 
Hello, is there anyway this mod can be made to work with general passives for all?
Musical Courtney Oct 4, 2015 @ 9:38pm 
Got to say I really love this mod. It makes torchlight 2 more unique in my opinion. Only problem I have had is I got a lightsaber from a drop and it didn't have it's blade it was jsut the hilt. Then I was using the cyborg. I changed it's inventory and it turned into a human lol. Other then that I really enjoy this mod.
steffire3 Sep 30, 2015 @ 7:47pm 
Thanks for everything Panzakat- I know that there can be many obstacles to modding and I appreciate your detailed response.

Yes too many folks just don't get the hard work or potential that goes into these things and the bugs that limit so many good ideas.

Regardless I will continue to enjoy your mod and I am grateful that you created it. :D
Panzakat  [author] Sep 30, 2015 @ 11:50am 
About a month or two back, I tried splitting out the addtional characters into their own mod, in part to start breaking into sections, thought hey np here, I cut out the ui for people before. But noo.. thou has been gone far too long avatar... and don't remember how its supposed to work. When I dropped the first gun models in to TLII and played around with the skills, I thought it would work quite well as a concept, arpg's need more of this, but no one seems to be interested!
Panzakat  [author] Sep 30, 2015 @ 11:49am 
Wonky lightsabres, never heard back from devs over why you could attach a particle stream to a weapon light the sabre blade, but it would move / orbit the weapon model when you moved, but if you changed the weapon effects, which seemed to be another particle attachment, it would work perfectly. The side effect as seen some monsters with fire damage mods get a lightsabre blade out the top of the weapon.
Panzakat  [author] Sep 30, 2015 @ 11:49am 
When I originally dropped it onto steam, it was because no one had really toyed with the ideas. So it was more of hey, take a look at this, this is how you can do this effect, or make this pet with gear.
Panzakat  [author] Sep 30, 2015 @ 11:49am 
Note on drop chances. There are two fields that appear to govern what range an item can drop and when. The stats are multiplied by the items actual level so while I made the base stats sane enough, by level 100 the multiplier was producing God like versions. Basically you spec a min stat value, I assume for lowest level of item and a max, the engine then gives a stat based on some magic formulae.. again so well documented. I see the point tho, had a min value of 250 and a max of 1000, because, at level one a min of 1 did not = a stat game of 1. 250 was providng a small bonus at low level that was in keeping but it soon went out of whack higher up.
Panzakat  [author] Sep 30, 2015 @ 11:49am 
Each level range of items, draws upon a base item with a base skill modifier value, which was the simplest way to mod multiple items. It works on a concept if you don't specify a value for the higher item, use the base item value instead. A method of not having to duplicate the same information 100x, but you do get a certain degree of uncertainty this way.