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It was also originally just made for myself and some friends that used to play MP together (and I had created us a very large merged modpack changing difficulty again to boot). I just figured after doing the legwork at the time, I may as well make it publicly available.
Work on this was started essentially a decade ago. I have long since lost access to the original mod files, but you are more than welcome to unpack it in the GUTS tool and have a play with values if you like. I am all for open modding.
Now with aaaaaaaaaaaall of this said it's certainly nice not to be using all my money to buy mana potions or slowly whittling mobs who have shields. But even the ultimate skill we get at 16 with the hyped tooltips is inferior to spamming the level 1 skill. Perhaps once it is maxed, but for now there is no point in taking any other attack skill.
But, the Dark Noxmer is a study of obscene power. The first skill is even mentioned as having been nerfed, but in return it had life steal added. So it has is has obscene damage, it leeches mana, it leeches HP, and by/before level 15 the skill is maxed with both these things being applied multiple times via each bolt.
Mobs with shields get them destroyed in one hit, all the bosses so far die under five seconds and are being face tanked since the HP is more than enough to keep things going (I may have used two potions total so far).
All it takes is wait until level 8 or so for the skill to have mana leech (and multiple bolts).
You are welcome to make a fork though and adjust it as needed. Once you work out the TL2 Guts tool for unpacking/repacking, the things you are interested in would be in files you can easily work on with Notepad++ or similar (or the built in editing tools).
But yes, I think in general my skills were a little overtuned.
Also, it looks like Tier 2 of Nox Missile will be reached before I get to lvl20 :D - this is a little op.
Basically the killing speed is OP compared to Embermage.
Your best bet would be to level another class and see if the same bugs appear. Something does sound amiss there.
If you unpack my mod with GUTS though, you will have access to everything. The Darklite skills should be easy enough to then find and adjust. To be honest, I had intended to allow steal effects (ie, life gain on items and so on) so I am sorry if there is no leech available.
At least the speed bonuses of the Outlander charge feel right for the Darklite I guess ;)
You may find the information in this link [torchmodders.com] to be useful. This shows you how to package and publish a mod (just make sure it is not set to publish to steam) - Of course the mod you are working on needs to be the active one in GUTS.
The newly packaged mod needs to go into C:\Users\yourusername\Documents\My Games\Runic Games\Torchlight 2\mods.
Make sure to back things up, including the "modsave" folder.
6. If that did not work, restore your backups.
7. Export the mod with that slightly different file name again, in your load order re-activate mine and then try placing your fixed mod below mine. If you are lucky it should act as an override - Just test changes. If this works, distribute to a friend and tell them the order.
1. Make the changes to a few skills, export to a mod with a new name.
2. Disable my mod in your mod order and throw your new build in (this will not delete your old character, but may render it unusable until the old one is activated).
3. Test on a new character, use the levelup command if need be - Just to see if leech effects are working.
4. Assuming that works, export your mod again and give it the same name as my one (this is the part that may not work, so ensure you did back up)....
Cont...
As to online, yes - Your friend will require the changes. The way the game works is that essentially the build numbers/Mod ID would need to be the same. Once you export the mod with the changes you would want to send him a copy of the file to use. My only concern tbh would be you being able to continue your current playthrough. Will continue in next post.
Pastebin Example [pastebin.com]. Look under Event Trigger - You only want to copy that Bool No Steal bit - one line only, and add it to each Event Trigger for each level. Do not try to copy the "DNox_Missile_Life_Stolen" Effect section as that will break skills.
At this stage, I no longer have the original files due to Hard Drive failure (was able to pull some out but not all, so rebuilding could be sketchy). I will try to poke around at some point and see at least if I have a copy of the skill files somewhere. In the mean time, you are certainly welcome to open the file in the GUTS editor and check the tags. I used logical naming conventions so those skills should be all named Darklite_ xxx .
Also, if you and Viz need to make any edits to the classes feel free - Though they should be pretty stable and mature by this stage.
And to anyone hitting this page and reading the comments. If you are interested in my classes, you may as well subscribe to Variant instead. That way you will be getting mine and a whole load of other classes for one mod slot. Definitely worth it!
On behalf of my fellow modder, Viz [torchmodders.com]
I asked kindly for your attention and to inform you that your brilliant mod have been included in a class mod compilation entitled Variant .
If you have objection or any opinion on the matter, we will take it with great respect and we will abide to your wishes.
Thank you and best regards!
If you mean the screenshots before that (Noxmer collection) I unfortunately do not have that anymore. But it would have been yet another Diablo 2 UI, and I see there is a screenshot that seems to have LurkerHUD? If that is what it was called.
Unfortunately due to a hard drive failure, I am missing most of that Torchlight stuff, but later on I might go through some of the files I salvaged and see if there is anything in there.
I thank you very much for participating in this important discussion and I value both your views and your character pack!
I am most grateful for your reply here as well and I'm more than happy to continue giving your mod the attention that it deserves for the work you have given to it in which we all benefit.
-^_^-
PS: I am flattered to hear that even after all this time, my mod was enjoyed enough that it could still cross someone's mind from time-to-time!
Is a Torchlight Character defined by Class or Skills?
This has to do with the way any and every mod class is built.
http://steamcommunity.com/app/200710/discussions/0/133255603285071449/
Thank you for your time. ^_^
By the way: I have always liked your mod since I first played it 2 years ago... even now I still think about it... Thanks for making this class.
Was that the "Dark Hunt" class? I never did finish that one. Nothing bad will happen if you create a character with it beyond you wasting your time. The skill tree for that class is simply incomplete.
The other classes are fine though. Out of my classes I recommend "Dark Noxmer" the most, and I honestly suggest playing it either on Elite or with Synergies (even both). The damage capabilities of my classes are a little bit overtuned for vanilla/lower difficulties.
Hope you enjoy!
https://www.dropbox.com/s/hfg3tltjom8o49g/Evil%20UI%20and%20Pet%20Pack%20v2.0.rar?dl=0
An updated version of that second UI merge I linked before.
Contains:
-Evil UI Grittier Edition + Diablo 2 Orbs (v.8)
-Diablo 2 Font
-Minimalistic Loot Borders
-Bigbag Mod (v.8)
-Xev's Compatibility Files
-Xev's Pets (v.83)
All probably outdated to be fair, if you use it then stick it at the end of your load order.
https://www.dropbox.com/s/u0vgk747yrf1ic2/diablo_ui.mod?dl=0
Otherwise this appears to be a private merge of a few UI mods I did a while back, and I would hazard a guess that this is the one from the screenshots as it contains a stash mod by the looks of it. I do not know how compatibility would be these days:
https://www.dropbox.com/s/sehzdy5poo8mdl6/EVIL_DIABLO_UI.MOD?dl=0
"Diablo TL2 UI - ANDY"
That rings a bell alright!
I want to be sure that I wasn't specifically asking you to do a tuning pass or anything like that. I just wanted to let anyone else who, like me, is rediscovering this gem of a game and is also looking at something to mix it up a bit... I want to make sure they know what they're getting into with this class. Is it overpowered? Yeah, but it's still a lot of fun, and quite polished aside from that, which is hard enough to find in the steam workshop. Cheers.
When I made this particular class, I was (and still am) well nestled in the butt-cheeks of Path of Exile. That game has scewed my view of balance a fair amount, as it is possible to easily become a ridiculous powerhouse of destruction. After playing hours upon hours of screen clearing AoE builds in PoE, when I made some of these skills it translated into what you now have.
I could nerf some of the skills. It would be simple to do.
... But I also don't believe in knee-jerk reactions and don't wish to pull someone's skill trees out from under them.
Unless I got very large amounts of feedback asking me to do a nerf-focused balance pass, I will leave it be.
Always glad to listen either way. Enjoy.
I know this is balanced for elite (as the author said), but i've struggled with Synergies content even on normal, so I figured I would try this on veteran. I am absolutely destroying everything in my wake. It feels as ridiculous as a Prismatic Bolt Embermage does in Vanilla TL2. That is to say, I have unlimited mana, and I absolutely wreck shit without making the content a snoozefest.