Torchlight II

Torchlight II

General Passives DSP
35 Comments
Torchlight2 Plus May 27, 2024 @ 2:47am 
@nightfright2k That's total true I also had to fix this in a modification of this mod. Adding the missing lines is not that hard but it does cost some time and focus not messing up the code. (I copied the lvl 16 and than paste is until 25 levels. After that gave it the right pointers back.

Thanks for sharing this information.
nightfright2k Sep 5, 2023 @ 10:34pm 
For everybody who has issues integrating this mod into their own:
As soon as you extract the mod files with GUTS, the skill tree files will get corrupted. This is a known issue with the editor. Starting at level 17, end tags in the file will get screwed up. Example:

[LEVEL17]
...
[/2403579452]

That bracket in the end is supposed to be [/level17], but GUTS messes it up. This also happens for LEVEL18, LEVEL19 etc. If you reintegrate the mod files without fixing this, any skills from level 17 onwards wouldn't work.

Therefore, what you would have to do is to edit all files in MEDIA\SKILLS\GENERAL\PASSIVES and fix those tags manually. Afterwards, a recompilation with GUTS should produce a functional mod.
Turton Dec 1, 2022 @ 8:21am 
hi i just tested the mod in guts and the skills say its goes to t5 but i maxed out the skills and they only go to t3? is this going ti be fixed or?
aronor Apr 13, 2018 @ 2:01pm 
this mod "required" for outlander class only. Why? maybe defect?
steffire3 May 2, 2017 @ 2:04am 
https://steamcommunity.com/workshop/discussions/18446744073709551615/133258593381658252/?appid=200710

@ (author): Hello!

Do we have your permission to use and edit your mod for our project involving a balanced overhaul of the original classes while crediting all the original authors whose mods are involved including yours?

We will comply with your response and will not use your mod if you do not wish it.

Thanks for all your hard work! We appreciate it! ^_^
Gulp DragonDawn Mar 7, 2017 @ 9:10am 
compatable with diablo III UI?
roark5t6 Oct 26, 2016 @ 9:38pm 
I had problems merging the one from workshop too, the google drive mirror worked like a charm. Thank you Quelex.
Quelex  [author] Jul 1, 2016 @ 3:33am 
Janis Paegle Jul 1, 2016 @ 1:40am 
well it still shows 16 ranks only, even if i use file from runic games
Janis Paegle Jun 29, 2016 @ 11:43pm 
ok ty , will try that, that was awesome adie to add one skill page i hope to expand it :D
Quelex  [author] Jun 29, 2016 @ 4:28am 
@SMFC [LoL EuW] If you scroll down in the description you'll find the original files on Runic Games Fansite and the google drive mirror on that page. A lot of people seem to have the issue you're describing but if you get the files from there you shouldn't have any issues editting them.
Janis Paegle Jun 28, 2016 @ 9:56pm 
Can you help me out plz, i rly like this mod and wanted to modify it, but every time i repack or merge or anything i end up with max rank 16 of your passives instead of 25.. what im doing wrong?
Mitrell Apr 9, 2016 @ 6:04am 
only working on engineer for me the other characters have the tree but not working
Quelex  [author] Aug 8, 2015 @ 7:44am 
@The Dark One: You'd be best off downloading the original files I have hosted in the description of the 2 point version (You'd have to change the graph for skill point per level back to 1 though). A lot of people try to mod it after getting it off the workshop and run into this bug.
Honorable Intent Aug 7, 2015 @ 4:15pm 
I figured most of it out, but looking at the skills, they seem to end at 16 levels. This appears to be a coded cap; I'm looking at the skills, and they end at [/level16][/level]. What's the fix for that?
Honorable Intent Aug 3, 2015 @ 10:57pm 
Hey, I realize that this mod isn't really supported anymore, but I'm trying to affix it to a class but it isn't recognizing the twelve passives. I think I need more help with the step two, because the rest went fine.

As an aside, also, how do I update the imageset files?
MioFolf Apr 15, 2015 @ 1:04am 
dont know if this is even active anymore. but yeah compatability with SynergiesMOD would be lovely
Arxie Jan 24, 2015 @ 7:37pm 
Some support for the SynergiesMOD would be amazing!
Premier Kissoff Aug 2, 2014 @ 12:02pm 
Amazing mod thanks!
OpenBook May 6, 2014 @ 2:44pm 
I actually foudn that link this morning and got this working using those files you are talking about. It's awesome that you have those up like that, thank you. And thanks for the tier explanations. I was still banging my head against the wall trying to figure that one out haha. I think I know what you're saying and if I don't I will by tonight after trying to make it happen. Much thanks Quelex both for the help and the great mod.
Quelex  [author] May 6, 2014 @ 2:16pm 
How did I get two new tiers in the game? I didn't really. As I mentioned before you can make any level do different things. The way that people know they are a tier is due to the Tier Unlock Text. Since there's only 3 Tier Texts, I had to use Requirement Text (Player must use a 2 handed weapon to use this skill sort of thing) to do this. You can change the skills Requirement text at any level by putting in <TRANSLATE>REQUIREMENT_DESCRIPTION: . You'll notice that each of the skills have requirement text with the coding for the different colors. I changed the colors of the requirement text at level 20 and 25 so that they become "unlocked".

The problem with my method is that when you hover over the skill in the skillbar/HUD you'll see Tier 4 and Tier 5 text at the bottom of the skill description. I'd recommend just putting all the extra tier text into Tier 3 Unlocks field and then using Translate on it at level 20 and 25 so that it doesn't do that (Assuming it works). Hope that helps.
Quelex  [author] May 6, 2014 @ 2:11pm 
@Xterranite: There is a link in the description of the regular 2 skill point per level versionthat brings you to a google drive zip file containing all the original files.

Just in case you didn't know, each level of a skill references affixes to determine what the skill does when you have it at that level. Because of that, you can make a passive skill give you any number of different boosts (Like Level 1 giving you 10 more life, and level 2 giving you 0 life but 50 strength).

Most of my skills reference an affix that is their own name. Then after the skill gains a new effect to it, it ends the name with T2, T3, or T4. The reason why skill levels use the same affix but get stronger is due to the GraphOverride. When used, the affix uses the graph put in the graphoverride field to make the amount of whichever stat you get be based on the skill's level.

...continued.
OpenBook May 4, 2014 @ 10:10pm 
I love this mod to death and beyond but it is plague to my brain right now. I have tried everything I can think of and it just will NOT let me unpack this thing without losing those 2nd two tiers and all 9 levels past 16 of each spell+ it mixes up the affix references through all of the scripts. I tried manually pushing guts to accept re-written versions of the remaining 9 levels and that worked in game however the last two tiers don't actually light up on tooltips to reflect their activation. (they are activating.) I REALLY want to know how you got those additional tiers into the game and how you got guts to accept them. It is the only way I am ever going to be able to seamlessly merge this mod with the other mods I was hoping to make into a private collection. I am no great modder by any means so feel free to dumb it down like im an idiot. Thanks in advance.
Quelex  [author] Apr 17, 2014 @ 2:39pm 
No problem. Happy modding!
ultimaflare0 Apr 17, 2014 @ 2:39pm 
Ah, I think I see what is going on with the affixs, please ignore it, I wasn't looking at all of the data provided, thank you for the responce though
ultimaflare0 Apr 17, 2014 @ 2:34pm 
I might, even if Steam says they are all up to date. Right now I'm just messing around with all of the skills in my personal merger mod, and I only had skill levels 1-16, even if the max skill rank was set to 25 (which it was).

As for the graph thing, it might just be me not really knowing how the Affixs work at a deep enough level, so i will take your word that it works. I was just saying that it references the strenght bonus t3 graph and how it might cause an unexpected jump in stat values, not that it would give critical damage randomly, if that makes sense
Quelex  [author] Apr 17, 2014 @ 1:31pm 
Thanks Ultima. I have found that skills can continue to level up after 16 and max out at 25 just fine for me. I'm really unsure of why it wouldn't be working for some other players. The only thing I can think of is the line: <Integer>MaxLevel: (which is used for existing class passives
which was the base for the skills) differing from Active skills which use <Integer>Max_Invest_Level: . I'm not sure if that would change anything so I'll take a look around online for any info regarding that.

Dexterity Bonus adds a 10% bonus to Dodge chance at level 10 and a 10% Reduction to your Fumble Chance at level 20. From my testing today and looking at the files, those values are correct. The graph override is set to GENERAL_STRENGTH_BONUST3 .

Perhaps you have an old version and your character is binded to the old skills? I don't think I ever had Critical Hit Chance or Damage linked to that skill as a tier bonus though.
ultimaflare0 Apr 17, 2014 @ 12:31pm 
I found that the passive skills added are stoping after 16 levels, and not getting to t4/5, so I decided to go poking around in guts with it. I eventually added the levels up to 25, seeing as that is what seems to be the intention based on the way the tiering is run.

Another thing I noticed is that the Dex passive uses the Str T2 graph for the Crit and Fumble chance tier bonuses, which would have boosted them up to 25% at level 20, when it only says that they should be 10% based on the tool tip, so I added another graph for those bonuses specifically

Those are the only changes made because I think this is a great mod, and I thank the original auther for the time and effert put into it.

(I can publish the updated mod with full credit if requested, and the original auther does not update themselves)
Altaria Sep 27, 2013 @ 10:15pm 
is there a way to make this mod work with this mod?

http://www.runicgamesfansite.com/vbdownloads.php?do=download&downloadid=240
Quelex  [author] Aug 12, 2013 @ 5:45am 
More than likely its on your end with another mod conflicting with it. From my own in game and in editor tests it works perfectly fine.

You can try unsubscribing and redownloading this mod or moving it on the priority list. I really am not sure how it works out with other mods compatability wise so I can't help much with that.
Karrok Aug 11, 2013 @ 12:06pm 
For some reason the mod only unlocks the first 3 tiers instead of the full 5 when all points are allocated to a certain passive, is this a bug, or more likely to be a mod conflict causing it not to go to full 5 tiers?
OpenBook Aug 11, 2013 @ 11:09am 
I would very much like to see this mod overlain across the class mods that eventualy get finished, alongside a pet collection mod such as xev's or w/e. I have tried all the collection made so far and all of them break the balance way too much or include other gameplay breaking elements if not game balance breaking. This one is a breaker but it far more of a customization addative.
Guts isn't the easiest modder to pick up and use I tried it today witht his in mind. Given that the class mods all still seem to be partially done and the difficulty of even figuring out the filesystem driving guts for now I guess I sit back and wait.
Just wanted you to know I loved the mod and would love to see it put together with a few other mods that mainly add options not POWER. This one obviously adds power itself but that's exactly why I think it would make a good Base mod for a collection.
Awesome mod bro. Using it right now in both forms. Thanks a ton.
Quelex  [author] Jun 22, 2013 @ 2:02pm 
I wouldn't want to do it myself because I think 2 versions is enough since the 2 point version was the only one I was intending to do. Sorry.

Feel free to take this version, unpak it with GUTS, and edit the Skill points per fame level Graph to do the increase.
joao.cisotto Jun 22, 2013 @ 8:16am 
Is there anyway to make this give 2 skill points per fame level and 1 skill point per charater level? So its halfway between this and the 2 points per level version.
Mythgaard Jun 21, 2013 @ 10:29am 
Really liking this, simple, straightforward, nice. :thumbsup: