Torchlight II

Torchlight II

Human Enemies (v.113)
50 Comments
Demarki May 14, 2020 @ 2:59am 
@Jordan The human enemies keep dropping Chaos Embers WAY TOO OFTEN. I end up having 100s of Chaos Gems in my bank. Can you fix this please?
Digan Jan 11, 2020 @ 3:34pm 
Is this mod abandoned? i wonder if there is a new version that maybe some1 made?
9HitCode Jan 22, 2017 @ 8:08pm 
Hi, I have a made a mod pack called "Void Pack"
I would like to inform you that I am using your mod in the mod pack and simply want to show you that I do not take any credits of your incredible work
I have also linked your mod in my mod pack to prevent any misunderstanding

Void Pack - Part A

If you would like me to remove your mod please contact me and I'll remove it as soon as possible!

Thank you for making Torchlight II a better gaming experience!
moeros Sep 22, 2014 @ 11:32am 
Another bug: "summon nether imp 1" instead of "I". And characters drains their mana after which they begin to cast the same skill. (bug reports thread updated)
jordan0422  [author] Feb 18, 2014 @ 7:18pm 
Yes. They can appear in all acts.
Heisenberg's Hillbilly Feb 16, 2014 @ 12:06pm 
A question that may make me sound ridiculously stupid. Are they in act 2 and 3?
GameQB11 Feb 2, 2014 @ 10:58pm 
It would be awesome if you could somehow turn "shield break" into a "shield drop".

It sounds like it would take far too much effort and bug testing to work that out though.
jordan0422  [author] Feb 2, 2014 @ 10:29pm 
Shield break is a feature!

Anyways, I'll look into balancing their stats a bit more.
gytfunke Feb 2, 2014 @ 10:07pm 
This is definitely a fun addition to Hardcore Elite.
GameQB11 Feb 1, 2014 @ 9:39am 
i went ahead and deleted the Berserker champion files. I deleted the engineer champions too just in case, i know those could possible be invincible. The Embermage champion was great, very tough- but a good fight. The Berserker isnt too bad either, but his health regen is just too insane.

I would love if you could tweak those champions a bit. Not to make them weaker, but tweak their game breaking abilities like shield break and HP regen.
GameQB11 Feb 1, 2014 @ 9:29am 
i really like this mod, but some champions may need a bit of tweaking. Mainly because they can break shields! I lost 2 really good shields to champion heroes with shield-break abilities.

Also, i encountered a champion Berserker that is nigh invincible with his health regen abilities. He may be beatable with a super high DPS build, but for me right now i'm stuck.
GameQB11 Jan 24, 2014 @ 8:41am 
thanks for the help. Youre awesome. Hopefully this info can help others who feel like tweaking it too.
jordan0422  [author] Jan 24, 2014 @ 7:55am 
Chance of no "human enemies" encounters = (UNITTYPE:NONE weight) / (combined weight of all the UNITTYPEs)
Example: HUMAN_ENEMIES_ACT01_A.dat
Chance of no "human enemies" encounters = (1037) / (1220) = 85%

Mucking around with the formula, you can modify the % chance of spawn.

For HUMAN_ENEMIES_ACT01_A.dat, there is a 15% chance of spawning. Half of that would be 7.5%.
So 0.075 = 183/x ... or 2440.
2440 - 183 = 2257 (weight of UNITTYPE:NONE, or no spawn) = 92.5%
2440 - 2257 = 183 (weight of spawn) = 7.5%
GameQB11 Jan 23, 2014 @ 11:11pm 
so <INTEGER>WEIGHT:1037. If i increase that to 1500 i lower the spawn rate? How much is too much? i want to cut encounters down to half.
GameQB11 Jan 22, 2014 @ 8:44pm 
thanks. great mod! Feels like a bunch of mercernaries out to get me. Definitely an essential for me now.
jordan0422  [author] Jan 22, 2014 @ 2:35pm 
Yes. Extract the mod with GUTS. Look for the files "HUMAN_ENEMIES_ACT01_A.dat....HUMAN_ENEMIES_CHAMPIONS.dat". There should be 9 files.
Open up those files with a text editor (WordPad recommended). Look for <STRING>UNITTYPE:NONE...Underneath it is <INTEGER>WEIGHT. Increase the weight and the spawn chance will decrease.
GameQB11 Jan 22, 2014 @ 9:16am 
Is there a way i can lower it in GUTs?
GameQB11 Jan 20, 2014 @ 2:04pm 
i like the lower spawn rate. It makes encounters feel more special
roark5t6 Jan 1, 2014 @ 7:12pm 
I really love this one. The human enemies are way more dangerous than even Elite types in Synergies. Was on map today and the game bossed a human, wooped my tail clean into next thursday. My potions couldn't outspec his damage. I was ashamed lol
jordan0422  [author] Dec 27, 2013 @ 8:58pm 
@Chewtoy Definitely, thank you for making the video :)
Chewtoy Dec 27, 2013 @ 5:16pm 
Made a video about your MOD, if you would like to add it here, feel free XD http://www.youtube.com/watch?v=2pzzvnUesfI
jordan0422  [author] Dec 17, 2013 @ 2:20pm 
There is a 15% spawn chance on Frosted Hills. If you didn't see any humanoid enemies there, consider yourself lucky/unlucky :).
Lucratius Dec 17, 2013 @ 2:01pm 
just curioous, no spawns on frozen hills(?)
bug or intended?
Sol Dec 14, 2013 @ 3:25am 
Oh neat, so I will have awesome variety from Adventure Pack, Blanks Landmarks, Big and Chunky, Far East and now, this.

jordan0422  [author] Dec 13, 2013 @ 6:48pm 
Adds new enemies to existing spawn classes. Mods that add new zones using default monster spawn classes will have these new enemies. Mods that add new zones using their own monster spawn classes will not have these new enemies.
Sol Dec 13, 2013 @ 8:05am 
Does this add new enemies or replace existing ones? How does this interact with mods that add new zone stamps?
illuminated Android Dec 11, 2013 @ 3:58pm 
ok thanks alot,im working on that now. thank you again for all your help. im really stoaked over your mod,funny thing is i was playing tl 2 with my girlfriend like two weeks ago and complaing about how there neede to be more humans to fight and boom! lo and behold you put this mod out,so thanks alot for making this awesome game and community behind it that much more awesom.
jordan0422  [author] Dec 11, 2013 @ 3:48pm 
Yeah. Pick another mod to merge instead of the petskin one. Otherwise you would have to start a new character.
illuminated Android Dec 11, 2013 @ 3:37pm 
so it created the mod,i marked it in my mods list and went to start my game up on a character that i have been playing on,it wont let me play on him because the pet skin mod is missing (i unchecked itt to make room for the one i made) is that because it bound to my saves now? should i just try to merge your mod with another that isint bound? thanks again for all your help.
illuminated Android Dec 11, 2013 @ 2:26pm 
thank you a bunch,i'm going to give this a try folling your directions,thanks for helping a total noob and i love your mod. keep up the good work!
jordan0422  [author] Dec 11, 2013 @ 2:06pm 
Look inside the Human_Monsters mod. There should be a folder called MEDIA. Copy that folder and paste it inside your "Petskin_HE_Merge" folder (or whatever you name it). Copy the MEDIA folder from your petskin mod and paste it in your "Petskin_HE_Merge" folder (or whatever you name it). Click yes to override (don't worry, there should be no conflict between the two).

Now open up GUTS. Then select "Petskin_HE_Merge" (or whatever you name it). After GUTS finished loading, go to VIEW. Click on "Mods" twice. Now you should see the mod on the right hand side of GUTS panel. Click on "Mod", and select "Package and Publish (opens a new form)". Pick a name for your mod. Untick "Publish to Steam". CLick on Build. After it finished building, you're done.

Now open up your TL2 Modlauncher. You should see the mod there.
jordan0422  [author] Dec 11, 2013 @ 2:06pm 
How are the files kinda corrupted?

When you unpack a mod/PAK file, remember to check the option "Auto-fill target directory based on filename".

If you successfully unpack the mod, there should be a folder called "Human_Monsters" in your installation directory (commonly C:\Program Files (x86)\Steam\SteamApps\common\Torchlight II\mods").

Now close GUTS after you successfully unpack both mods (or however many mods you've unpacked).

Create a folder for your merged mods called "Petskin_HE_Merge" or something inside the mods folder of your Torchlight 2 installation (commonly C:\Program Files (x86)\Steam\SteamApps\common\Torchlight II\mods).
illuminated Android Dec 11, 2013 @ 1:25pm 
i tried using that guide it helped me kinda understand how to merge them but my files came out corrupted im not sure if it was the mod i was trying to merge it with or not(it was more pet skins) i've been at this for a couple of hours now and still have not gotten it to work any ideas?
illuminated Android Dec 11, 2013 @ 1:00pm 
i really love this mod but using it surpasses my ten md limit. i tied figuring iut how to merge it with another mod i have been using,but no luck with that,i really dont know much about using g.u.t.s.. can sombody help me figure out how to do that?
jordan0422  [author] Dec 10, 2013 @ 7:18pm 
Got some feedback that 20% spawn chance is a bit high, and it seems 15% is a bit low? Might have to settle at 17.5% then, lol. I'm working on adding some interesting items/abilities and for the four main classes (usable for any class, but more tailored for the 4 classes). The human enemies will drop more interesting (not overpowered) stuff than just the generic loot.
vt100 Dec 10, 2013 @ 2:17pm 
Really well done and great fun to boot! & no bugs as far as i can tell & i also agree with PHΔΠJΔM. We need more mobs of them then it might not me as easy as i find it to be at the moment! LOL!
TOG | Phanjam Dec 10, 2013 @ 7:09am 
Encountered a few already - nice and tough!
I actually feel they don't appear often enough :P or maybe that's just because they appear one at a time.
How about making some "human enemy mobs" like the blackfist baddies. Not necessarily with strong skills, just more of 'em!
Really like what you've made Jordan! Am having lots of fun with this :D
jordan0422  [author] Dec 8, 2013 @ 7:57am 
@Peter: The mod is still being balanced in difficulty and spawn rate. I might lower the spawn rate a bit more in the next version. More enemy types might be be added down the line, but priority right now is balance and bug fixing.
@PHΔΠJΔM : and thank you for making the soundpack :)
TOG | Phanjam Dec 8, 2013 @ 7:00am 
subcribed! such an excellent idea! thanks for making this jordan! can't wait for more content :D
Shrub Dec 7, 2013 @ 9:40pm 
That's good to hear!
Well, first of all I think they appear way too often. Especially in wierd out of place locations.
You could also add a few more enemy types, such as Undead and Corpsefire\Haunted adventurers. Adventurers would be more common than the normal corrupted ones, but would basicly drop potions and some times ember.
Well, good luck, I hope this mod grows fond in the community! :embermage:
jordan0422  [author] Dec 7, 2013 @ 9:25pm 
I have several ideas I'm mulling over to expand the mod. Suggestions are always welcomed.
Shrub Dec 7, 2013 @ 8:52pm 
I must say, this is a very impressive mod! I had a similar idea quite some time ago, although at the time I lacked the patience and time to do such a mod, very nicely done ;)
Are you gonna add more content to the mod? Do you accept suggestions? :embermage:
Reload Dec 7, 2013 @ 9:59am 
This is a must try. I'm subscribing, will try after I'm bored of main content :)
jordan0422  [author] Dec 6, 2013 @ 9:25pm 
I'll continue improving the mod as best as I can. Open to suggestions. Dungeon making might be down the line, but not right now.
Ribbit Ribbit Dec 6, 2013 @ 9:19pm 
you also played that!! i got through many crashes, too.
well, you are going to patch this mod continuously, right?
i want you to a challenging dungeon with a number of human enemies, including a big size boss. :)
jordan0422  [author] Dec 6, 2013 @ 7:59pm 
@FrogFrog I enjoyed the Fallen Hero mod by Dragon Prince also. Unfortunately, it crashed too often for me.
Ribbit Ribbit Dec 6, 2013 @ 2:57am 
i have ever played the similar mod made by a chinese. the mod was very impressive as well as hard. i wonder what this human enemies mod is like. i hope this is also interesting. :)
jordan0422  [author] Dec 3, 2013 @ 7:52pm 
More is good. I will try to add more enemies using interesting skills.
MaZa Dec 3, 2013 @ 7:06am 
Nice mod,more human enemies is a good idea. :)