Weapon mod: Sword of Horror [Updated 09/10/31]

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Weapon mod: Sword of Horror [Updated 09/10/31]

Postby Neuzl » Sat Oct 31, 2009 6:39 am

My first weapon mod for Torchlight, adds the sword of horror.

Download and screenshots on this link:

http://www.torchlightinsider.com/forums ... .php?t=288

Enjoy!
Last edited by Neuzl on Sat Oct 31, 2009 2:42 pm, edited 1 time in total.
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Re: Weapon mod: Sword of Horror

Postby Coney » Sat Oct 31, 2009 7:19 am

Installed!! Looks awesome:) How did you do it? Or is that sword model already ingame??
I want more mods... And less whining... Get a grip people...
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Re: Weapon mod: Sword of Horror

Postby AttackGorilla » Sat Oct 31, 2009 7:25 am

model aready in game
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Re: Weapon mod: Sword of Horror

Postby Cowboy28 » Sat Oct 31, 2009 7:29 am

Nice Sword! ;)

Is it possible to create completely new 3D-models for Torchlight? Or is it only possible to edit the existing ones?
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Re: Weapon mod: Sword of Horror

Postby Orakk » Sat Oct 31, 2009 7:46 am

Cowboy28 wrote:Nice Sword! ;)

Is it possible to create completely new 3D-models for Torchlight? Or is it only possible to edit the existing ones?


You can create new 3D-models for Torchlight, but you need to make it first (lol) and then export to the Ogre3D format so you can put into the game. There should be a bunch of tutorials for both things here somewhere...
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Re: Weapon mod: Sword of Horror

Postby Kabraxis » Sat Oct 31, 2009 7:47 am

If it is "Sword of Horror" give it chance that mobs run in fear after hit. I love this in Diablo series and other aRPG - naming uniques to match their abilities. I have found lack of this type of items in Torchlight.
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Re: Weapon mod: Sword of Horror

Postby Orakk » Sat Oct 31, 2009 7:51 am

Kabraxis wrote:If it is "Sword of Horror" give it chance that mobs run in fear after hit. I love this in Diablo series and other aRPG - naming uniques to match their abilities. I have found lack of this type of items in Torchlight.


Same here :). And OP, how did you make this weapon? The TorchED is not out yet O.o.
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Re: Weapon mod: Sword of Horror

Postby Neuzl » Sat Oct 31, 2009 8:52 am

Did not know that there was a fear effect in this game, will add it, and later on create my own model when i have learned to use Blender.
Did use this tool

viewtopic.php?f=6&t=2903

Just drag and drop a ADM file on it and it will create a DAT file that you can edit, save a spawn ingame.
You will find weapons ect under media/units/items, if you have unpacked the Pak.zip.
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Re: Weapon mod: Sword of Horror

Postby throumbas » Sat Oct 31, 2009 9:23 am

Dont you need to also add the sword to masterresourceunits.dat to show up as loot?
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Re: Weapon mod: Sword of Horror

Postby Marsh » Sat Oct 31, 2009 9:38 am

Just a heads up for everybody making mods. When you make a NEW piece of armor or item you need to make sure you delete the line:

<STRING>UNIT_GUID:

The game will auto-generate a unique guid for the new unit. If you don't do this this original won't show up.
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Re: Weapon mod: Sword of Horror

Postby throumbas » Sat Oct 31, 2009 10:23 am

Bebop wrote:Just a heads up for everybody making mods. When you make a NEW piece of armor or item you need to make sure you delete the line:

<STRING>UNIT_GUID:

The game will auto-generate a unique guid for the new unit. If you don't do this this original won't show up.


Hi Bebop, can you answer my post above yours? What files do you need to modify to add a weapon/armor?
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Re: Weapon mod: Sword of Horror

Postby Voss » Sat Oct 31, 2009 10:56 am

How do you 'open the console'?
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Re: Weapon mod: Sword of Horror

Postby nanenj » Sat Oct 31, 2009 11:01 am

As far as I understand it, you do -NOT- need TorchED to create brand new items. Simply creating the proper files and meshes and putting them in the right locations will put them in the game. You only need TorchED if it requires editing a file that can't be represented as plain text. Like the .cmp files in several directories. I could be mistaken, but seeing as I don't have any 3d modelling skills, I can't really test it out ;P
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Re: Weapon mod: Sword of Horror

Postby heron » Sat Oct 31, 2009 11:46 am

To create a new model you need to export the model to a mesh format.
Depends on the 3d program, you will need to download the appropriate plugins.

Then simply pack it for mod distribution.
I'm not sure how the TorchED will work with importing/exporting models.
Documents will accompany the release of the editor in the coming week (s).

- Heron
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Re: Weapon mod: Sword of Horror

Postby Neuzl » Sat Oct 31, 2009 1:12 pm

I have now added a fear effect and fixed the <STRING>UNIT_GUID but i don't know what i should type in masterresourceunits.dat to show up as loot tough.
Will upload it later when torchlightinsider is up and running again.
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Re: Weapon mod: Sword of Horror [Updated 09/10/31]

Postby KevTheVanquisher » Sat Oct 31, 2009 7:56 pm

Sword of Horror should renamed "Sword of Broken"

Crazy over powered. And you don't even need 100 strength to wield this thing.
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Re: Weapon mod: Sword of Horror [Updated 09/10/31]

Postby RoarMan » Sun Nov 01, 2009 9:53 am

KevTheVanquisher wrote:Sword of Horror should renamed "Sword of Broken"

Crazy over powered. And you don't even need 100 strength to wield this thing.

THAT'S WHAT'S SO HORRIFYING! :O
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