[Alchemist Skill Replacement] Ocular Golems (UPDATE!)

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[Alchemist Skill Replacement] Ocular Golems (UPDATE!)

Postby Gorrim » Tue Nov 03, 2009 6:04 pm

The Nether Imp Summons seemed like odd men out for an ember powered mad scientist. I have replaced them with Ocular Golems (with appropriate icons). Major Update: The new Version will now summon the correct number of golems at the correct skill level. Please download again for the proper version.

They do not require corpses to summon.

Image

They Shoot:

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And you can eventually have up to six of them:

Image

The Nether Imp will now appear wherever Mechanical Crawlers used to appear, so there will be no attempted friendly fire. Now also available is a supplemental component with its own instructions to revert the Mechanical Crawler to its original form, but also retexture it.

To Install (a readme has been included in the zip below):

XP
Unzip the structure into your %appdata%\Runic Games\Torchlight\mods\ folder.

Vista/Win7
It should look like C:\Users\YourName\AppData\Roaming\runic games\torchlight\mods\OccMod if you are running Vista.

You can find this by following the C:\Program Files\Runic Games\Torchlight\Application Data link.

In addition, there is a new icon for the skill, but it simply will not run from the mod folder.

Warning, you will be replacing an original file. Follow the instructions below to protect the original.

To Install the skill icon:

Unzip the Pak.zip file.
Navigate to media\UI\itemicons
rename the itemicons15.dds file to itemicons15_original.dds
copy the itemicons.dds file from the Occular Golem mod (OccMod) into the folder.
Rezip Pak.zip

* Note - Corrected spelling errors (Occuli! is not correct. It's properly Oculi!, Ocular, etc.).
** Note 2 - Make sure you do not have the Pak.zip file and an unpacked media folder in the Torchlight directory simultaneously. This may cause crashes when heading back to town.
*** Note 3 - For those downloading from the link below and getting a strange file that can't be unzipped, this may help:

I've asked the one of the download site's webmasters about this. In the meantime, you might have to jump through a couple of hoops. Sorry...

If you do not have show file extensions turned on, this is what you'll need to do:

1. Click on My Computer, click on the Tools menu, click on the Folder Options Menu, switch to the view tab. Uncheck Hide Extensions for known file types.
2. Unzip the file you downloaded. Rename the file it extracts to OccMod.zip. Unzip that into your mods directory.

If you do have file extensions turned on, just follow step 2 above.

You can download this mod from Here

----

Tinkertoy Golems are now Available. Please follow the link to this thread

Golem Mod is now available. It is a combined mod that includes the Tinkertoys. Download can be found Here.

Hope you all enjoy.
Last edited by Gorrim on Mon Nov 09, 2009 6:56 am, edited 10 times in total.
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Re: [Alchemist Skill Replacement] Occular Golems

Postby Whitelegs » Tue Nov 03, 2009 6:23 pm

I registered just for this
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Re: [Alchemist Skill Replacement] Occular Golems

Postby Nym » Tue Nov 03, 2009 6:28 pm

Wow, this is spectacular! :ugeek: THANK YOU!
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Re: [Alchemist Skill Replacement] Occular Golems

Postby Reznik » Tue Nov 03, 2009 6:31 pm

That's awesome! Great job Gorrim.
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Re: [Alchemist Skill Replacement] Occular Golems

Postby RetroFutureRodent » Tue Nov 03, 2009 7:04 pm

Cool, downloaded.

[edit] At rank 7, I've summoned five occular golems but the description says four is the maximum.
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Re: [Alchemist Skill Replacement] Occular Golems

Postby Gorrim » Tue Nov 03, 2009 7:21 pm

RetroFutureRodent wrote:Cool, downloaded.

[edit] At rank 7, I've summoned five occular golems but the description says four is the maximum.


Thanks. This bug should be corrected, now.

Glad people are enjoying it.
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Re: [Alchemist Skill Replacement] Occular Golems

Postby timmmyt101 » Tue Nov 03, 2009 7:57 pm

Where is the Pak.zip file (steam?)
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Re: [Alchemist Skill Replacement] Occular Golems

Postby Vendar » Tue Nov 03, 2009 8:00 pm

\Steam\SteamApps\common\torchlight
my little alchemist summoner modification

viewtopic.php?f=20&t=4311
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Re: [Alchemist Skill Replacement] Ocular Golems

Postby Punnett » Tue Nov 03, 2009 8:10 pm

hey, this seems pretty awesome. are the ocular golems by any chance op?
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Re: [Alchemist Skill Replacement] Ocular Golems

Postby Herborist » Tue Nov 03, 2009 8:19 pm

Wow! This is exactly what I was hoping someone would do, thanks!
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Re: [Alchemist Skill Replacement] Ocular Golems

Postby Gorrim » Tue Nov 03, 2009 8:21 pm

Damage is roughly the same as the imps, just electrical and ranged. Glad you guys are enjoying it.
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Re: [Alchemist Skill Replacement] Ocular Golems

Postby timmmyt101 » Tue Nov 03, 2009 8:21 pm

Punnett wrote:hey, this seems pretty awesome. are the ocular golems by any chance op?


Thanks a bunch :)
This is exactly the great work the i was hoping for !
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Re: [Alchemist Skill Replacement] Ocular Golems

Postby Enigmers » Tue Nov 03, 2009 8:30 pm

Hey, that's kinda cool, I'll try that out.
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Re: [Alchemist Skill Replacement] Ocular Golems

Postby Vagrant » Tue Nov 03, 2009 8:39 pm

This really fits so better than the Imps (I like those little rascals, but with the big, stompy golems around and them being so tiny, I kept expecting them to get underfoot ...which would be unfortunate), as the Lore tree did seem designed to imply a crazed steampunk tinkerer, and I've stuck with the Lore tree solely for my Alchemist, I love it, and this mod only serves to make it better and more authentic.

It'd be funny if someone released a mechanical skin for the Wolf now, then I'd feel justified in joking about making friends. >.>

Regardless, this is a damned fine job! There are some things that just seem to fit in better than the original game, I run few mods and I'm very careful to pick only those which enhance the original game, rather than alter it drastically. This is an improvement on the base game, more cosmetic than anything and no cheating involved, and therefore it's a must-have for me.
I'm many things: a transhumanist, an imagineer, a werewolf fan, and an amateur hypnotist even. But perhaps the most important to keep in mind is that I'm an old-master at tongue-firmly-placed-in-cheek.
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Re: [Alchemist Skill Replacement] Occular Golems

Postby SupaDutch » Tue Nov 03, 2009 8:42 pm

Reznik wrote:That's awesome! Great job Gorrim.



nice render :P or signature xD i need to change my too :P
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Re: [Alchemist Skill Replacement] Ocular Golems

Postby Vagrant » Tue Nov 03, 2009 8:55 pm

Random thought: You should add the tagline "I have Occulis everywhere..." to the tooltip. >.>
I'm many things: a transhumanist, an imagineer, a werewolf fan, and an amateur hypnotist even. But perhaps the most important to keep in mind is that I'm an old-master at tongue-firmly-placed-in-cheek.
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Re: [Alchemist Skill Replacement] Ocular Golems

Postby Herborist » Tue Nov 03, 2009 9:06 pm

I can't tell if this is overpowered or not. I clear dungeons MUCH faster now and barely ever have to kill anything, but I went from level 0 imps to level 7 occuli.

Maybe make them melee?
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Re: [Alchemist Skill Replacement] Ocular Golems

Postby Gorrim » Tue Nov 03, 2009 9:11 pm

I don't really want to make them melee. Their damage is the same as the imps. I can probably reduce it a bit.
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Re: [Alchemist Skill Replacement] Ocular Golems

Postby timmmyt101 » Tue Nov 03, 2009 9:20 pm

I can get the icon in but the skill is there
I edited the file and repacked it but it is much smaller than the original zip and i get an error when trying to start it.
I currently have just the working ingame
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Re: [Alchemist Skill Replacement] Ocular Golems

Postby TormakSaber » Tue Nov 03, 2009 9:22 pm

It's probably fair to reduce it a bit both because ranged attackers inherently have an advantage over melee, and because critical lightning hits do AoE damage (or is that just for the player?)

Also, for the sake of differentiating themselves and looking a bit less "oh my god I'm blind", you might consider making the Occuli golems shoot blasts like the lighting wands shoot instead of Ember Lightnings.

A small reason to make them melee is because a Lore Alhemist is probably quite squishy, and they want melee tanks. I don't suppose it's possible to make the spell randomly create between a melee golem and a ranged golem, so you get a little mix?
Last edited by TormakSaber on Tue Nov 03, 2009 9:23 pm, edited 1 time in total.
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