[PET] Brink The Merc by AdAstra

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Re: [PET] Brink The Merc by AdAstra

Postby spidey0192 » Sun Nov 22, 2009 7:37 am

Ok I removed the masterresourceunits.dat.ADM and the masterresourceunits files but I stilll cant get him to follow me... however, something did chance... now when I click on him he turns around and looks at me, but still no "!" on him

PS: What's that .bat file you mentioned earlier? Dont really understand all that stuff yet :lol:
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Re: [PET] Brink The Merc by AdAstra

Postby BlazePyron » Sun Nov 22, 2009 6:20 pm

If you add story to it, you should name him Edge and make him Brink's twin brother.

Get it? Edge, Brink. Lol.
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Re: [PET] Brink The Merc by AdAstra

Postby BigRichard » Mon Nov 23, 2009 11:39 am

Well I deleted the old brink version to get the new one, hopefully my alch will still have him as companion so I dont have to start over and kill him again to get the new brink. :oops:

edit: doesn't work, I installed 2.2 and a new brink appears in town with an old character but he's not clickable, nor did my old brink go away.

Made new character and killed brink and stuff and when i go to town he has quest and i tlak to him, but he doesn't follow me at all or anyhting just wanders in town and doesn't show up in dungeons
Last edited by BigRichard on Mon Nov 23, 2009 12:20 pm, edited 1 time in total.
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Re: [PET] Brink The Merc by AdAstra

Postby spidey0192 » Mon Nov 23, 2009 11:43 am

Ok all is good, finally made it work :) After I deleted those 2 files I also deleted the mod.dat files and there he was with his "!" on his head :D

Thx for all the help AdAstra ;)
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Re: [PET] Brink The Merc by AdAstra

Postby whiteshadow » Mon Nov 23, 2009 8:03 pm

Sound Cool!!!

Any Screen shot ? want to know how it looks before installing it. thanks.
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Re: [PET] Brink The Merc by AdAstra

Postby AdAstra » Tue Nov 24, 2009 9:52 am

BigRichard wrote:Well I deleted the old brink version to get the new one, hopefully my alch will still have him as companion so I dont have to start over and kill him again to get the new brink. :oops:

edit: doesn't work, I installed 2.2 and a new brink appears in town with an old character but he's not clickable, nor did my old brink go away.

Made new character and killed brink and stuff and when i go to town he has quest and i tlak to him, but he doesn't follow me at all or anyhting just wanders in town and doesn't show up in dungeons


The only files in the mod that may conflict with other mods are the three classes .dat files.
It maybe some cache that is causing trouble.
Try to delete
masterresourceunits.dat
masterresourceunits.dat.ADM
mod.dat
mod.dat.adm

As i wrote a few posts ago,
I extracted the same archive that is uploaded on the site,
in empty mods directory, all of the above files deleted and it worked.

This is the bat file that i use to start Torchlight when i edit the mod files:
del "masterresourceunits.dat.ADM" /Q/F
del "masterresourceunits.dat" /Q/F
del "massfile.dat.ADM" /Q/F
del "massfile.dat" /Q/F

del "mods\BrinkTheMerc\*.adm" /Q/F/S
del "mods\BrinkTheMerc\*.cmp" /Q/F/S

del "mods\PyroClaws\*.adm" /Q/F/S
del "mods\PyroClaws\*.cmp" /Q/F/S

del "mods\MainXDouble\*.adm" /Q/F/S
del "mods\MainXDouble\*.cmp" /Q/F/S

start Torchlight.exe

--
this only deletes .adm and .cmp files in the directories that im working in ,
but not in other mods , which i know are fine.

whiteshadow wrote:Sound Cool!!!

Any Screen shot ? want to know how it looks before installing it. thanks.

He looks the same, except he has different sword and shield.
Last edited by AdAstra on Tue Nov 24, 2009 8:48 pm, edited 1 time in total.
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Re: [PET] Brink The Merc by AdAstra

Postby BigRichard » Tue Nov 24, 2009 1:23 pm

AdAstra wrote:Try to delete
masterresourceunits.dat
masterresourceunits.dat.ADM


where can I find these files? I deleted the other ones already as I understood that they sort of "refresh" the mods.
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Re: [PET] Brink The Merc by AdAstra

Postby BlazePyron » Tue Nov 24, 2009 4:12 pm

On Very Hard, Brink slaughters everything at the lower levels. The Overseer barely summoned anything and Brink killed him. I already toned down his damage graph, but just though I should let you know he's WAY too powerful to be balanced.

On a side note, I went ahead and changed his name to Edge, and gave him a little more story. I also made it so he leaves you when you beat Orrakk. I was also thinking about doing some VA for it. Would you care if I released my improvements as a seperate mod? I'd credit you, of course.
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Re: [PET] Brink The Merc by AdAstra

Postby AdAstra » Tue Nov 24, 2009 8:45 pm

BigRichard wrote:
AdAstra wrote:Try to delete
masterresourceunits.dat
masterresourceunits.dat.ADM


where can I find these files? I deleted the other ones already as I understood that they sort of "refresh" the mods.


use the link "Application Data.lnk" in torchlight directory then go down > Runic games/Torchlight.


BlazePyron wrote:On Very Hard, Brink slaughters everything at the lower levels. The Overseer barely summoned anything and Brink killed him. I already toned down his damage graph, but just though I should let you know he's WAY too powerful to be balanced.

On a side note, I went ahead and changed his name to Edge, and gave him a little more story. I also made it so he leaves you when you beat Orrakk. I was also thinking about doing some VA for it. Would you care if I released my improvements as a seperate mod? I'd credit you, of course.


I dont mind , after all, it was not my idea in the first place.
Thanks for the feedback!

PS. @BigRichard
Just now i got the actual meaning of your post :oops:
The functionality to refresh Brink is not implemented yet.
I tried to make it repeatable quest, so you can do it as many times as you want,
but could not manage to make it work at the time and didnot tried since then.
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Re: [PET] Brink The Merc by AdAstra

Postby zelgaris » Tue Nov 24, 2009 10:09 pm

As someone already suggested here, it would be nice to rename the mercenary from Brink to some other name (for example Edge, as somewhere above).
From the practical view it is not important but from the story-view it could be part of some quest focused on Edge's revenge to Alric, because he killed his "brother".
And if it is in your possibilities, some minor visual tweeks (armor color, hair color, eye color, etc?) will be really nice.
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Re: [PET] Brink The Merc by AdAstra

Postby zelgaris » Tue Nov 24, 2009 10:14 pm

BTW it is possible to make some "switch" for him so you can decide, whether you want to leave him in town, or want him go with you to the dungeon?
E.g. Iam in the mood, to have some companion, so I will talk with him in the town, and tell him to join me, but when I am in the solo-mood, I can tell him to return to town, or to not to go with me, so he will stay in the town until he is asked for help again.
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Re: [PET] Brink The Merc by AdAstra

Postby Lathlas » Tue Nov 24, 2009 10:28 pm

I like the idea of Brink leaving after you beat Ordraak(sp?), and then I though it might be cool to have a few different mercenary mods, where each one leaves after a certain level and you have to get a new one.
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Re: [PET] Brink The Merc by AdAstra

Postby BlazePyron » Wed Nov 25, 2009 11:39 am

Right now I'm working on a mod that fits him in the story and makes him leave after Ordrak.
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Re: [PET] Brink The Merc by AdAstra

Postby AdAstra » Wed Nov 25, 2009 12:27 pm

zelgaris wrote:As someone already suggested here, it would be nice to rename the mercenary from Brink to some other name (for example Edge, as somewhere above).
From the practical view it is not important but from the story-view it could be part of some quest focused on Edge's revenge to Alric, because he killed his "brother".
And if it is in your possibilities, some minor visual tweeks (armor color, hair color, eye color, etc?) will be really nice.


I wanted to put all of the main functionality in the mod first and then the rest.
But lately i dont have time to mod, and i feel more like playing/testing the mods ive made.

zelgaris wrote:BTW it is possible to make some "switch" for him so you can decide, whether you want to leave him in town, or want him go with you to the dungeon?
E.g. Iam in the mood, to have some companion, so I will talk with him in the town, and tell him to join me, but when I am in the solo-mood, I can tell him to return to town, or to not to go with me, so he will stay in the town until he is asked for help again.


I wanted to do it that way, but i dont know yet how to mod it.

Btw Im thinking about splitting the mod in two.
The Brink mod will stay as it was in v1.0(without the charm, may add a scroll to remove him)
The summoning skill will become separate mod with a name Mercenaries or something like that.
The way it works now, there is no logical connection between Brink and the rest of the summons.

So whoever wants can continue the Brink mod or make a different one.
Its not like I own the rights to it, just because I happened to be the first to make it. :)
And diversity is always a good thing. It would be nice to have several mods to choose from.
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Re: [PET] Brink The Merc by AdAstra

Postby BigRichard » Wed Nov 25, 2009 4:59 pm

removing him via a scroll is a really nice idea.

would be helpful in my situation too lol :lol:
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Re: [PET] Brink The Merc by AdAstra

Postby Torchlover » Wed Dec 09, 2009 9:08 pm

He is wayyyyy too strong. Even on Insane mod you can let him run into a room and clear it solo.
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Re: [PET] Brink The Merc by AdAstra

Postby KelinTor » Thu Dec 10, 2009 11:31 pm

Hi,

I'm actually working on a Mercenary mod (WIP) where you can hire different mercenaries (no mercenaries work for free you know), i think i'll make them so they can die and you have to hire them again. If you have enough money you can hire many mercenaries but maybe I should make a limitation. What do you think?
Hm I don't expect a release before WE or next week since i'm only at the beginning and don't know how long it would take, i'm still testing the theory (I need a little map too like a cavern). Later i would need advice about later levels if it's balanced or not.
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
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Re: [PET] Brink The Merc by AdAstra

Postby AdAstra » Fri Dec 11, 2009 10:30 am

@KelinTor
Eh, the `Mercenary` name got taken :P
I wanted to make it like you intend to , but ive got some new ideas and this mod is now with lower priority.

These days Ill try to fix Brink and finish the summoning part of the mod.
There will be only Brink(i will include scroll for resummon and unsummon) In the new version.
The summoning skill will get his own mod.
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Re: [PET] Brink The Merc by AdAstra

Postby KelinTor » Fri Dec 11, 2009 11:19 am

Oh noooooo i have to find a new name ;) .

For now i've decided which units will be in the 'Torchlight's Troop', between 10 to 20 mercenaries being either melee, ranged or magic soldiers. I think they can be useful later in the Shadow Vault.
[TEXTURE] Comic-like touch
[ITEM] Level 100+ items V1.10
[NPC] KelinTor's Merchant V1.38 New quests+Mercenaries scroll+Boss+Champion wave+Add 7 stashes+transfer your gold+ training dummies
The readme contains the links to all my mods (16 total).
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Re: [PET] Brink The Merc by AdAstra

Postby AdAstra » Fri Dec 11, 2009 11:30 am

I meant that you've taken it. :)
And Besides `Mercenary` does not suit my mod, so ill think of something else.

PS. Almost done. Some balancing left to do...
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