[MOD] Merchant Pack v4.1

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Re: [MOD] Merchant Pack v3.14159265

Postby Lathlas » Wed Dec 02, 2009 7:59 pm

elyscape wrote:
Lathlas wrote:I agree, I use and don't use the same exact potions. I think I'm going to make a few combat oriented potions. I'll basically copy all of the auras and buffs, maybe make a few new ones. I really want to make a potion that scales your character two or three times and gives you a strength and defense boost, Incredible Hulk FTW!

If you toss me the ideas, I'll make the potions for you. I'm looking for concepts for more non-standard potions in my mod.


I can make them no problem, it's the ideas that take a while. I'm juggling a lot of balls right now.

Basically I was just going to take every skill from all three classes that would make sense in a potion and make it into one. Just to increase the volume and effectiveness of potions. I've been working on some potion icons as well, so there can be a little more variety there as well.

I'm about one hours worth of work away from releasing a version of my Prism Items as well, so I'll probably jump into potions sometime tomorrow morning. I've had a migraine all day so I haven't gotten much done.
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Re: [MOD] Merchant Pack v3.14159265

Postby elyscape » Wed Dec 02, 2009 9:34 pm

Lathlas wrote:I can make them no problem, it's the ideas that take a while. I'm juggling a lot of balls right now.

Basically I was just going to take every skill from all three classes that would make sense in a potion and make it into one. Just to increase the volume and effectiveness of potions.

Fair enough.
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Re: [MOD] Merchant Pack v4

Postby Lathlas » Fri Dec 04, 2009 4:05 pm

Alrighty. Updated to version 4 :P

This update pretty much only changes the Apothecary (why is he so cantankerous?). The big change is that he now spawns MAGIC POTIONs instead of just POTIONs. I realized that all of the spiffy potions in elyscape's Bigger Potions mod had this type. This means that you won't see five different copies of the regular potions now. Anyone who wants to make new fun potions that will spawn here just needs to give them the type MAGIC POTION, and a rarity greater than 0 and the merchant will take it from there. If you DON"T want your potions to show up here but you DO want monsters to drop them, just give them an item type of POTION.

If you have either (or both) of the StatRespec potion mods installed, they should show up here as well.

I also added the Absurd potions to the Static inventory list since the merge folder wasn't working right.

I removed the RespecPotion unit since I realized that the potion is actually IN the original game files, it just doesn't spawn without a mod.

I've packaged this with the (working version of) the remove_binaries batch file. I'm going to include that in all my mods because the questions about how to make a mod work that can be answered by running that are REALLY ANNOYING! :evil:

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Re: [MOD] Merchant Pack v4

Postby runicPwnage » Fri Dec 04, 2009 10:35 pm

I'm not sure if it's still the case, but the gemicon mod did not include dat files (only adm files). So running the remove_binary thingie may kill it :ugeek:
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Re: [MOD] Merchant Pack v4

Postby Lathlas » Sat Dec 05, 2009 12:25 am

runicPwnage wrote:I'm not sure if it's still the case, but the gemicon mod did not include dat files (only adm files). So running the remove_binary thingie may kill it :ugeek:


Only the gem icon mod with the roman numerals didn't have the dat files (I believe it still doesn't). The ones that actually reskin the gems are fine.

I take no responsibility for people who don't know how to package their mods. That's just annoying.
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Re: [MOD] Merchant Pack v4

Postby Lathlas » Sat Dec 05, 2009 12:41 am

I made some new potions for the Apothecary to sell, and a bunch of new potion icons too for everyone to use.

http://forums.runicgames.com/viewtopic.php?f=20&t=8681
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Re: [MOD] Merchant Pack v4

Postby runicPwnage » Sat Dec 05, 2009 1:33 am

Lathlas wrote:
runicPwnage wrote:I'm not sure if it's still the case, but the gemicon mod did not include dat files (only adm files). So running the remove_binary thingie may kill it :ugeek:


Only the gem icon mod with the roman numerals didn't have the dat files (I believe it still doesn't). The ones that actually reskin the gems are fine.

I take no responsibility for people who don't know how to package their mods. That's just annoying.


yup, imo it's ridiculous not to include the dat's but that was not the point of my post...it was just to put a little fyi for people using the bat thingie
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Re: [MOD] Merchant Pack v4

Postby Jonaleth » Sat Dec 05, 2009 1:43 am

I was just wondering on which merchant would the Pet Transmogrifying Potions come up?? They seem to be classified as fish, and you've changed the gen merchant to the potion guy, well, I understand that if I use the fishing version, they'd show up with Arthur, but what about the merchant edition?? :P Sorry for the bother :oops:
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Re: [MOD] Merchant Pack v4

Postby Lathlas » Sat Dec 05, 2009 5:12 am

Jonaleth wrote:I was just wondering on which merchant would the Pet Transmogrifying Potions come up?? They seem to be classified as fish, and you've changed the gen merchant to the potion guy, well, I understand that if I use the fishing version, they'd show up with Arthur, but what about the merchant edition?? :P Sorry for the bother :oops:


Um... still Arthur.

They are fish, despite the name, and Arthur sells them. And the Gem Merchant has not been changed to the potion guy. The potion guy has been changed to the potion guy.
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Re: [MOD] Merchant Pack v4

Postby IDSmoker » Sun Dec 06, 2009 12:29 pm

What would I need to change so that the weapon and armor merchants (not sure about trinkets) could carry unique items in addition to the rares they currently have?

Thanks.

--edit: Confirmed that it is only the weapon and armor merchants that are currently restricted to rares only. Trinket merchant carries greens, blues, and yellows.
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Re: [MOD] Merchant Pack v4

Postby Lathlas » Sun Dec 06, 2009 3:06 pm

IDSmoker wrote:What would I need to change so that the weapon and armor merchants (not sure about trinkets) could carry unique items in addition to the rares they currently have?

Thanks.

--edit: Confirmed that it is only the weapon and armor merchants that are currently restricted to rares only. Trinket merchant carries greens, blues, and yellows.


In "MerchantPack\media\Spawnclasses" open up "MERCHANT_FLETCHER.dat" & "MERCHANT BLACKSMITH.dat" and change the line "<BOOL>NO_UNIQUE_ITEMS:1" under each object that you want to carry uniques to "<BOOL>NO_UNIQUE_ITEMS:0" (instead of 1 and 0, they might be TRUE and FALSE, you can figure that out though)

By the way, the Trinket merchant is specifically set to carry unique trinkets because they drop so much less frequently than other uniques. Actually, I've NEVER seen one drop, there might be a glitch in one of the game spawn classes preventing it. However she won't sell unique staves or wands, only trinkets. You'd have to edit her as well "MERCHANT_TRINKET.dat"

Looks like this by the way:
Code: Select all
[OBJECT]
<STRING>SPAWNCLASS:WANDS_SPAWN
<INTEGER>WEIGHT:-1
<INTEGER>MINCOUNT:7
<INTEGER>MAXCOUNT:14
<INTEGER>MAGICFIND:400
<BOOL>NO_UNIQUE_ITEMS:true <----HERE!
[/OBJECT]



EDIT: Also, if you want to edit any merchants that ren't part of my mod, you'll probably have to open up the NPC's file itself in the Units directory and either add the following line, or change it to TRUE (or 1) if it's set to false.
Code: Select all
<BOOL>ALLOWS_MERCH_UNIQUES:1


All of the NPC's in my mod already have this line, so you don't need to change that.
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Re: [MOD] Merchant Pack v4

Postby IDSmoker » Tue Dec 08, 2009 10:16 am

That didn't change anything :(

I even checked after leaving the game that the changes hadn't reverted (or simply hadn't been saved correctly).

The weapon/armor merchant still only had rares even though both of his "<BOOL>NO_UNIQUE_ITEMS:0" lines were set correctly in the "MERCHANT_BLACKSMITH.dat" file
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Re: [MOD] Merchant Pack v4

Postby Lathlas » Tue Dec 08, 2009 11:19 am

IDSmoker wrote:That didn't change anything :(

I even checked after leaving the game that the changes hadn't reverted (or simply hadn't been saved correctly).

The weapon/armor merchant still only had rares even though both of his "<BOOL>NO_UNIQUE_ITEMS:0" lines were set correctly in the "MERCHANT_BLACKSMITH.dat" file


Well, first, make sure you clear your cache after making ANY mod changes or they won't show up.

Having said that, even if they CAN sell uniques, it doesn't mean they'll sell a ton of them. If a merchant has twenty pieces of armor in his inventory you'll see about as many uniques as if you were killing monsters and they dropped twenty pieces of armor. Uniques are still freaking rare even if a merchant can sell them.
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Re: [MOD] Merchant Pack v4

Postby Vector » Tue Dec 08, 2009 8:35 pm

It's rather interesting that you note that the merge function doesn't work...

Particularly because it works just fine ;)

The only issue is file names... file names for a new merge have to be unique...
ie you called yours "MERCHANT_APOTHECARY_STATIC.dat" so no one may use that file name, rather they should use something like "MERCHANT_APOTHECARY_STATIC_MYMOD.dat"

The content of the merge files should still be identical, but they must have unique file names.


Just tested this using the Pet Transmogrification Potions mod... editing his merge file (without renaming it) and changing MERCHANT_GENERAL_INVENTORY to MERCHANT_APOTHECARY_STATIC gets them to show up on the Apothecary without nuking Respec Potions or Absurd Potions :D
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Re: [MOD] Merchant Pack v4

Postby Lathlas » Tue Dec 08, 2009 8:41 pm

Vector wrote:It's rather interesting that you note that the merge function doesn't work...

Particularly because it works just fine ;)

The only issue is file names... file names for a new merge have to be unique...
ie you called yours "MERCHANT_APOTHECARY_STATIC.dat" so no one may use that file name, rather they should use something like "MERCHANT_APOTHECARY_STATIC_MYMOD.dat"

The content of the merge files should still be identical, but they must have unique file names.


Just tested this using the Pet Transmogrification Potions mod... editing his merge file (without renaming it) and changing MERCHANT_GENERAL_INVENTORY to MERCHANT_APOTHECARY_STATIC gets them to show up on the Apothecary without nuking Respec Potions or Absurd Potions :D


I would like to point out that just because you fixed it, doesn't mean it didn't work as written. :D

Thanks for pointing that out though, I thought they had to have the same filename as well, in retrospect it makes perfect sense that they shouldn't.
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Re: [MOD] Merchant Pack v4

Postby IDSmoker » Wed Dec 09, 2009 1:24 pm

Lathlas wrote:
IDSmoker wrote:That didn't change anything :(

I even checked after leaving the game that the changes hadn't reverted (or simply hadn't been saved correctly).

The weapon/armor merchant still only had rares even though both of his "<BOOL>NO_UNIQUE_ITEMS:0" lines were set correctly in the "MERCHANT_BLACKSMITH.dat" file


Well, first, make sure you clear your cache after making ANY mod changes or they won't show up.

Having said that, even if they CAN sell uniques, it doesn't mean they'll sell a ton of them. If a merchant has twenty pieces of armor in his inventory you'll see about as many uniques as if you were killing monsters and they dropped twenty pieces of armor. Uniques are still freaking rare even if a merchant can sell them.

Thanks for the response.

Unfortunately, clearing the Torchlight cache via the new function in TorchLeech 1.2a didn't change anything.


My only purpose in doing this is to give me a reason to check the merchants inventory on returns to town. I'm enjoying my current self-assigned challenge of completing all sets without opening the console, but relying on just monster drops has slowed my collecting to a crawl.
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Re: [MOD] Merchant Pack v4

Postby elyscape » Thu Dec 10, 2009 11:09 pm

Go ahead and remove the Absurd Potions from your default spawnclass. I'm going to have the conflict with my mod fixed tonight or tomorrow.
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Re: [MOD] Merchant Pack v4

Postby Lathlas » Fri Dec 11, 2009 7:16 am

elyscape wrote:Go ahead and remove the Absurd Potions from your default spawnclass. I'm going to have the conflict with my mod fixed tonight or tomorrow.


K.

I'm about done with an update for this as well, hopefully I'll have time to finish it today. The holiday season is eating up a lot of my free time.
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Re: [MOD] Merchant Pack v4

Postby DistortedTruth » Tue Dec 15, 2009 9:11 am

Why isn't the Blacksmith spawning? I have the Merchant Pack and ReSpec Mod added, but that's it. I'm a vanquisher. I see the Fletcher, but I don't see the Blacksmith. Where am I supposed to buy armor from now?
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Re: [MOD] Merchant Pack v4

Postby Lathlas » Wed Dec 16, 2009 7:54 am

DistortedTruth wrote:Why isn't the Blacksmith spawning? I have the Merchant Pack and ReSpec Mod added, but that's it. I'm a vanquisher. I see the Fletcher, but I don't see the Blacksmith. Where am I supposed to buy armor from now?


I see from other threads that you're starting a brand new character, have you actually entered the mine yet?

Most of the default merchants in Torchlight don't show up or let you buy stuff from them until you've completed the intro sequence. That's a part of the normal game, not something I added.
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