Modifying suffixes and changing previously spawned items

Help and support for TorchED, the Torchlight editor.

Modifying suffixes and changing previously spawned items

Postby Jebryath » Thu Nov 12, 2009 7:51 pm

I'll quickly summarize my ultimate goal: Replacing % to force target to fight for you mods with %chance to cast Fireball.

There's no issue with figuring out how to replace the suffix with something different. (Rather than worrying about casting the Fireball, I'm just using a +crit chance modifier for now.) It's pretty straightforward, although Steam-related editor issues can kind of cause problems. (Like when it tries to load multiple versions of the same mod, which it seemed to try to do.)

However, changing the affix like this only affects newly spawned items. So, for instance, Sulaman's Valiant spawns with 1% chance to turn enemy to your side for 60 seconds. If I replace this with, say, +2 crit, then spawning another Sulaman's Valiant gives me a SV with +2 crit...but any Sulaman's Valiants already on my characters retain the 1% conversion chance.

A large part of the reason I'm interested in this is that the stat has been kind of a nuisance on the items I'm already using, and I don't want to have to respawn the items (particularly since one is already enchanted) in order to do the conversion, since that seems a pretty extreme solution.

The only other option I can think of, though, is to modify the actual effect directly, which seems to be tied into Charm skills that I don't want to inadvertently break. (Or to duplicate the effect, point the Charm skills to the original, then modify the actual effect, which seems likely to result in my forgetting things, or breaking characters who already have Charm skills learned.)

Does anyone have any advice on how to handle this?
Jebryath
 
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Re: Modifying suffixes and changing previously spawned items

Postby Jebryath » Thu Nov 12, 2009 9:04 pm

There also seems to be a charming (I assume bug) that causes the Steam TorchED to save information to the actual TorchED directories, rather than to your mod's working directory. Most notably, I ended up accidentally replacing the 60 second duration monster conversion (UNIQUE_TURN_ALIGNMENT_LONGDURATION5 or however it precisely goes) with a version that did crit chance...in the TorchED directory. So it would load the +crit chance stat if I tested in the editor, and load the correct stats in-game. I'm guessing this is related to my running it as administrator, which didn't help with the improper startup problem anyway.

I'm going to give it a shot with the direct download torchED.
Jebryath
 
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Re: Modifying suffixes and changing previously spawned items

Postby Backlash » Thu Nov 12, 2009 10:01 pm

you may want to make the .bat file that's stickied in the mod discussion.
It clears all .adm files prior to launching Torchlight. I had TONS of mod related problems before making that file.

well.. here it is.

viewtopic.php?f=6&t=4911
del "%appdata%\runic games\torchlight\*.adm" /Q/F/S
del "%appdata%\runic games\torchlight\*.cmp" /Q/F/S
del "%appdata%\runic games\torchlight\massfile.dat"
del "%appdata%\runic games\torchlight\masterresourceunits.dat"
del "%appdata%\runic games\torchlight\mods\mods.dat"


It may clear up the problem you are having with changing an item, and having to spawn the new one to reflect the changes.
Once i started routinely using this .bat file Any changes i made to an item, were reflected on the already dropped item.
I was having Mesh issues with some items i created, i'd shut torchlight down and make the changes in TorchED. Run the Bat file, fire up torchlight. And i could see the changes on the Char select screen. I didnt even have to go in the game to see if the changes were what i wanted or not.

I'm sure i had Stats change the same way, i did a ton of editing to an item.... I kept going back to Nerf an VERY overpowered item i created. Took a few changes before i got it down to a reasonable level.
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Re: Modifying suffixes and changing previously spawned items

Postby Jebryath » Thu Nov 12, 2009 10:11 pm

It didn't cause the item to update for me - possibly because I'm editing an affix rather than changing the item itself? I'm guessing the links to effects are stored in the item, rather than generated each time the game is started in order to be consistent between enchants and item effects.

It also looks like you can't use TorchED to change effects, so maybe I'll just settle for changing it so any future items I get won't have the mod. (I'm not hugely high level anyway, so I can live with replacing the weapon I'm currently using that has the proc.)
Jebryath
 
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Joined: Thu Nov 12, 2009 5:53 pm


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