I wanted to thank you, and also boggle at how little attention this is getting.
That's because most of us don't know what the hell you guys are talking about
I wanted to thank you, and also boggle at how little attention this is getting.
cienislaw wrote:thanx for that. i've spend a few hours to compare by hand many files from T2 and T1 to hunt more IDS. you would be surprised how many files from T2 are almost EXACT the same as T1! of course there are small modifications, extra lines with variables mostly, but file structure is 99% the same, even value of variables is the same.
cienislaw wrote:possibly next version of tools also won't relay on .ADM extension and will hunt all .DAT, .ANIMATION, .TEMPLATE and .HIE files, decompile them and add .TXT at the end. i such case it will be easier to use it with only one working patcher for now.
i know, that the DKEYS problem from .IDS file is frustrating right now, but as i said before for now most ppl will be changing values of variables in files rather than making real mods. i can and probably in short time i will add possibility to ignore IDS files and generate DKEYS (when you add something in the middle, whole order will change and second data chunk in IDS file is based on order so when one changes, everything has no use) and i hope game will still work with that;-)
now game is ignoring files which are not in PAK, as long as you have PAK file. it start to see /MEDIA folder and files in it when you delete/rename PAK file. after some validation (it reads each file and checks is) it crash on LAYOUT file saying it cant figure out file encoding. which is strange because LAYOUT files are not XML anymore and also are compiled in some way. looks like PAK loading routine knows how to handle everything, when straight file loader don't. i've tried to put my mod everywhere /guts /mods in folder where save games are, in /MEDIA and in /PAK/MEDIA in game folder with no success. only what works is updating PAK file.
and to do that you have to use Torchlight 2 Extractor patch function. its working as long as you follow rules.
1. put files you moded in one folder maintaining folder structure: your_root_folder/MEDIA - all files and folders as it was after unpacking from PAK
2. files cant have ADM extension! so for now you have to remove it by yourself
3. run T2E, open PAK file you want to update
4. chose Patch, select name for patched PAK file and in last step select folder from step one. you have to select your_root_folder in which MEDIA folder is, not MEDIA folder itself!
5. wait some time, swap patched PAK file with original one (MAKE A COPY of it for future use!), run game and enjoy.


cienislaw wrote:Webbstre - i don't mind if you put it on RGF. But more ppl also means more problems, possibly 99% of them will be very trivial (how to run python, why my files were deleted - you name it) and i don't have time for this. those tools require some basic knowledge of python, modding and generally using command line so its addressed to ppl who are not new to modding, and have some experience from Torchlight 1.

Webbstre wrote:So... I'm a bit lost in the technical aspects of this conversation, but has anyone managed to edit a .dat file and put it up as a mod in the old fashioned way (Torchlight 1 style) with any success?
<STRING>NAME:2SETS_1RANDOMSET
MyButthole wrote:...I've made my first mod.
Keeping it simple, just changed the affix of the spell Elemental Overload II to Haste VI. Time to move on to some more ambitious stuff


kalamari157 wrote:Sorry, but I seem to be having a slight problem. SPELL_ELEMENTALOVERLOAD.DAT.adm will not extract the .txt and .id with dat2txt, but it does work with adm2dat, but then that dat file won't extract.
GrayFox wrote:Thanks for this. Been poking around under the hood... haven't changed anything yet but have found some information I don't quite know how to interpret...
My question is... does the 'merchant infinite' bool(ean?) value mean that a merchant will sell this at some point in the game? I don't know what that really means. Quick yes or no would be much appreciated!
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