[MOD] Merchant Pack v4.1

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Re: [MOD] Merchant Pack v4.1

Postby XxMayhemxX » Sun Apr 18, 2010 10:48 am

Lathlas wrote:Not off the top of my head, but I use a program called Notepad++ for all my editing, and it has a feature that will display all the line results for a search string in a group of files. It doesn't take any time to search every .dat file in the Units/Items/Fish folder for the item type Fish (as opposed to potion).



I copied the entire pak.zip for reference and stuff, and when i go into most of the folders in there... theres no files.. and im set to default Show Hidden Files.. so not sure were they are.. tho when i use winrar, i can see all the files right before i unrar them for some reason...

EDIT: Maybe if i unrar somewhere else far away from Clear cache.bat.. that might help...

Problem solved.. i emailed Torchlight Armory and made a suggestion, and a guy emailed me back.. He said great idea, and in the next build of the site, they are going to add the actual filenames for items
At least the email said that.. who knows maybe i got the run-around, i know i wouldnt want to type all that crap in...
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Re: [MOD] Merchant Pack v4.1

Postby XxMayhemxX » Mon Apr 19, 2010 8:03 am

Lathlas wrote:All of the merchants included in this pack have a regular inventory spawnclass, and a STATIC spawnclass inside the merge folder. Any items you write into there will automatically spawn if you want to make a merchant sell something specific. You can use the static spawn in a merge folder with your own mods as well to make them be automatically compatabile for anyone using this mod. Just make sure your mod's spawnclass has a unique name for the static file, although the NAME line in the file should be identical.

Add a section like this for each item you want to always spawn. Just change <STRING>UNITTYPE:NONE to whatever you actually want there.

Code: Select all
[OBJECT]
<STRING>UNITTYPE:NONE
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]



I wanna see if i followed your directions correctly.. or if i did it wrong...

Ok i got a mod that is a dungeon that give a map to general vender.
I want it to give it's maps to your cartographer.
So i did this...

In the other mod, Instead of spawnclasses\general_merchant_vendor.dat,
I made a static in spawnclasses\merge\MOD1_MAP1_STATIC.dat

In that static I have this:

Code: Select all
[SPAWNCLASS]
<STRING>NAME:MOD1_MAP1_STATIC
[OBJECT]
<STRING>UNIT:Map01
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[/SPAWNCLASS]


then in your MERCHANT_CARTOGRAPHER, I have this...

Code: Select all
[SPAWNCLASS]
<STRING>NAME:MERCHANT_CARTOGRAPHER
[OBJECT]
<STRING>SPAWNCLASS:MERCHANT_CARTOGRAPHER_STATIC
<INTEGER>WEIGHT:-1
<INTEGER>MINCOUNT:1
<INTEGER>MAXCOUNT:1
[/OBJECT]
[OBJECT]
<STRING>SPAWNCLASS:MOD1_MAP1_STATIC
<INTEGER>WEIGHT:-1
<INTEGER>MINCOUNT:1
<INTEGER>MAXCOUNT:1
[/OBJECT]
[OBJECT]
<STRING>UNITTYPE:MAP
<INTEGER>WEIGHT:-1
<INTEGER>MINCOUNT:21
<INTEGER>MAXCOUNT:36
[/OBJECT]
[/SPAWNCLASS]


Did i do this correctly?
or do i need to put this inside your MERCHANT_CARTOGRAPHER_STATIC instead?
or do i not touch yours, and make a MERCHANT_CARTOGRAPHER.dat inside my mods spawnclass folder that points to the mods map static in there?
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Re: [MOD] Merchant Pack v4.1

Postby Lathlas » Mon Apr 19, 2010 8:19 am

XxMayhemxX wrote:
Lathlas wrote:All of the merchants included in this pack have a regular inventory spawnclass, and a STATIC spawnclass inside the merge folder. Any items you write into there will automatically spawn if you want to make a merchant sell something specific. You can use the static spawn in a merge folder with your own mods as well to make them be automatically compatabile for anyone using this mod. Just make sure your mod's spawnclass has a unique name for the static file, although the NAME line in the file should be identical.

Add a section like this for each item you want to always spawn. Just change <STRING>UNITTYPE:NONE to whatever you actually want there.

Code: Select all
[OBJECT]
<STRING>UNITTYPE:NONE
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]



I wanna see if i followed your directions correctly.. or if i did it wrong...

Ok i got a mod that is a dungeon that give a map to general vender.
I want it to give it's maps to your cartographer.
So i did this...

In the other mod, Instead of spawnclasses\general_merchant_vendor.dat,
I made a static in spawnclasses\merge\MOD1_MAP1_STATIC.dat

In that static I have this:

Code: Select all
[SPAWNCLASS]
<STRING>NAME:MOD1_MAP1_STATIC
[OBJECT]
<STRING>UNIT:Map01
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[/SPAWNCLASS]


then in your MERCHANT_CARTOGRAPHER, I have this...

Code: Select all
[SPAWNCLASS]
<STRING>NAME:MERCHANT_CARTOGRAPHER
[OBJECT]
<STRING>SPAWNCLASS:MERCHANT_CARTOGRAPHER_STATIC
<INTEGER>WEIGHT:-1
<INTEGER>MINCOUNT:1
<INTEGER>MAXCOUNT:1
[/OBJECT]
[OBJECT]
<STRING>SPAWNCLASS:MOD1_MAP1_STATIC
<INTEGER>WEIGHT:-1
<INTEGER>MINCOUNT:1
<INTEGER>MAXCOUNT:1
[/OBJECT]
[OBJECT]
<STRING>UNITTYPE:MAP
<INTEGER>WEIGHT:-1
<INTEGER>MINCOUNT:21
<INTEGER>MAXCOUNT:36
[/OBJECT]
[/SPAWNCLASS]


Did i do this correctly?
or do i need to put this inside your MERCHANT_CARTOGRAPHER_STATIC instead?
or do i not touch yours, and make a MERCHANT_CARTOGRAPHER.dat inside my mods spawnclass folder that points to the mods map static in there?


What you did looks like it'll work fine, but it does add an extra step. You can just add your map into MERCHANT_CARTOGRAPHER_STATIC, that's what it's there for.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Merchant Pack
Potion Expansion
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Re: [MOD] Merchant Pack v4.1

Postby XxMayhemxX » Mon Apr 19, 2010 8:35 am

thnaks for the reply :)
Oh so i'm wayy over complicating it, i can delete the spawnclasss for the mod, and just add the map from it, to your static...
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Re: [MOD] Merchant Pack v4.1

Postby EontheWolf » Thu May 13, 2010 1:23 pm

Okay I'm so confused....I read it, I know bout it, but it's just not making sense.
I enjoy this mod. I would like to keep it....but I also have one or 2 other mods that affect general store (transmorgifier merchant edition anyone?)
And I was wondering....how EXACTLY do I go bout getting all of them to play nice and/or work together with this mod? (IE What do I have to do/change and will it be long and tedious :/)
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Re: [MOD] Merchant Pack v4.1

Postby Lathlas » Thu May 13, 2010 6:18 pm

EontheWolf wrote:Okay I'm so confused....I read it, I know bout it, but it's just not making sense.
I enjoy this mod. I would like to keep it....but I also have one or 2 other mods that affect general store (transmorgifier merchant edition anyone?)
And I was wondering....how EXACTLY do I go bout getting all of them to play nice and/or work together with this mod? (IE What do I have to do/change and will it be long and tedious :/)


What exactly are you trying to get to work with it. I designed to be highly compatabile, but I haven't done any work on any recent mods. If you let me know what you're trying to get on there I'll take a look at it for you.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

[MODS]
Merchant Pack
Potion Expansion
More Gem Types
Scroll Cast
Prism Equipment
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Location: Virginia

Re: [MOD] Merchant Pack v4.1

Postby EontheWolf » Thu May 13, 2010 6:51 pm

Mainly the Merchant Edition of the Pet Transmorgifier mod....all the mods I have for torchlight are as follows;

Baklah's Finest Gear
Better Random Quest Rewards (Items)
Champions Mod
Ferret Pet (Runic Games)
Fish Mash
Gold Sharing Service
IceBreaker
Gothic Mephisto
KelinTor's Mercenary Company
Level/Skill Mod
Merchant Pack
Monkeynutz Weapon Pack
Monster Name Booster
New Stashes and Telekineticist
Pet Transmogrification Potions (Both Fisherman and Merchant. Even with Fisherman disabled/uninstalled, Merchant edition doesn't work)
Starch the Monster Hunter
Total UI Reskin
Zealot Princess
-----
As far as I can tell, the merchant edition of pet transmogrification is the only one with the specified MERCHANT_GENERAL file, and it's not working (obviously). I think one or 2 of those also add things to the General Store without that file though so...
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Re: [MOD] Merchant Pack v4.1

Postby Lathlas » Fri May 14, 2010 6:49 am

Ah, don't use the Merchant edition of the Transmogrification pack. Use ONLY the Fisherman edition and the potions will show up in Arthur the Fishmongers inventory (ugly yellow guy by the fishing hole).
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Merchant Pack
Potion Expansion
More Gem Types
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Re: [MOD] Merchant Pack v4.1

Postby EontheWolf » Fri May 14, 2010 12:21 pm

Ah. Any particular reason you can't have both? I mean I know he only talked about having one on at a time, but any particular reason to use fisherman and never merchant? Or do you not know? :/
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Re: [MOD] Merchant Pack v4.1

Postby civi » Fri May 14, 2010 7:49 pm

Just wanted to say thanks for this great mod, it really breathes more life in the city! I have an idea for a tiny improvement, though: Why not make the default game's retirement woman (she appears after the main quest) available right from the start? That way one could peacefully and friendly get rid of unwanted characters that one does no longer want to play. I think this woul really add to the game.
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Re: [MOD] Merchant Pack v4.1

Postby Lathlas » Sat May 15, 2010 7:05 am

EontheWolf wrote:Ah. Any particular reason you can't have both? I mean I know he only talked about having one on at a time, but any particular reason to use fisherman and never merchant? Or do you not know? :/


Yeah, they use exactly the same items, but in the merchant edition the rarity is set to 0 so that they'll never spawn. In the fisherman's edition the rarity is set higher so that they'll actually show up while fishing. If you use both then you have two nearly identical copies of the exact same items conflicting with each other.

Having a rarity greater than 0 is why the fisherman copy works with my merchants.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Merchant Pack
Potion Expansion
More Gem Types
Scroll Cast
Prism Equipment
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Re: [MOD] Merchant Pack v4.1

Postby dolemite01 » Sat May 15, 2010 12:19 pm

Is there any way to get this to work with the pikachumod that adds potions to the general vendor? When I load your mod those potions are not available.
Thanks!
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Re: [MOD] Merchant Pack v4.1

Postby EontheWolf » Mon May 17, 2010 12:13 am

Well, now I crashed. I did what you said....And my torchlight crashed. I dunno if it was due to mods or what, but it crashed to desktop soon after i opened the fishmonger n tried to read the fish names...Im bout to go try again but if it happens again, I'll record the error that it gives....
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Re: [MOD] Merchant Pack v4.1

Postby Lathlas » Mon May 17, 2010 5:35 am

dolemite01 wrote:Is there any way to get this to work with the pikachumod that adds potions to the general vendor? When I load your mod those potions are not available.
Thanks!

Open up the MERCHANT_APOTHECARY_STATIC.dat file from the MerchantPack in a text editor and add the following lines.

Code: Select all
[OBJECT]
<STRING>UNIT:IlikeEXP
<INTEGER>WEIGHT:-1
[/OBJECT]
[OBJECT]
<STRING>UNIT:IlikeFish
<INTEGER>WEIGHT:-1
[/OBJECT]
[OBJECT]
<STRING>UNIT:IlikeGold
<INTEGER>WEIGHT:-1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Ilikeexpmini
<INTEGER>WEIGHT:-1
[/OBJECT]
[OBJECT]
<STRING>UNIT:IlikeGoldMini
<INTEGER>WEIGHT:-1
[/OBJECT]
[OBJECT]
<STRING>UNIT:IlikeSpeed
<INTEGER>WEIGHT:-1
[/OBJECT]
[OBJECT]
<STRING>UNIT:IlikeArmor
<INTEGER>WEIGHT:-1
[/OBJECT]
[OBJECT]
<STRING>UNIT:IlikeSuperman
<INTEGER>WEIGHT:-1
[/OBJECT]
[OBJECT]
<STRING>UNIT:IhateGold
<INTEGER>WEIGHT:-1
[/OBJECT]
[OBJECT]
<STRING>UNIT:IloveFish
<INTEGER>WEIGHT:-1
[/OBJECT]
[OBJECT]
<STRING>UNIT:IlikeCrit
<INTEGER>WEIGHT:-1
[/OBJECT]
[OBJECT]
<STRING>UNIT:IlikeBlock
<INTEGER>WEIGHT:-1
[/OBJECT]
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

[MODS]
Merchant Pack
Potion Expansion
More Gem Types
Scroll Cast
Prism Equipment
User avatar
Lathlas
 
Posts: 330
Joined: Mon Nov 09, 2009 9:23 pm
Location: Virginia

Re: [MOD] Merchant Pack v4.1

Postby Undeadgamer » Mon May 17, 2010 7:54 am

Lathlas, being a big fan of your Torchlight modifications, are you still actively modding for Torchlight? I haven't seen any updates from you for a while, so I was just curious if you are still going to provide us with interesting mods.
"I'm no hero. Never was, never will be. I'm just an old killer, hired to do some wet work." - Solid Snake.
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Re: [MOD] Merchant Pack v4.1

Postby Lathlas » Tue May 18, 2010 8:19 am

Undeadgamer wrote:Lathlas, being a big fan of your Torchlight modifications, are you still actively modding for Torchlight? I haven't seen any updates from you for a while, so I was just curious if you are still going to provide us with interesting mods.


Yes, eventually. I've been working a lot lately and doing some other projects in my free time. Basically, when I decide to make a new character and play Torchlight again I'll also get the modding bug back. Probably within a few months.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

[MODS]
Merchant Pack
Potion Expansion
More Gem Types
Scroll Cast
Prism Equipment
User avatar
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Posts: 330
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Location: Virginia

Re: [MOD] Merchant Pack v4.1

Postby Undeadgamer » Tue May 18, 2010 1:34 pm

Okay, that's great, because the Torchlight modding scene has become extremely quiet of late. The only interesting mod is probably this one: http://forums.runicgames.com/viewtopic.php?f=20&t=12336
"I'm no hero. Never was, never will be. I'm just an old killer, hired to do some wet work." - Solid Snake.
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Re: [MOD] Merchant Pack v4.1

Postby DrDvorak » Fri May 21, 2010 7:19 am

Thanks for the mod! I'm having a small problem, and I hope someone's seen it before.

Running the steam version of the game - Mac side. Installed the mod just fine on my home machine, it worked just great. I boneheadedly loaded one of my characters on my work machine without it installed. Once I saw the missing vendors, I quit, installed the mod, and re-loaded.

At this point - mod installed on both machines - I noticed that several of the built-in vendors were standing in the wrong places. Blacksmith is standing in the middle of the road on the way to the mine entrance. The one named "tarn" is standing just behind the gem vendor.

Even after uninstalling the mod from both machines, the built-in vendors are in the new locations, on both machines. Tried deleting the adm files from the addon, but that didn't seem to have any effect. No settings in the preferences file seemed relevant.

The two machines run at different screen resolutions - maybe that screwed things up somehow? Is there a file I can delete to get the vendors back to their correct spots? Thanks so much for any help you can provide.

Edit: had the name of the general goods vendor wrong. Too much blood in my caffeine stream. :-)
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Re: [MOD] Merchant Pack v4.1

Postby Lathlas » Fri May 21, 2010 8:19 am

DrDvorak wrote:Thanks for the mod! I'm having a small problem, and I hope someone's seen it before.

Running the steam version of the game - Mac side. Installed the mod just fine on my home machine, it worked just great. I boneheadedly loaded one of my characters on my work machine without it installed. Once I saw the missing vendors, I quit, installed the mod, and re-loaded.

At this point - mod installed on both machines - I noticed that several of the built-in vendors were standing in the wrong places. Blacksmith is standing in the middle of the road on the way to the mine entrance. The one named "tarn" is standing just behind the gem vendor.

Even after uninstalling the mod from both machines, the built-in vendors are in the new locations, on both machines. Tried deleting the adm files from the addon, but that didn't seem to have any effect. No settings in the preferences file seemed relevant.

The two machines run at different screen resolutions - maybe that screwed things up somehow? Is there a file I can delete to get the vendors back to their correct spots? Thanks so much for any help you can provide.

Edit: had the name of the general goods vendor wrong. Too much blood in my caffeine stream. :-)


I've had variations on that problem all along. Sometimes the merchants will randomly go stnad somewhere else. It's either a bug in the game I can't do anything about, or something in the town layout I did for the mod that I can't figure out. Basically, what you just described has been the biggest headache of the whole mod and I eventually just gave up on fixing it since aside from being incredibly annoying it doesn't hurt anything.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Merchant Pack
Potion Expansion
More Gem Types
Scroll Cast
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Re: [MOD] Merchant Pack v4.1

Postby DrDvorak » Fri May 21, 2010 8:55 am

Thanks nonetheless! You're totally right - not all that big a deal.
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