Items Always Identified [for v1.12+ of TL]

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Items Always Identified [for v1.12+ of TL]

Postby nanenj » Fri Nov 06, 2009 5:44 pm

All items always identified.

Pretty self explanatory, no more need for ID scrolls.

This mod is not compatible with version 1.1. Only 1.12.

Comments in this thread prompted making the GUID Stripper: viewtopic.php?f=20&t=5245

The download has been re-uploaded with GUIDs stripped already, so you can redownload the mod. It's a much smaller download then the script above. :)

Removed Identify Scrolls from merchant and changed rarity to 0, they will no longer spawn.

D/L: http://dl.dropbox.com/u/2755084/NE-AlwaysIdentified.zip
Last edited by nanenj on Sun Nov 08, 2009 8:10 pm, edited 2 times in total.
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby comatose » Fri Nov 06, 2009 5:53 pm

thank you SO much.

how did you end up having to do it? edit each individual base item?
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby nanenj » Fri Nov 06, 2009 5:54 pm

Yep, only some items refer to items\base.dat it appears. I actually didn't just test with that file >.>;;; So, it could be that the mod could be much smaller.

But, since it appears some base items don't refer to that original base, I just edited the base item type of every type to be always identified. It appeared to work when I tested, so, out the door it goes ;)
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby RnF » Fri Nov 06, 2009 5:59 pm

THANKS!!

I was hoping someone would do this tonight.
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby PirateH » Fri Nov 06, 2009 6:25 pm

Ah grilled :( I was doing the same mod :P Found it kinda strange that not every item refers to the BASE, only rings and amulets do.
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby nanenj » Fri Nov 06, 2009 8:12 pm

Hehe, yeah, it's an easy enough mod and popular enough that I figured I'd hop right on it. ;) It's just one of those things I figured everyone would want though so thought I'd save others the effort xD.
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby Tiptoe » Fri Nov 06, 2009 9:14 pm

nanenj wrote:Hehe, yeah, it's an easy enough mod and popular enough that I figured I'd hop right on it. ;) It's just one of those things I figured everyone would want though so thought I'd save others the effort xD.


You figured right! Bless you for this!

I really hate having to identify items before I can use or sell them. This mod just made my list of MUST haves. Thankyou very, very much for this :mrgreen:.
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby throumbas » Fri Nov 06, 2009 9:17 pm

You didnt edit the level30+ items?
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby PirateH » Fri Nov 06, 2009 9:31 pm

throumbas wrote:You didnt edit the level30+ items?


He didn't edit EVERY item. Most of the items have a "base" item class. Like UNIQUE_BELT uses the base BASE_BELT. What he did was edit every BASE to add the ALWAYS_IDENTIFIED thing. It should have done the trick for every item. Although, it's possible that a few items are not using this "base" thing for an unknown reason.

Also, what was the type of the item (every detail is important, epic or not(I can guess it was epic since it's lvl 30+), magic/rare/unique, belt/helm/etc.) that was not auto-identified ?
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby nanenj » Fri Nov 06, 2009 11:13 pm

If I missed some it was cause of an assumption on my part. I deleted a bunch of things I thought inherited properly, so if the epic items (30+) don't inherit from a base type, that was my bad and I'll fix it up! :)

Rather the question here is, have they actually dropped and not identified? or are you just asking cause I don't have files for them in the mod? It appears they do inherit from the files I edited, please let me know.
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby Xeneonic » Sat Nov 07, 2009 2:14 am

Warning:

This mod still has "UNIT_GUID=" in the files. This means that, although small, there's a chance another item/mod have the same GUID. The result in example:

1. ) In the default game there's a set item with GUID 1111. "GUID 1111" is about to drop from the next monster that you kill.
2. ) The base item, unluckily also has "GUID 1111".
3. ) Since it's a mod, it will overwrite the old GUID with the new one.
4. ) Set item with "GUID 1111" will now never spawn in the game, but instead the base item will be generated from the mod.

Ensuring that items in MODS do not have GUID's will make the game generate a GUID next time it's started up, resulting in EVERY ID to be unique. (As the game will check if there's already a GUID for that item)


Other than that, great mod :)
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby MattS » Sat Nov 07, 2009 3:36 am

Nice work. I was wondering if you could do it so all green/blue items are identified but not yellow and purple?
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby PirateH » Sat Nov 07, 2009 9:36 am

Xeneonic wrote:Warning:

This mod still has "UNIT_GUID=" in the files. This means that, although small, there's a chance another item/mod have the same GUID. The result in example:

1. ) In the default game there's a set item with GUID 1111. "GUID 1111" is about to drop from the next monster that you kill.
2. ) The base item, unluckily also has "GUID 1111".
3. ) Since it's a mod, it will overwrite the old GUID with the new one.
4. ) Set item with "GUID 1111" will now never spawn in the game, but instead the base item will be generated from the mod.

Ensuring that items in MODS do not have GUID's will make the game generate a GUID next time it's started up, resulting in EVERY ID to be unique. (As the game will check if there's already a GUID for that item)


Other than that, great mod :)


So you're saying we should delete every UNIT_GUID?
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby Omnifas » Sat Nov 07, 2009 9:42 am

PirateH wrote:
Xeneonic wrote:Warning:

This mod still has "UNIT_GUID=" in the files. This means that, although small, there's a chance another item/mod have the same GUID. The result in example:

1. ) In the default game there's a set item with GUID 1111. "GUID 1111" is about to drop from the next monster that you kill.
2. ) The base item, unluckily also has "GUID 1111".
3. ) Since it's a mod, it will overwrite the old GUID with the new one.
4. ) Set item with "GUID 1111" will now never spawn in the game, but instead the base item will be generated from the mod.

Ensuring that items in MODS do not have GUID's will make the game generate a GUID next time it's started up, resulting in EVERY ID to be unique. (As the game will check if there's already a GUID for that item)


Other than that, great mod :)


So you're saying we should delete every UNIT_GUID?


Maybe, but his GUIDs could be from him running his mod to test. Chances of such a conflict is 1 in 4,000,000,000(average). If its because he just left the GUID from the original file there may be some conflict.
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby nanenj » Sat Nov 07, 2009 10:34 am

That would be correct, I edited out the GUID's about 3 times xD. I must have just forgotten to do it on the last time. I wonder if the 'holding shift' solution causes it to recompile GUIDs for items? Perhaps I'll have to come up with a GUID cleanser script or something to prep mods for release :P
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby Xeneonic » Sat Nov 07, 2009 12:45 pm

GUID's will be generated by the game regardless of you pressing shift when you start up the game. And yes, you should remove the GUID's just in case.

Indeed, the chance is small like I mentioned in the post above, but it does add up quickly if you had quite a few mods with GUID's in them.

When I created my mods I also had to pay attention to remove the GUID's every time I uploaded it.

I feel the devs should put it in a patch where it compares GUID's and generates new ones accordingly, so modders wouldn't have to remove the GUID lines.
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby nanenj » Sat Nov 07, 2009 12:51 pm

Made a tool to help modders remove GUIDs :) posted a thread and updated this thread.
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby Deejay » Sat Nov 07, 2009 7:32 pm

I was pretty sure they added something in the new patch to make all of them identified already...
TorchlightCC!!
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby Miniver » Sat Nov 07, 2009 7:37 pm

Deejay wrote:I was pretty sure they added something in the new patch to make all of them identified already...

No, they added an option to allow modders to set items to "always identified".
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Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby Tyronetasty » Sun Nov 08, 2009 2:54 pm

Hmmm. I installed this to try it out and being the masochist I am decided I wanted to continue identifying items, so I removed the mod. However, it still IDs everything automatically, as though the mod is still there.

Any ideas how to fix this?
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