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

Want to share your mod with the world? Feel free!

Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby nanenj » Sun Nov 08, 2009 3:25 pm

Hm. I suppose putting the base files back the way they were (in a mod) might overwrite the behavior if for some reason it's not reverting on it's own. I'll check and see if I can reproduce this later.
nanenj
 
Posts: 132
Joined: Thu Oct 29, 2009 8:26 am

Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby Tyronetasty » Sun Nov 08, 2009 3:47 pm

nanenj wrote:Hm. I suppose putting the base files back the way they were (in a mod) might overwrite the behavior if for some reason it's not reverting on it's own. I'll check and see if I can reproduce this later.


Thank you.
User avatar
Tyronetasty
 
Posts: 407
Joined: Thu Oct 22, 2009 7:09 pm
Location: Portland, OR

Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby noregsson » Sun Nov 08, 2009 6:50 pm

Just in case. Had problem with item mods still loading after I deleted them; turns out my mods.dat.adm wasn't updating properly. Dunno how that works, rly, but editing it seemed to fix it for me =S

And now we don't need ident spells anymore, what would I do if I wanted to stop them dropping?
noregsson
 
Posts: 6
Joined: Thu Nov 05, 2009 6:49 pm
Location: Auwslauw.no

Re: Items Always Identified [for v1.12 of Torchlight Only]

Postby nanenj » Sun Nov 08, 2009 7:12 pm

Code: Select all
[UNIT]
<STRING>BASEFILE:media/units/items/base.dat
<STRING>NAME:Identify Scroll
<STRING>RESOURCEDIRECTORY:media/models/items/scroll
<STRING>MESHFILE:scroll
<STRING>UNITTYPE:SCROLL
<TRANSLATE>DESCRIPTION:Right-click to use scroll, then Left-click on an unidentified item
<INTEGER>RARITY:0
<INTEGER>VALUE:41
<INTEGER>MAXSTACKSIZE:20
<BOOL>MERCHANTINFINITE:true
<BOOL>SHADOWS:true
<INTEGER>MAXSTACKSIZE:10
<STRING>ICON:scroll1
<INTEGER>ICON_SHEET:0
<STRING>TARGET_TYPE:ITEM
<STRING>FALL_SOUND:Item Fall
<STRING>TAKE_SOUND:ClothGet
<STRING>LAND_SOUND:ScrollDrop
<STRING>USE_SOUND:Identify
<STRING>USES:1
<INTEGER>MINLEVEL:0
<INTEGER>MAXLEVEL:9999999
<BOOL>MERCHANTINFINIT:true
<TRANSLATE>DISPLAYNAME:Identify Scroll
[EFFECT]
<BOOL>SAVE:true
<STRING>NAME:IDENTIFY
<STRING>ACTIVATION:DYNAMIC
<STRING>TYPE:IDENTIFY
<STRING>DURATION:INSTANT
<FLOAT>VALUE:1.000000
[/EFFECT]
[/UNIT]


I do not know for sure, but, I suspect that this will prevent identify scrolls from spawning. Will package and upload a version to stop scrolls from dropping later on if someone else doesn't beat me to it.
nanenj
 
Posts: 132
Joined: Thu Oct 29, 2009 8:26 am

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

Postby nanenj » Sun Nov 08, 2009 8:10 pm

Updated Mod: It no longer spawns Identify Scrolls, even on the vendor. This does mean that if you use this mod on an existing character, you may be stuck with a few unidentified items if you don't have enough scrolls to identify your inventory.
nanenj
 
Posts: 132
Joined: Thu Oct 29, 2009 8:26 am

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

Postby Miniver » Sun Nov 08, 2009 8:51 pm

Thanks for the new update. Had to delete my mods.dat and mods.dat.adm files before it got rid of the scrolls, but it works now.
User avatar
Miniver
 
Posts: 151
Joined: Thu Nov 05, 2009 10:23 am

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

Postby Xeneonic » Mon Nov 09, 2009 12:03 am

I downloaded the latest version, I noticed something peculiar but I don't know what it does (If it does anything).

In the file: media\units\items\scrolls\identifyscroll.dat
Code: Select all
<UNSIGNED INT>UNIQUE_GUID:93


Like I said, no clue if this causes a wormhole or anything...
Xeneonic
 
Posts: 220
Joined: Sun Nov 01, 2009 5:36 pm

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

Postby noregsson » Mon Nov 09, 2009 5:10 am

Epic mod is epic^^ Now I can get rid of those annoying town portal scrolls as well!

Btw, anyone know what that does for spell drop rate? Didn't see any difference from normal drops, but how bout lecterns and stuff?
noregsson
 
Posts: 6
Joined: Thu Nov 05, 2009 6:49 pm
Location: Auwslauw.no

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

Postby nanenj » Mon Nov 09, 2009 7:11 am

It's another GUID, so, chances of it doing something significant are slim. But, that would be one of the cases that the GUID Stripper misses ;) will add that in so that it doesn't get uploaded next time :)
nanenj
 
Posts: 132
Joined: Thu Oct 29, 2009 8:26 am

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

Postby SaN » Mon Nov 09, 2009 10:25 am

A lot of thanks for this man!
Always think by yourself.
SteamID: http://steamcommunity.com/id/sansanch3z
Image
User avatar
SaN
 
Posts: 47
Joined: Mon Nov 02, 2009 12:07 am

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

Postby Sunar » Mon Nov 09, 2009 10:52 am

Great mod, thanks! After awhile it just gets annoying to ID everything since I do ID everything in any case.

~Sun
User avatar
Sunar
 
Posts: 3
Joined: Sat Nov 07, 2009 1:47 pm
Location: Axis IRC #runicgames

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

Postby Uhgii » Tue Nov 10, 2009 1:37 am

So I installed the mod, and part of it worked - it removed all of the identify scrolls from the game, including all the ones on my character and in my stash. They don't drop, they're not on a vendor. However, the items are NOT dropping pre-identified. So now I'm stuck with a stash full of unidentified items without even any scrolls to resort to ID them with. Any thoughts?
Uhgii
 
Posts: 91
Joined: Sun Nov 08, 2009 1:47 pm

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

Postby nanenj » Tue Nov 10, 2009 6:52 am

Double check the mod folders in the units/items/ area and make sure the game is parsing them. Items you got before the mod will not be automagically identified, only new ones dropping should be, and they don't tend to drop with the full 'magic' name exposed, once you pick them up and look at them in your inventory they should be identified.

But, make sure that the game is generating .ADM files for all the .dats in the units/items folder and subfolders.

Past that, I'd have to try and reproduce the error to be able to investigate it further.
nanenj
 
Posts: 132
Joined: Thu Oct 29, 2009 8:26 am

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

Postby Gazz » Tue Nov 10, 2009 8:05 am

Why not allow the ID scroll to spawn on the vendor?

Preventing them to drop is all that's really required but if they remain available on the vendor, that's a perfectly good fallback just in case something unexpected happens.
It's not like you need the stash size on the vendor. =)
Master of many arts of no known use to man or beast. That's me alright!
Gazz
 
Posts: 23
Joined: Thu Nov 05, 2009 5:29 am

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

Postby Uhgii » Tue Nov 10, 2009 11:40 am

nanenj wrote:Double check the mod folders in the units/items/ area and make sure the game is parsing them. Items you got before the mod will not be automagically identified, only new ones dropping should be, and they don't tend to drop with the full 'magic' name exposed, once you pick them up and look at them in your inventory they should be identified.

But, make sure that the game is generating .ADM files for all the .dats in the units/items folder and subfolders.

Past that, I'd have to try and reproduce the error to be able to investigate it further.


Thanks, I'll have to give that a try. I'm at work now, but after my computer had rebooted and I loaded up the game again, they *were* in fact spawning on the vendors, but my own stash of them had disappeared, and they definitely don't drop, and items still don't drop identified. At least I can purchase them on vendors, but now it's even more of a money sink since I don't pick any up along the way to supplement, and I still need to ID all my items.

Hopefully the ideas you've provided will provide a fix, or else I may just need to remove it entirely.

I'll keep you updated. =)
Uhgii
 
Posts: 91
Joined: Sun Nov 08, 2009 1:47 pm

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

Postby nanenj » Tue Nov 10, 2009 12:26 pm

It'd also help to know what other mods you're using too, could be some kind of silly conflict.
nanenj
 
Posts: 132
Joined: Thu Oct 29, 2009 8:26 am

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

Postby Uhgii » Tue Nov 10, 2009 1:23 pm

Sure thing, I'm using the enchantmod and the easy respec mod. Both of those work thus far, and they're all in the correct directory. I'm trying not to get too mod-heavy. =P
Uhgii
 
Posts: 91
Joined: Sun Nov 08, 2009 1:47 pm

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

Postby Srikandi » Sat Nov 14, 2009 5:22 pm

Thanks for this! Small mod, big improvement :)
User avatar
Srikandi
 
Posts: 324
Joined: Tue Sep 22, 2009 7:18 pm

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

Postby Aaron » Sun Nov 15, 2009 6:24 am

Any chance you could create a separate mod that only prevent identity/town portal scrolls dropping? Would like a mod that stops Identity and town portal scrolls dropping from mobs (but still have them available on vendor) :)
Aaron
 
Posts: 26
Joined: Fri Oct 30, 2009 7:20 am

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

Postby Chimpo » Sun Nov 15, 2009 6:31 am

Aaron wrote:Any chance you could create a separate mod that only prevent identity/town portal scrolls dropping? Would like a mod that stops Identity and town portal scrolls dropping from mobs (but still have them available on vendor) :)


Hey that's a great idea.
Chimpo
 
Posts: 24
Joined: Fri Nov 13, 2009 4:05 am

PreviousNext

Return to Mod Showcase

Who is online

Users browsing this forum: Exabot [Bot] and 2 guests